Wrath & Glory - An Abundance of Apocrypha v3 PDF
Wrath & Glory - An Abundance of Apocrypha v3 PDF
Wrath & Glory - An Abundance of Apocrypha v3 PDF
The rules here are a labour of love. I’ve been a fan of the Warhammer 40,000 universe for most of my life. Working
on the Fantasy Flight Games 40k RPGs was my first job in the RPG industry. Getting a chance to be involved, even only
peripherally (playtesting, a little bit of consulting), in Wrath & Glory was a joy, but as with any new rulebook, there’s
only so much of this vast setting that can be crammed into the pages.
But I like to tinker with rules, and to come up with my own ways of representing different things. Doing that with the
40k universe is how I got into writing RPGs to begin with, so of course I’m going to dabble with that sort of extra
content now that there’s a new 40k RPG to play with. It doesn’t hurt that I find Wrath & Glory quite easy to create
stuff for.
The rules content here is all my own work, and not official in any way—any resemblance it may bear to official rules
that come out later is purely coincidental. If official rules resemble the ones found here, then it’s just a case of “great
minds think alike”. The background, of course, is a mixture of Games Workshop’s intellectual property and my own
spin on a few less-explored things, though I’ve tried to keep my own additions to the lore to a minimum to allow this
to be usable by as many Wrath & Glory fans as possible.
Note: To make the updates to this document manageable, I’ve removed the Expanded Bestiary section, which will be
released separately at a later date. This document contains only the player-facing content.
Version 2: 5th January 2020 – added Primaris Vanguard archetypes and gear, redefined Priest abilities, Asuryani Exarch
powers, added Runes of Fortune and Revenant psychic disciplines, removed Strength from Death talent, added
Reborn (Ynnari) ascension package and associated Ynnari talents, minor adjustments and clarifications.
Version 3: 16th April 2020 – major updates to account for Revised Core Rulebook changes
Version 3.1: 30th May 2020 – adding omitted weapon stats, additional Mechanicus weapons from Psychic Awakening:
Engine War.
Version 3.2: 25th July 2020 – revisions in line with errata for core rulebook.
GW, Games Workshop, Citadel, Black Library, Forge World, Warhammer, Warhammer 40,000, the ‘Aquila’ Double-
headed Eagle logo, Space Marine, 40K, 40,000, Necromunda, Space Hulk, Battlefleet Gothic, Inquisitor, Epic,
Gorkamorka, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons,
characters, and the distinctive likenesses thereof, are either ® or ™, and/or © Games Workshop Limited, variably
registered around the world. All Rights Reserved. Used Without Permission.
An Abundance of Apocrypha
Contents
Contents ............................................................................................................................................................................ 2
New and Expanded Species .............................................................................................................................................. 8
Human Homeworld ....................................................................................................................................................... 8
Death World .............................................................................................................................................................. 8
Hive World ................................................................................................................................................................ 8
Voidborn ................................................................................................................................................................... 9
Forge World .............................................................................................................................................................. 9
Schola Progenium ................................................................................................................................................... 10
Shrine World ........................................................................................................................................................... 10
Drukhari ...................................................................................................................................................................... 11
Playing Drukhari ...................................................................................................................................................... 11
Pariahs......................................................................................................................................................................... 12
Pariah Roles............................................................................................................................................................. 12
Playing a Pariah ....................................................................................................................................................... 12
Squats .......................................................................................................................................................................... 13
Squat Roles.............................................................................................................................................................. 13
Beastman .................................................................................................................................................................... 15
Beastman Roles ....................................................................................................................................................... 15
New and Expanded Factions ........................................................................................................................................... 16
Additional Archetypes................................................................................................................................................. 16
Adeptus Astartes Chapters ......................................................................................................................................... 19
Black Templars ........................................................................................................................................................ 19
Crimson Fists ........................................................................................................................................................... 19
Grey Knights ............................................................................................................................................................ 19
Emperor’s Children [Legion] ................................................................................................................................... 20
Iron Warriors [Legion] ............................................................................................................................................. 20
Night Lords [Legion] ................................................................................................................................................ 20
World Eaters [Legion] ............................................................................................................................................. 21
Death Guard [Legion] .............................................................................................................................................. 21
Thousand Sons [Legion] .......................................................................................................................................... 21
Black Legion [Legion] .............................................................................................................................................. 22
Word Bearers [Legion] ............................................................................................................................................ 22
Alpha Legion [Legion] .............................................................................................................................................. 22
Adeptus Arbites........................................................................................................................................................... 24
Officio Assassinorum................................................................................................................................................... 26
The Drukhari................................................................................................................................................................ 29
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Sub-Factions ............................................................................................................................................................ 29
The Squat Remnant..................................................................................................................................................... 31
New Archetypes .............................................................................................................................................................. 33
Beastman Auxiliary (Astra Militarum, Tier 1) .......................................................................................................... 33
Frateris Militia (Adeptus Ministorum, Tier 1) ......................................................................................................... 34
Guardian (Aeldari, Tier 1) ........................................................................................................................................ 35
Imperial Guard Medic (Astra Militarum, Tier 1) ..................................................................................................... 36
Imperial Guard Officer (Astra Militarum, Tier 1) .................................................................................................... 37
Kabalite Warrior (Drukhari, Tier 1) ......................................................................................................................... 38
Khorngor (Chaos, Tier 1) ......................................................................................................................................... 39
Pestigor (Chaos, Tier 1) ........................................................................................................................................... 39
Sister Dialogus (Adepta Sororitas, Tier 1) ............................................................................................................... 40
Sister Famulous (Adepta Sororitas, Tier 1) ............................................................................................................. 41
Slaangor (Chaos, Tier 1) .......................................................................................................................................... 42
Tzaangor (Chaos, Tier 1).......................................................................................................................................... 42
War-Pledged Warrior (Squat, Tier 1) ...................................................................................................................... 43
Wych (Drukhari, Tier 1) ........................................................................................................................................... 44
Arbitrator (Adeptus Arbites, Tier 2) ........................................................................................................................ 45
Astropath (Adeptus Astra Telepathica, Tier 2) ....................................................................................................... 46
Bonesinger (Aeldari, Tier 2) .................................................................................................................................... 47
Burna Boy (Ork, Tier 2) ............................................................................................................................................ 48
Corpuscarius Electro-Priest (Adeptus Mechanicus, Tier 2) ..................................................................................... 49
Fulgurite Electro-Priest (Adeptus Mechanicus, Tier 2) ........................................................................................... 50
Magistrate (Adeptus Arbites, Tier 2)....................................................................................................................... 51
Lexmechanic (Adeptus Mechanicus, Tier 2) ........................................................................................................... 52
Mekboy (Ork, Tier 2) ............................................................................................................................................... 53
Painboy (Ork, Tier 2) ............................................................................................................................................... 54
Runtherd (Ork, Tier 2) ............................................................................................................................................. 55
Sister Repentia (Adepta Sororitas, Tier 2)............................................................................................................... 56
Skitarius Vanguard (Adeptus Mechanicus, Tier 2) .................................................................................................. 57
Tankbusta (Ork, Tier 2)............................................................................................................................................ 58
Transmechanic (Adeptus Mechanicus, Tier 2) ........................................................................................................ 59
Apothecary (Adeptus Astartes, Tier 3/Tier 4) ......................................................................................................... 60
Assault Space Marine (Adeptus Astartes, Tier 3) .................................................................................................... 61
Chaos Space Marine (Chaos, Tier 3)........................................................................................................................ 62
Chaos Space Marine Havoc (Chaos, Tier 3) ............................................................................................................. 63
Chaos Space Marine Raptor (Chaos, Tier 3) ............................................................................................................ 64
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Chastener (Adeptus Arbites, Tier 3) ........................................................................................................................ 65
Confessor (Adeptus Ministorum, Tier 3) ................................................................................................................. 66
Dark Reaper Aspect Warrior (Aeldari, Tier 3) ......................................................................................................... 67
Detective (Adeptus Arbites, Tier 3) ......................................................................................................................... 68
Devastator Space Marine (Adeptus Astartes, Tier 3) .............................................................................................. 69
Dire Avenger Aspect Warrior (Aeldari, Tier 3) ........................................................................................................ 70
Fire Dragon Aspect Warrior (Aeldari, Tier 3) .......................................................................................................... 71
Flash Git (Ork, Tier 3) .............................................................................................................................................. 72
Guild Engineer (Squat, Tier 3) ................................................................................................................................. 73
Hearthguard (Squat, Tier 3) .................................................................................................................................... 74
Howling Banshee Aspect Warrior (Aeldari, Tier 3) ................................................................................................. 75
Incubus (Drukhari, Tier 3) ....................................................................................................................................... 76
Shining Spear Aspect Warrior (Aeldari, Tier 3) ....................................................................................................... 77
Sicarian Infiltrator (Adeptus Mechanicus, Tier 3) ................................................................................................... 78
Sicarian Ruststalker (Adeptus Mechanicus, Tier 3) ................................................................................................. 79
Sister of Silence (Adeptus Astra Telepathica, Tier 3) .............................................................................................. 80
Sister Seraphim (Adepta Sororitas, Tier 3) .............................................................................................................. 81
Striking Scorpion Aspect Warrior (Aeldari, Tier 3) .................................................................................................. 82
Swooping Hawk Aspect Warrior (Aeldari, Tier 3) ................................................................................................... 83
Verispex Adept (Adeptus Arbites, Tier 3)................................................................................................................ 84
Warp Spider Aspect Warrior (Aeldari, Tier 3) ......................................................................................................... 85
Weirdboy (Ork, Tier 3) ............................................................................................................................................ 86
Ancestor Lord (Squat, Tier 4) .................................................................................................................................. 87
Chaos Space Marine Sorcerer (Chaos, Tier 4) ......................................................................................................... 88
Chaos Space Marine Warpsmith (Chaos, Tier 4) ..................................................................................................... 89
Dark Apostle (Chaos, Tier 4).................................................................................................................................... 90
Genetor (Adeptus Mechanicus, Tier 4) ................................................................................................................... 91
Grey Knight Space Marine (Adeptus Astartes, Tier 4) ............................................................................................ 92
Harlequin Player (Aeldari, Tier 4) ............................................................................................................................ 93
Khorne Berzerker (Chaos, Tier 4) ............................................................................................................................ 94
Logis (Adeptus Mechanicus, Tier 4) ........................................................................................................................ 95
Magos (Adeptus Mechanicus, Tier 4)...................................................................................................................... 96
Nurgle Plague Marine (Chaos, Tier 4) ..................................................................................................................... 97
Primaris Aggressor (Adeptus Astartes, Tier 4) ........................................................................................................ 98
Primaris Vanguard Eliminator (Adeptus Astartes, Tier 4) ....................................................................................... 99
Primaris Hellblaster (Adeptus Astartes, Tier 4) ..................................................................................................... 100
Primaris Inceptor (Adeptus Astartes, Tier 4) ........................................................................................................ 101
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Primaris Vanguard Incursor (Adeptus Astartes, Tier 4) ........................................................................................ 102
Primaris Vanguard Infiltrator (Adeptus Astartes, Tier 4) ...................................................................................... 103
Primaris Reiver (Adeptus Astartes, Tier 4) ............................................................................................................ 104
Slaanesh Noise Marine (Chaos, Tier 4) ................................................................................................................. 105
Space Marine Chaplain (Adeptus Astartes, Tier 4/Tier 5) ..................................................................................... 106
Space Marine Librarian (Adeptus Astartes, Tier 4/Tier 5) .................................................................................... 107
Space Marine Techmarine (Adeptus Astartes, Tier 4) .......................................................................................... 108
Callidus Assassin (Officio Assassinorum, Tier 5) ................................................................................................... 109
Culexus Assassin (Officio Assassinorum, Tier 5) ................................................................................................... 110
Eversor Assassin (Officio Assassinorum, Tier 5) .................................................................................................... 111
Harlequin Death Jester (Aeldari, Tier 5) ................................................................................................................ 112
Harlequin Shadowseer (Aeldari, Tier 5) ................................................................................................................ 113
Harlequin Solitaire (Aeldari, Tier 5)....................................................................................................................... 114
Harlequin Troupe Master (Aeldari, Tier 5) ............................................................................................................ 115
Vindicare Assassin (Officio Assassinorum, Tier 5) ................................................................................................. 116
New Talents .................................................................................................................................................................. 117
New Ascension Packages .............................................................................................................................................. 127
Agent of the Inquisition ............................................................................................................................................ 127
Apocryphon Oath ...................................................................................................................................................... 127
Crux Terminatus ........................................................................................................................................................ 128
The Rubicon Primaris ................................................................................................................................................ 128
Lost Upon The Path of the Warrior ........................................................................................................................... 129
Lost Upon The Seer Path ........................................................................................................................................... 130
Reborn....................................................................................................................................................................... 130
Willing Possession ..................................................................................................................................................... 131
New Wargear ................................................................................................................................................................ 132
New Weapon Traits .................................................................................................................................................. 132
Melee Weapons ........................................................................................................................................................ 133
Ordinary Melee Weapons ..................................................................................................................................... 133
Force Weapons ..................................................................................................................................................... 133
Chain & Power Weapons ...................................................................................................................................... 134
Exotic Melee Weapons ......................................................................................................................................... 135
Chaos Melee Weapons ......................................................................................................................................... 137
Aeldari Melee Weapons........................................................................................................................................ 138
Drukhari Melee Weapons ..................................................................................................................................... 140
Ork Melee Weapons ............................................................................................................................................. 141
Ranged Weapons ...................................................................................................................................................... 142
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Bolt Weapons ........................................................................................................................................................ 142
Grav Weapons ....................................................................................................................................................... 143
Plasma Weapons ................................................................................................................................................... 144
Flame Weapons..................................................................................................................................................... 145
Exotic Ranged Weapons........................................................................................................................................ 145
Grenades & Grenade Launchers ........................................................................................................................... 149
Chaos Ranged Weapons........................................................................................................................................ 150
Aeldari Ranged Weapons ...................................................................................................................................... 152
Drukhari Ranged Weapons ................................................................................................................................... 156
Ork Ranged Weapons ........................................................................................................................................... 158
Weapon Upgrades .................................................................................................................................................... 159
Upgrades ............................................................................................................................................................... 159
Reloads and Ammunition ...................................................................................................................................... 161
Drukhari Poisons ................................................................................................................................................... 163
Armour ...................................................................................................................................................................... 166
Basic Armour ......................................................................................................................................................... 167
Astartes Armour .................................................................................................................................................... 169
Force Shields ......................................................................................................................................................... 173
Chaos Armour ....................................................................................................................................................... 175
Aeldari Armour...................................................................................................................................................... 176
Drukhari Armour ................................................................................................................................................... 177
Ork Armour ........................................................................................................................................................... 178
Squat Armour ........................................................................................................................................................ 178
Tools & Equipment.................................................................................................................................................... 179
Combat Drugs and Consumables .......................................................................................................................... 183
Eldar Equipment.................................................................................................................................................... 185
Augmetics.................................................................................................................................................................. 189
Ork Bioniks ............................................................................................................................................................ 193
Drukhari Fleshcraft................................................................................................................................................ 194
Exarch Powers ............................................................................................................................................................... 195
Prayers and Litanies ...................................................................................................................................................... 202
Invoking Prayers .................................................................................................................................................... 202
Litanies of Devotion .................................................................................................................................................. 202
Prayers to the Dark Gods .......................................................................................................................................... 203
New Psychic Powers...................................................................................................................................................... 205
Adeptus Astartes Psychic Powers ............................................................................................................................. 205
Sanctic Discipline................................................................................................................................................... 205
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Librarius Discipline ................................................................................................................................................ 207
Obscuration Discipline .......................................................................................................................................... 208
Geokinesis Discipline............................................................................................................................................. 210
Indomitus Discipline .............................................................................................................................................. 211
Interromancy Discipline ........................................................................................................................................ 213
Promethean Discipline .......................................................................................................................................... 214
Sanguinary Discipline ............................................................................................................................................ 216
Stormspeaking Discipline ...................................................................................................................................... 217
Technomancy Discipline........................................................................................................................................ 219
Tempestas Discipline............................................................................................................................................. 220
Umbramancy Discipline ........................................................................................................................................ 222
Dark Hereticus Discipline <Heretic Astartes> ........................................................................................................... 224
Aeldari Psychic Powers ............................................................................................................................................. 226
Runes of Fortune ................................................................................................................................................... 226
Runes of Shaping Discipline .................................................................................................................................. 227
Runes of Fate Discipline ........................................................................................................................................ 228
Phantasmancy Discipline ...................................................................................................................................... 230
Revenant Discipline ............................................................................................................................................... 231
WAAAGH! Discipline ................................................................................................................................................. 233
Ancestral Rites Discipline .......................................................................................................................................... 235
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New and Expanded Species
The following additional species options may be used at your GM’s discretion, and function in the manner described
from page 85 of the Wrath & Glory Core Rulebook.
Human Homeworld
This section provides a number of additional options for human characters, providing varying abilities for the
assortment of different types of homeworld found across the Imperium. Any Human character may select one of these
options to reflect the world of their birth and how that world has influenced their outlook and abilities.
Each option contains one or more special abilities, as well as recommendations for thematic increases to their
Attributes and Skills to reflect their homeworld; consider buying at least one extra rank in one each of the Attribute
and Skill recommendations.
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Voidborn Forge World
Born and raised in the darkness between the stars, the You hail from a domain of the Adeptus Mechanicus and
voidborn are a strange breed. Accustomed to the were raised invoking psalms to the Omnissiah rather
peculiar life aboard city-sized voidships and vast orbital than prayers to the God-Emperor. You are a cog within
stations, they are often seen as warp-touched, and the a grand machine that contains trillions of souls, honed
weird, insular customs of life in space often set them to serve your specific purpose.
apart from planetborn people.
Abilities Ave Omnissiah: The character has
Abilities Voidwise: The character is memorised countless operation
accustomed to the vagaries of life litanies and maintenance
aboard ship or station and is well- hymnals, giving them an innate
versed in protective rites and familiarity with machines and the
emergency doctrines. The Cult Mechanicus. They receive +1d
character gains +1d on all tests to on all Tech tests and Scholar tests
resist radiation and ignores all relating to the Adeptus
penalties to action caused by low- Mechanicus.
or zero-gravity environments. Stranger to the Church:
Ill-Omened: Voidborn are Forgeworlders are unfamiliar with
considered strange and the ways of the Ministorum and
inauspicious by others, who look the Imperial Creed and suffer
for even the slightest sign of ill- +2DN on all Scholar tests relating
fortune. When attempting an to the Imperial Creed. The
interaction test with a non- character may not take any
Voidborn, two dice are treated as archetypes with the ADEPTUS
Wrath dice, rather than one, and MINISTORUM keyword.
the character is unable to score Attributes Strength, Intelligence
criticals on these tests. Skills Scholar, Tech
Attributes Initiative, Willpower
Skills Pilot, Tech
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Schola Progenium Shrine World
You were an orphaned child of a notable servant of the You were raised on a world which exists to exalt the
Imperium, raised in one of the Schola Progenium God-Emperor. You were raised amidst faith and fury,
abbeys scattered across the galaxy. Under the tutelage exposed to lore of saints and martyrs and the
of Drill-Abbots and other stern teachers, young Emperor’s righteousness at every moment of every
Progena are honed into devout, highly capable day.
servants of Him-on-Terra. Many of the most renowned
Abilities The Scorn of the Devout: The
figures in Imperial history are former Progena,
character is filled with holy hatred
recruited into positions of status and power.
and fury. They receive +1 to
Abilities Schola Education: The character Resolve and Conviction, and +1d
was groomed from a young age to on all Weapon Skill tests made to
be an example to others. You gain attack enemies with the Heretic
+1d on any two of the following keyword.
skills, chosen during character Abhor the Unhallowed: The
creation: Insight, Intimidation, character is filled with an
Leadership, Scholar. instinctive revulsion for the unholy
Cloistered Upbringing: Progena or unclean. They suffer +1DN on
have little patience for, or all Scholar or Tech tests relating to
understanding of, the dregs of items or characters with the
society. The character suffers HERETIC or CHAOS keywords, or
+2DN on all non-hostile with any keyword belonging to a
Interaction tests made when Xenos species.
dealing with characters who have Attributes Willpower, Fellowship
the SCUM keyword. Skills Insight, Scholar
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Drukhari
The Dark Eldar, referred to more correctly as the Drukhari Names
Drukhari or "Dark Ones" in the Aeldari Lexicon, are a While sharing a common language and history with
forsaken and corrupt Aeldari kindred, similar to their their Craftworlder cousins, the Drukhari tend to favour
Asuryani counterparts in some ways, but very different names with a harsher edge to them, often choosing
in others. names which symbolise the pain and terror they wish
to spread. Examples include:
The Drukhari revel in piracy, enslavement and torture,
and are sadistic in the extreme. They strike with little Akhirion, Anarkyss, Anielyn, Bekliel, Ethrilliac,
or no warning, using an interdimensional labyrinth Grendett, Grevyth, Kylos, Laelanyel, Madrax, Melikka,
known as the Webway to traverse the galaxy safely and Mellyx, Monsatos, Narlek, Nyktos, Peiythia, Phyrix,
far more quickly than most advanced starfaring species Selithrian, Theskril, Thessa, Thraed, Thresyn, Thrixxesh,
are able to with their Warp jumps. Quaez, Uless, Vrexith, Vylekh, Vypus, Xela, Xurul
The Drukhari are unique amongst the intelligent races Playing Drukhari
of the Milky Way Galaxy because they do not live on a If you wish to play a Drukhari character, use the
settled world or worlds, but rather the bulk of their following species entry instead of the normal Aeldari
population is concentrated in one foul city-state -- the one.
Dark City of Commorragh -- that lies within the
XP Cost: 20
"ordered" Immaterium of the Aeldari Webway.
Attributes: Agility 3, Strength 2
The Drukhari are mainly pirates and slavers who prey Skills: Intimidation 2
on targets across the galaxy to feed their unholy Outsider: +2DN to interaction tests with members of
appetites for other sentient beings' souls, a terrible the Imperium.
The Thirst: You cannot recover Shock by spending
desire called "the Thirst," though they are sometimes
Wrath, or through the Medicae skill. However,
used as mercenaries by other voidfaring species.
you recover 1d3+Rank shock whenever you
The Drukhari are the living embodiments of all that is inflict Shock on an opponent, kill an opponent,
wanton and cruel in the Aeldari character. Highly whenever you succeed at an Intimidation
intelligent and devious to the point of obsession, these interaction attack, or when an enemy fails a
piratical people revel in the physical and emotional Resolve test. The GM gains +1 Ruin whenever
you become Exhausted.
pain of others, for feeding upon the psychic residue of
She Who Thirsts: Reduce your Maximum Shock by an
suffering is the only way they can stave off the slow
amount equal to your Corruption Level.
consumption by the Chaos God Slaanesh of their own
souls.
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Pariahs
Pariahs, also known as untouchables, nulls, and blanks, Pariah Roles
are a rare form of human mutant that possess no Though extremely rare, the Imperium seeks out
presence in the Warp. Indeed, their souls actively blot pariahs to serve the Imperium. Most who are
it out, disrupting psychic phenomena in their proximity discovered are found in orphanages and similar,
and rendering them utterly impervious to psychic abandoned by parents who found themselves
effects. instinctively disgusted by their child.
Most sentient beings have an innate connection to the Those who are discovered are a rare and valuable tool
Warp, and their conscious minds and emotions are in the war for humanity’s survival. The Adeptus Astra
reflected within it. This echo, this signature presence, Telepathica employs many to help contain and
is commonly thought of as the soul by humans and suppress rogue psykers – the Silent Sisterhood served
Aeldari alike. Psykers – and Aeldari – have especially in this capacity during the Great Crusade and Horus
strong connections to the Warp, and thus their souls Heresy, and have recently returned in a time of dire
are bright flames in the Immaterium compared to the need – and both the Inquisition and the Officio
flickering sparks of the average human. Pariahs, Assassinorum employ them to hunt and slay witches
however, have no connection to the Warp at all; and sorcerers.
indeed, their spirits somehow repel the Warp, like an
oppressive shadow that swallows the lights nearby. However, not all pariahs are so fortunate, and tend to
live lives of isolation on the edges of society, often
In practice, this means that a pariah dampens the eking out an existence by doing solitary work, or work
effects of psychic and warp-spawned powers occurring where the revulsion they inspire is little impediment. A
nearby. A psyker standing in the area will find their few discover that the extent of their abilities and hire
powers weakened or nullified entirely. The pariah themselves out as freelance witch-hunters and wyrd-
themselves is immune to all direct psychic effects banes, or as bodyguards to the paranoid.
(though not indirect ones, such as having a boulder
telekinetically dropped or hurled at them). They are Playing a Pariah
entirely immune to daemonic possession and Any Human character may be chosen to be a Pariah
corruption by the powers of Chaos. They cannot be during character creation. This has an additional XP
detected by most psychic means, though especially cost, and applies a number of additional special
perceptive psykers may infer a pariah’s presence by the abilities to the character, but it also comes with some
absence they produce. penalties and restrictions too.
Ensouled beings perceive the universe as much This additional cost must be paid if you choose any
through their immaterial spirit as through their Human archetype. It is already included in the cost of
physical senses. Many humans think of this as instinct, all Pariah archetypes.
intuition, gut feeling, or as an ability to judge character. XP Cost: 30
To such perceptions, a pariah creates a feeling of deep Abhorrent Presence: +2DN to all interaction tests with
unease and foreboding, and even revulsion or hostility. non-pariah characters. +4DN to interaction
These feelings are relatively mild in most people, but to tests with psykers. Pariahs reduce their
psykers these feelings are amplified a hundredfold, Influence by 1.
creating an instinctive disgust that borders on pain. Psychic Abomination: A pariah cannot be directly
Needless to say, pariahs are often driven to the fringes affected by psychic powers or other warp
of society, leading short, unhappy lives – ironically, phenomena, whether positive or negative. A
many are persecuted as witches, when nothing could pariah can never gain the PSYKER keyword, nor
be further from the truth. can they ever gain Faith points or any other
ability that requires drawing upon the Warp for
power. Any psychic powers attempted or
targeted within a number of metres of the
Pariah equal to their Willpower increase their
DN by twice the Pariah’s Rank.
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Squats Squat Roles
An Abhuman breed from the inhospitable high-gravity Squats could be found in all walks of life during the days
worlds near the galactic core, the Squats once ruled of their civilisation, and many left the Homeworlds in
empires of their own. Descended from the colonists seek of glory, adventure, or wealth, often aligning
sent to mine the resource-rich worlds of that region themselves with Rogue Traders, Adeptus Mechanicus
long ago, they were cut off from humanity during the Explorators, and others who range across the stars.
Age of Strife, and evolved to suit their environments, Now, such wandering Squats are all who remain.
becoming short, solid, and hardy folk.
Many Squats are miners and prospectors by trade, but
The Squats are a tenacious, grim people, hardened by all Squats are trained and armed to defend their homes
the harsh environments of their stronghold-worlds, but from aggressors. In addition to being hardy, they’re
they’re also loyal, hard-working, and honourable, and strong and dextrous, and with unyielding resolve,
with an intellect and technical aptitude not often found especially now that they have so little left to lose. Some
in Abhumans. Indeed, so successful were they in Squats have taken this to extremes, swearing oaths of
settling their worlds that by the time the Great vengeance and ruin upon the enemies of their kind,
Crusades discovered them, they were given permission pledging to seek the destruction of those who have
to remain autonomous of the Imperium, as allies rather harmed the Squats with their dying breaths.
than subjects. How they achieved such a feat is lost to
Squats have a natural aptitude for technology, at least
time. Even then, the Squats were isolationist and
compared to most in the Imperium. Anyone looking at
inward-looking, seldom involving themselves in the
Squat technology in detail would see many things in
affairs of the wider galaxy unless the galaxy came to
common with the technology of the Imperium, but also
them.
many differences. Squat Engineers and the Priesthood
During the Age of the Imperium, the many Leagues and of Mars have a similar technological base—humanity’s
Strongholds of the Squats saw a slow decline, their technical achievements in the distant past—but they
civilisation eroded by feuds and grudge-wars, to say have developed these technologies differently,
nothing of the malign incursions of Xenos breeds – through different conflicts and struggles, and to suit
especially the Orks, who seemed to always find the different circumstances. Millennia of living without the
Strongholds an enticing target – and the servants of strictures of the Adeptus Mechanicus allowed the
Chaos. The populations of many failing Strongholds Squats to develop technologies unseen within the
migrated to nearby Imperial worlds, integrating into Imperium, and Squat Master Engineers were able to
the Imperium. When the Cicatrix Maledictum opened, rival the Magi of Mars in their artifice.
tearing the galaxy in two, the Squat Homeworlds were
Squat Names
caught within the middle of the rift, and precious few
Many Squat names are traditional, with a recurring use
of the remaining Squats survived the cataclysm. Those
of names used by honoured ancestors from
who remained were offworld in expeditionary groups,
generations past, and often use a patronym or
were those who had joined the Imperium, or were
matronym (the name of a parent to indicate lineage) or
outcasts and exiles in mercenary bands, and they are
clan name. Squats often also have a nickname or other
far too few to rebuild what they have lost.
earned identifier. Squats don’t get to choose their own
Squats are, as their name suggests, a short, sturdy nicknames – these are given to them by mentors and
people. They tend to have hard, broad features, with superiors during their apprentice years – and young
prominent noses, and male Squats always bear long, Squats are caught in the tension between standing out
thick facial hair, often elaborately braided or styled. enough to get a worthy moniker and not being so
Though shorter than most humans, their broad frames outlandish that they receive a shameful one. The
and solid bodies suggest that they are far from weak or following names are examples:
frail – indeed, the average Squat is more resilient than
Algunella, Athgni, Athlun, Balgrimella,
a baseline human.
Beladokina, Burnir, Burzin, Drokgrimella, Dronglin,
Elanya, Elruna, Fimagrin, Fimarun, Gadrinella, Gimzin,
Grendl, Grimgrund, Grimtoka, Hakakin, Harmin,
Harnina, Kazgrond, Lundor, Moranina, Mori, Odaskina,
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Olfmir, Ollagona, Ollanya, Ragni, Rorangona, Rorgar, Additional Details
Skagromina, Skoraskina, Skordokina, Snoragund, Age: Squats, with their hardier physiology, tend to live
Throngana, Thuramin, Uthagrund, Zakgni longer lives than baseline humans, and feel the effects
of age more slowly; indeed, Squats tend to endure for
Species Abilities
a similar length of time to Adeptus Astartes, frequently
XP Cost: 28
living for two or three centuries if battle, mishap, or
Speed: 5
illness does not take them first, and some can live for
Attributes: Toughness 3, Willpower 3
Skills: Tech 1, Weapon Skill 2 far, far longer. If you’re randomly rolling for a Squat
Abhuman: +1DN to all Interaction tests with characters character’s age, roll 4d6 x 5, and then multiply the total
possessing the IMPERIUM keyword. by the game’s Tier.
Grudges: +1d to all melee attacks against characters
Colouration: As an abhuman breed, Squats possess a
possessing the ORK or CHAOS keywords. +2DN
similar range and variety of skin pigments, hair colours,
penalty on all non-hostile Interaction skill tests
vs. targets possessing the ORK or CHAOS and eye colours to baseline humans.
keywords. Height: As their name suggests, Squats are not a tall
Legacy of the Cataclysm: Your Resolve and Conviction people. An average Squat stands a little over four feet
increase by +1 each. You begin play with +3
tall, or around 1.3 metres. If you’re randomly rolling a
corruption.
Squat character’s height, roll 4’ +2d6”.
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Beastman Beastman Names
Often regarded as mutants, rather than Abhumans, Beastmen tend to have either simple, descriptive Low
Beastmen possess numerous bestial features. Gothic names, or whatever guttural combinations of
However, unlike mutants, Beastmen are relatively syllables their mouths can pronounce. The former is
stable in form, and tend to possess similar features. more common amongst “Imperial” Beastmen, while
The average Beastman has a thick hide covered in the latter is prevalent amongst those who fall outside
patches of wiry fur, the head of a ruminant mammal, of normal society.
with sturdy horns, and digitigrade legs ending in cloven Species Abilities
hooves. They stand slightly taller and broader than the XP Cost: 20
average human, and are generally stronger, faster, and Speed: 7
more resilient, but their intellect is as close to the Attribute Modifications: Strength 3, Toughness 3
beasts they resemble as it is to that of humans. Reviled Abhuman: +2DN to all Interaction tests with
characters who do not possess the Chaos
What they lack in intelligence, they make up for in keyword.
ferocity and determination, however. They are quick- Horns: You may make melee attacks with your horns
tempered, and despite their resemblance to (5+2ED; AP 0). Thus, you are always armed.
herbivores, they are decidedly carnivorous beings, and Bestial Savagery: +1d to all Intimidation tests.
bloodthirsty ones. Many are easily swayed to the Child of Chaos: You begin play with +3 corruption.
worship of Chaos, often mutating further and
becoming even more monstrous. Some, however, are Additional Details
taught devotion to the God-Emperor, and instructed in Age: Beastmen tend not to live out their natural
a crude form of the Creed; these devout Beastmen lifespan, as most are killed or die off far younger than
believe the sin of their twisted existence and seek to that, whether through battle or mishap. Beastmen
atone for their shameful nature by spilling the blood of reach maturity relatively quickly, and they are forced
the Emperor’s enemies. to either learn how to survive quickly or be denied the
opportunity. If determining a Beastman character’s age
Beastman Roles randomly, roll 3d6 + 10 and multiply the total by the
Before the Cicatrix Maledictum opened, nearly a third game’s Tier.
of the Imperium regarded Beastmen as mutants, rather
than Abhumans. On most of the others, Beastmen Colouration: Beastmen tend to have fur in the same
populations were considered to be a source of itinerant range of colours as human hair, though darker colours
labour at best. Today, their numbers are greater than are more common (roll twice for hair colour and
ever – perhaps as some consequence of the rift’s choose the lowest). Their eyes vary between human
opening – and desperate times have called for colourations and more savage-appearing crimson or
desperate measures. amber eyes.
On those worlds which see a use for the Beastmen, Height: Beastmen tend to stand a similar height to
they’re often used as auxiliary troops for PDF and Astra baseline humans, though their gait (having hooves) and
Militarum forces, driven into a zealous, flagellating their horns often make them appear taller.
frenzy and herded towards the enemy as expendable Languages: Beastmen are barely equipped to speak
shock troops. Low Gothic, though they can manage a mangled
On any other world, they’re driven to the edges and rendition of it through mouths not well-suited to
depths of society. In these places, they may find work speech. They do not possess a distinct language of their
as mercenaries and hired guns, or they may find their own.
ways to cults devoted to the Dark Gods, where they
revel in their bestial degeneracy.
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Aeldari Archetypes
Tier Archetype Description Page
1 Guardian Citizen-soldiers, taking up arms in their defence of their homes. 35
2 Bonesinger Seers skilled in growing the psychoreactive wraithbone from which 47
Aeldari technology is made.
3 Dire Avenger Aspect warriors, skilled in the arts of aggressive defence. 70
3 Dark Reaper Aspect warriors, merciless and deadly at range. 67
3 Fire Dragon Aspect warriors, turning all in their path to molten ruin. 71
3 Howling Aspect warriors, swift shock troops whose shriek freezes the hearts of 75
Banshee their foes.
3 Shining Spear Aspect warriors, jetbike-mounted lancers who slay the mightiest foes. 77
3 Striking Scorpion Aspect warriors, stealthy killers who strike with unseen power. 82
3 Swooping Hawk Aspect warriors, flitting across the skies to deal vengeance. 83
3 Warp Spider Aspect warriors, appearing from nowhere to cut down their prey. 85
4 Harlequin Player All worlds are a stage to these enigmatic warrior-troubadours. 93
5 Harlequin The masterful leaders of Harlequin Troupes, enigmatic and deadly. 115
Troupe Master
5 Harlequin Seers who specialise in illusion, misdirection, and performance. 113
Shadowseer
5 Harlequin Death Skull-faced killers with grim humour and deadly aim. 112
Jester
5 Harlequin Accursed, for their soul goes to She Who Thirsts, and terrifyingly deadly. 114
Solitaire
Ork Archetypes
Tier Archetype Description Page
2 Mekboy Engineers and mechanics, whose understanding of technology is in his 53
blood.
2 Painboy Healers, of a sort, who patch the wounds of their kin. 54
2 Burna Boy Pyromaniacs, obsessed with fiery destruction 48
2 Tankbusta Orks obsessed with explosions and hunting armoured vehicles 58
2 Runtherd Slave-drivers who coerce and direct the weakling creatures under their 55
charge.
3 Flash Git Big, wealthy, gun-obsessed Orks 72
3 Weirdboy Ork Psykers, who crudely direct the ravening power of the WAAAGH! 86
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Adeptus Astartes Chapters
This section provides additional choices for which Chapter an Astartes character belongs to, following the same rules
as on page 96 of the Wrath & Glory rulebook. Some of these are successor chapters of the original Legiones Astartes,
which have specialised or deviated from their progenitor’s traditions in some way.
Some of the options below are marked [Legion]. These are not options for loyal Adeptus Astartes, but are instead
options for Heretic Astartes characters, representing the legacy of the Traitor Legions. That said, Belisarius Cawl,
creator of the Primaris Marines, believes that the geneseed of the Traitor Legions can still be salvaged, and may have
experimented with the idea against the wishes of Roboute Guilliman.
Crimson Fists As of yet, the Grey Knights do not count any Primaris
The other Second Founding Chapter formed from the Marines amongst their number.
Imperial Fists, the Crimson Fists were formed from Daemonbane
those Imperial Fists who were calm, level-headed, and You have been taught the secrets of daemon-kind to
willing to embrace the logic and reason of the Codex best understand how to end them.
Astartes. In the millennia since, the Crimson Fists have
earned a reputation as stalwart, fierce warriors When attacking a creature with the Daemon
keyword in melee combat, you add +Rank ED to the
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attack’s damage. You also add +Rank to your Imperial Fists, and their fury and resentment went
Conviction. hand-in-hand, making them ferocious and merciless in
battle. Since their fall, they have grown crueller still,
Secretive (Tradition)
creating twisted fortifications that entrap and punish
Grey Knights do not trust outsiders, and their nature
their foes, using slaves as cannon fodder to expend an
cannot be permitted to be known to any outside the
enemy’s ammunition, and exploiting whatever
chapter.
technological abominations they can create to gain an
You suffer a +2DN penalty for Interaction tests advantage.
involving anyone who lacks the Grey Knights or
Iron Warriors are known to despise mutation, and
Inquisition keywords.
often replace mutated flesh with augmetics.
Emperor’s Children [Legion]
Legion: IV
One of the nine Legions that betrayed the Emperor
Primarch: Perturabo
during the Horus Heresy, the Emperor’s Children were
once a shining example of what the Legiones Astartes Siege Masters
could be. Driven to the pursuit of perfection in all of Iron Warriors know fortifications.
their endeavours, the Emperor’s Children pushed
themselves to the very limits of their abilities in the You may reroll Double Rank dice whenever you
performance of their duties. During and after the attack a building, fortification, or an enemy in cover.
Heresy, the Emperor’s Children and their Primarch You may also add +Rank dice whenever you
became creatures of excess and sensation, twisting make a test related to architectural engineering.
their pursuit of perfection into a desire to experience
ever-greater sensations, and no debauchery is beneath Scorn for the Weak (Tradition)
their appetites. Iron Warriors despise weakness in their comrades.
Characters with the EMPEROR’S CHILDREN keyword If one of your allies fails a Resolve test, you
must take SLAANESH as their [MARK OF CHAOS] must pass a Willpower test (DN 3). On a failure, you feel
keyword. a strong urge to punish that ally. If the failure involves
a complication, the urge becomes a compulsion. The
Legion: III GM may alter the DN based on the severity or
Primarch: Fulgrim significance of the failure.
In Pursuit of Perfection
Each Emperor’s Children Space Marine seeks to perfect Night Lords [Legion]
a single aspect of the arts of warfare. Always regarded with some wariness and suspicion,
the Night Lords were one of the nine Legions that
Select one of the following skills: Awareness, betrayed the Emperor. Focussed on spreading terror,
Ballistic Skill, Leadership, Pilot, Weapon Skill. You gain the Night Lords believed that only fear could keep a
+Rank dice as a bonus to all uses of that skill. populace compliant, based on their Primarch’s
Fear of Imperfection (Tradition) experiences on the Legion’s crime-infested homeworld
The Emperor’s Children cannot abide the imperfect of Nostramo. Their excesses and brutality earned them
and fear the notion that a flaw may mean perfection is censure during the Great Crusades, but the Horus
unattainable. Heresy broke out before any punishment could be
delivered, and the Night Lords sided with Horus. Since
Whenever you suffer a complication on the their fall, the Night Lords have become reavers and
skill chosen for Pursuit of Perfection, above, the GM pirates, taking satisfaction from the terror they spread.
gains 1 Ruin, in addition to any other results.
Legion: VIII
Iron Warriors [Legion] Primarch: Konrad Curze
One of the nine Legions that betrayed the Emperor
during the Horus Heresy, the Iron Warriors were siege- Ave Dominus Nox
masters, specialising in the destruction of fortified Night Lords revel in the fear of others and are swift to
positions. Even while loyal, they were rivals to the spread it.
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While under cover of darkness, you may add stern resolve, a reflection of their Primarch’s struggle
+Rank to your Defence and Speed. for freedom on the world of Barbarus. During the
Heresy, after purging their ranks of any lingering
As a free action at the start of combat, you may
loyalist presence, this was twisted into a belief that any
spend one Glory to cause Fear for the duration of the
who were too weak to fight for themselves were not
fight; enemies who see you must pass a Fear test (DN
deserving of freedom, and this shift was accompanied
2 + Double Rank).
by unleashing armouries of proscribed toxic and
Blood of Nostramo (Tradition): radioactive weaponry.
Night Lords often recruit from amongst the criminal
Characters with the DEATH GUARD keyword must take
element and have little love for a fair fight.
NURGLE as their [MARK OF CHAOS] keyword.
If you see an ally fail a Resolve or Fear test, you
Legion: XIV
must attempt a Resolve test (DN 3) or become pinned.
Primarch: Mortarion
World Eaters [Legion]
One of the Legions that betrayed the Emperor during Inexorable Advance
the Horus Heresy, the World Eaters were always known The brutal, relentless stride of the Death Guard is
for their ferocity and brutality. The Twelfth Legion accompanied by a constant barrage of fire.
always applied maximum force to every conflict, The short range of your ranged weapons is
leaving mountains of corpses in their wake, and they increased by Double Rank, up to a maximum of the
were only unleashed against enemies who could not be weapon’s medium range.
reasoned with or forced to yield. During the Heresy,
their brutality grew, turning them into bloodthirsty You suffer no penalty for operating a Heavy weapon
berserkers who would struggle to tell friend from foe without bracing it, nor do you suffer the +2 DN for firing
in the crimson haze of their frenzy. an Assault weapon when Running.
Characters with the THOUSAND SONS keyword must Word Bearers [Legion]
take TZEENTCH as their [MARK OF CHAOS] keyword. Long ago, they were devout servants of the Emperor,
faithful in an age where faith was scorned. They
Legion: XV
brought the Emperor’s light to many worlds, building
Primarch: Magnus the Red
great monuments to the Imperium and converting
The Rubric populations to the Imperial Truth. But, when the
A Thousand Sons are legendary for their mastery of Emperor rebuked their worship, the Word Bearers
warp-craft. turned to other, darker gods, and set in motion events
that would tear the Imperium asunder. The Legion now
You gain the Favoured By The Warp talent. consists of warbands of daemon-worshipping zealots,
Gift of Mutation (Gene-Seed) sorcerer-priests, and the possessed.
Between your unstable gene-seed and the attentions Legion: XVII
of the Changer of Ways, the Thousand Sons are Primarch: Lorgar Aurelian
especially prone to mutation.
Profane Zeal
You gain an additional +1 Corruption whenever
The Word Bearers march to war for the glory of the
you would gain one or more Corruption points. You
Dark Gods.
also increase the DN of all tests to resist Corruption or
Malignancy by +1. You may reroll any failed Resolve test. In
addition, you are immune to fear caused by creatures
Black Legion [Legion]
with the DAEMON keyword.
Once the Luna Wolves, and later the Sons of Horus, the
Black Legion are what remains of the legion that Horus The Will of the Gods (Tradition)
commanded during the Heresy. The Luna Wolves were Word Bearers follow the will of the Chaos Gods, as
a proud force, that exemplified the best qualities of the interpreted through their prayers and visions, and
Legiones Astartes, but when they came became the through the guidance of their Apostles, and must strive
Sons of Horus, a darker character has overcome them, to walk the path the Dark Gods set before them.
a spiteful savagery that has only grown deeper and
You start each session with 1 Wrath Point
darker since the Heresy ended. The survivors reforged
instead of 2.
themselves as the Black Legion, to expunge the stain of
Horus’ defeat, and their hatred for the Imperium is Alpha Legion [Legion]
greater than ever. The mysterious, secretive Alpha Legion have always
been deceptive and manipulative, using compelled
Legion: XVI
agents to do much of their work while lone Alpha
Primarch: Horus Lupercal
Legionnaires and scattered squads deal with more
The Tip of the Spear difficult objectives. Often operating without heraldry,
The Black Legion epitomise the Traitor Legions’ threat, or under the colours of other Legions, the Alpha
swift, ruthless, and unyielding in their hateful fervour. Legion’s actions during the Great Crusade and Horus
Heresy are largely unknown, as is why they chose to
You add +Rank bonus dice on all Ballistic Skill side with Horus. Since the Heresy, the Alpha Legion
tests made with a ranged weapon at close range. have continued to be a thorn in the side of the
You also gain +1 Resolve. Imperium, establishing cults and committing acts of
terrorism and sabotage on countless worlds,
Bitter Pride (Tradition) performed by small autonomous warbands scattered
The Black Legion have little love for those outside their across the galaxy. None even know if their Primarch
ranks. still exists, as sightings of Alpha Legionnaires claiming
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to be Alpharius have occurred intermittently for
millennia.
Legion: XX
Primarch: Alpharius Omegon
Mutable Tactics
The Alpha Legion are masters of misdirection and
sabotage, undermining their foes long before battle is
joined.
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Adeptus Arbites
The Adeptus Arbites is the Imperial Adepta that serves Arbitors have little pity or compassion for the
as the galactic police force of the Imperium of Man, transgressions of Imperial citizens. Years of dealing
responsible for enforcing Imperial Law (the Lex with the scum of the galaxy has made many of them
Imperialis) on all Imperial-controlled worlds. They have cynical and bitter. Others have become religious
been granted the right by the High Lords of Terra to zealots, seeing the Emperor's divine hand in the letter
serve as judge, jury and executioner to any Imperial of the law and only death is deserved for those who
citizen they discover having broken Imperial law and would break it.
the concept of due process is not one that generally
A few might maintain idealistic notions for bringing
applies in the Imperium.
order to the Imperium, but the realities of endless,
However, in those cases where Imperial law is unclear sometimes horrific crimes constantly erode such
or the law breaker has committed a truly heinous deed notions. The arrival of an Arbitrator patrol is seldom
or is of unusually high-ranking stature, the offender will welcome, given the brutal way in which they operate
be taken back to an Arbites Precinct House for during their investigations, arrests, and executions,
judgement by a Magistrate or Judge, the sentence to even though it might mean an end to vicious criminal
be carried out immediately. Imperial justice is swift and enterprises or corrupt Imperial or planetary officials.
sure, but not always just.
Arbitors must deal with ineffectual or corrupt local
Only through constant watch and the execution of government agencies. These are often an Arbitor’s
brutal law can the Imperium survive, and it is the greatest foes as he must clean up a local situation,
Adeptus Arbites who carry out this function. While the taking over the Enforcers of a hive city, orbital station,
armies of the Astra Militarum struggle to hold back the or even entire planet to purge it of crime and
aggression of alien empires and protect the worlds of corruption in a series of bloody and unforgiving
Mankind from without, the Adeptus Arbites roots out sweeps.
rebels, recidivists, and threats to the stability of the
On Imperial worlds the Adeptus Arbites are the last,
Imperium from within.
most absolute law, answering only to the Marshalls
They operate as they best see fit, using their greater and Judges of star systems and entire sectors, and not
training and weaponry to tackle foes that might be to local authorities. It is a thankless task, for the
beyond the scope of local Enforcers, or in many cases anonymous, helmeted Arbitrator usually only receives
to deal with a planetary government which has itself fear and hatred for his actions.
become corrupted. Remorseless and single-minded,
To ensure their loyalty is to the Imperium and the Law
the Arbites do not forgive or forget any crime, and
first, foremost, and only, Arbitors never serve on the
pursue their quarry relentlessly until the Emperor's
world upon which they were born. Indeed, they will
Justice has been served.
receive training on one world and then be deployed to
The laws of the Imperium of Man are a complex web of another entirely, ensuring that bonds of local
tradition, obligation, and local custom. Thus, they can familiarity cannot compromise enforcement of the law.
vary from world to world or sector to sector, with each This often means that Arbites are well-travelled, with
Planetary Governor, local prefect, or headman veterans having served on several worlds across
pronouncing his own laws. Arbitors care little for such multiple sectors during their storied careers.
trivialities and enforce the serious crimes against the
Author’s note: The Adeptus Arbites as presented in this
Imperium while leaving such petty matters to local
document are based on the Arbites as depicted in the
officials. Murder or theft, for example, are considered
Shira Calpurnia novels by Matt Farrer, which are
inconsequential unless they affect the Imperium
available here, but using the term Magistrates rather
directly, are perpetrated against Imperial officials, or
than Judges to describe the legal side of the Arbites.
somehow fundamentally threaten a world’s security or
safety.
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Officio Assassinorum
The Officio Assassinorum is a highly secretive agency of prospective Assassins left, or sometimes—if the
the Imperium of Man's government that employs instructors deem every recruit to be unworthy—none
different "temples" that train human Assassins to at all.
further the goals and protect the security of the
Upon arrival at Terra, the surviving Initiates begin the
Imperium of Man. Although the Inquisition strikes fear
next stage of their training. Sailing past the space-
in the hearts of all Imperial citizens, loyal and corrupt
borne basilicas, immense queues of pilgrim craft and
alike, the deadly disciples of the Officio Assassinorum
military cordons that congest Terra's outer orbit, they
strike fear in the hearts of even the most savvy, battle-
are carried down into the Temples Assassinorum under
hardened of Imperial warriors.
the most advanced of shrouding protocols. In
Assassins are typically deployed alone wherever subterranean safehouses, these new recruits are
feasible, having been trained to operate extensively divided amongst the hidden temples of the Officio
behind enemy lines with no support. Given the sheer Assassinorum. Each temple has its own ancient ways
potential political power of this Adepta and the fact and mysteries, and each specialises in a different
that its operatives are known to have been used aspect of the art of murder. There are many such
against rival High Lords of Terra in the past, the temples, some of which are known to the others and
authorization to assassinate a target must come from some that remain completely secret. There, the
the very highest echelons of Imperial command. For Initiates train for a full decade, labouring under the
this reason, Assassins are watched very closely to make auspices of Lord Assassins so harsh they make the Drill
sure that they are under the control of the Imperium. Abbots of the Schola Progenium look like kindly uncles
by comparison.
The training of an Assassin is a long and arduous
business. Almost every recruit is an orphan, taken from The training procedure becomes ever more rigorous
the wreckage of his or her former life among the over the years as the temples test each candidate to his
population of a Death World, feral society, or Hive City, or her utmost limits. Days are spent battling with bone-
and transported to the Schola Progenium for tutelage. wrenching exercise engines, fighting in deadly bouts or
There, they train alongside the youths who will become mastering their tolerance for pain. Initiates must
the foremost agents of the Imperium. Life in the survive lengthy courses of psycho-indoctrination and
Scholas is extremely hard, a relentless grind of physical aggressive hypnosis, undergo physical tests of ever-
and mental challenge where only the strongest thrive. escalating severity, and digest vast quantities of
Taught to strive for excellence and obedience in all information about the Imperium that will soon be their
things, the minds and bodies of the recruits are hunting ground. They must train in the most esoteric of
sharpened to a killing edge whilst their spirit learns to weaponry and steel their bodies against the ravages of
embrace the Emperor as master and immortal father. endless steroids and stimms. Even then, they have only
Most of these intense young men and women go on to scratched the surface of their temple's potential
train as Militarum Tempestus Scions, Commissars or, in arsenal. The hidden orders of the Assassinorum
the most unusual cases, Inquisitors. Those of their conceal masterpieces of destruction, some of which
number who are born killers, however, are instead were devised by the Primarchs, Malcador the Sigillite,
appropriated by the shadowy figures that haunt each and even the Emperor Himself. Truly, it is said that each
Selection Day. Those recruits are never seen again by temple houses a thousand deaths and more.
their fellows. From that day onwards, their only true
Unlike other warriors of the Imperium, who are able to
friend is death itself. Training starts even as the
focus on war and war alone, the Assassin must be truly
Assassinorum ships return to Terra, with the Officio
autonomous. Once an operative is in the field, he must
instructors testing their prospective pupils mercilessly.
be able to cross the galaxy from one side to the other,
The recruits must survive on limited food or air for solar
by means fair or foul. He must not only master his own
days at a time. They must constantly fight each other
lethal calling, but also be proficient in a dozen others.
in armed and unarmed combat, in conditions of total
He must know how to drive and sanctify everything
darkness or blinding light, zero gravity or crushing
from an armoured bike to a small spacecraft, must be
weight, stifling heat, or freezing cold. By the time of
able to convince truculent Machine Spirits to do his
their arrival, there may be only a tenth of the
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bidding, and clean, disassemble, and reconsecrate his
wargear whenever necessary. He must have a
professorial knowledge of the Imperium's history,
organisation, and common languages. His
understanding of human anatomy must be complete,
and every fact the Imperium has uncovered about the
physicality of the xenos is bequeathed to him under
oaths of secrecy. Few human minds can process such
vast quantities of information, let alone master them.
Not all survive the rigours of their training with their
spirits intact, and many have fallen into madness at the
sheer quantity of the trials they face. Yet an Initiate
that joins the ranks of his temple's operatives will have
all these skills at his command.
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Officio Assassinorum Archetypes
Tier Archetype Description Page
5 Eversor Assassin A living weapon altered and engineered to spread terror and death. 111
5 Callidus Assassin The perfect infiltrator, able to reach even the most protected target. 109
5 Culexus Assassin Witch-slayer, wyrd-bane, living nightmare to all psykers. 110
5 Vindicare Assassin A master sniper, able to slay any target, anywhere. 117
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The Drukhari The denizens of Commorragh, however, were tucked
The origins of the Dark Eldar can be found in the Fall of away safely in the Webway, protected from Slaanesh
the Eldar, the great cataclysm that nearly destroyed and its thirst. Though much of the Webway was in ruin,
the entire Eldar race. It was an event so terrible that they had endured and, unlike their Craftworld
not only did it kill trillions of Eldar, but it breached the counterparts, remained unrepentant. Though they
gap between real space and the Warp, and gave birth discovered Slaanesh was still slowly claiming their
to Slaanesh, a Chaos God. souls, the denizens of Commorragh soon discovered
that by absorbing the pain and torments of another's
Life on the Eldar Worlds was idyllic, with fantastically soul they could rejuvenate themselves and cheat
sophisticated machines to take care of all labour and
death. Assuming they could feed regularly, the Eldar of
manufacturing required, leaving the Eldar free to the Webway had become physically immune to the
indulge in other, more aesthetic pursuits. With all
passage of time. Soon the Eldar of the Webway began
menial work taken care of for them, the Eldar became raiding Realspace in search of captives and slaves to
indolent and decadent. They began to explore more
rejuvenate themselves with. So it was that the Dark
and more the arts of pleasure, delving ever deeper into Eldar were born, a race of sadistic murderers who feed
hedonism. This descent into decadence spanned upon the anguish of others to prevent the death of
millennia. Tradition and order disintegrated, as they
their immortal souls.
limited the pursuit of pleasure. Sects called Pleasure
Cults were formed, dedicated to achieving the highest Sub-Factions
levels of hedonistic sensation, and their ceremonies A Drukhari character will normally belong to one of a
and practices became ever wilder, eventually devolving number of different groups and factions within the
into violence and sacrifice of their own kind. Some political landscape of the Dark City.
Eldar hated what their race had become and left the
Depending on the Archetype chosen, you may have the
homeworlds, leaving the Pleasure Cults to their
[KABAL], [CULT], or [COVEN] Keyword. You may
madness. Building realms and outposts within the
replace these as follows:
Webway to act as ports for inter-galactic travel, the city
of Commorragh was founded. Isolated within the • The [KABAL] Keyword is replaced with the
Webway, Commorragh itself soon became a bastion name of the Kabal you are a member of. The
for pleasure cults and increasingly depraved acts. Kabals are massive political entities, part noble
house, part pirate warband, part economic
Meanwhile, something terrible was stirring in the
power, and not dissimilar in structure to the
Warp. The millennia of Eldar hedonism had made a
criminal syndicates found on many Imperial
massive impact in the psychic realm of Chaos. Within
worlds.
the warp the decadent Eldar civilisation was giving
shape to a Power of Chaos, which grew and grew over • The [CULT] Keyword is replaced with the name
thousands of years, getting stronger and more defined of the Wych Cult you belong to. Each Wych Cult
until suddenly it sparked into an intelligence - a is collective of gladiatorial fighters known as
shatteringly huge and malign intelligence, with an Wyches, or Hekatarii, whose battles entertain
immense and bottomless thirst for Eldar souls. This was the masses of the Dark City, and whose skills
the birth of Slaanesh. The process lasted for thousands can be hired by raiding parties when the price
of years, corresponding to mankind's Age of Strife, is right.
although when Slaanesh finally came into being, the • The [COVEN] Keyword is replaced with the
results with the universe were apocalyptic and sudden. name of the Haemonculus Coven you belong
An almighty psychic shockwave scythed across the to. The Haemonculi band together for mutual
galaxy. The souls of almost every Eldar were stripped benefit, collaborating on research and
from them in an instant and devoured by the new-born experimentation, and providing services to the
Chaos god. There were few survivors. Most were rest of the Dark City.
driven mad, their minds trapped half in the real world
and half in the swirling insanity of the Warp. A great
Warp rift was created, encompassing the entire Eldar
empire and creating the Eye of Terror.
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Drukhari Archetypes
Tier Archetype Description Page
1 Kabalite Warrior Deadly, murderous raiders, who excel at bringing pain. 38
1 Wych Graceful, ruthless gladiators, for whom war is sport. 44
3 Incubus Masters of the deadly strike, with no regard for anything but killing 76
Drukhari Backgrounds
D3 Origin +1
1 TRUEBORN: You were born naturally, to one of the powerful families of the Dark City whose Influence
resources allowed them to raise a child in the traditional manner. You are a scion of the
powerful, raised from childhood to dominate and terrorise.
2 HALFBORN: You were born from an artificial gestation tube, quickly and efficiently, like the Determination
majority of Drukhari. To thrive in the slums and lower tiers of the Dark City, you had to be
ruthless and ambitious.
3 WROUGHT: You know not from whence you came, only that you awoke upon a Haemonculus’ Max Shock
table fully-formed and thirsting for the agony of others. Your mysterious, possibly unnatural
origin may disquiet some, but you are what you have made of yourself.
D3 Accomplishment +1
1 RAIDER: You were part of a victorious real-space raid, and the souls you dragged back, and Wealth
the recorded hologhosts of your kills have earned you prestige, glory, and status.
2 TRIUMPH: You set foot within the arena, and you emerged victorious. The hard-fought victory Max Wounds
came with many scars, the ache of which still reminds you of the fury of the battle.
3 USURPER: You attained your current status through guile and skill, undermining and then Determination
eliminating a former superior and assuming their position. You know that others seek to
recreate your ascension and take what you have won, but you will not make it easy for them…
D3 Goal +1
1 DOMINION: You seek to rise to the highest levels of Drukhari society, by any means necessary. Resolve
Nothing short of final death or ultimate dominion will see your ambition sated.
2 TERROR: Out there, in realspace, there is a place which awaits your malicious attentions, Determination
which has not learned to dread your kind. You will find them, and you will feast upon their
anguish.
3 SATIETY: The thirst that gnaws away at your soul, at once part of you and external to you, is Conviction
a perpetual weight upon your existence. You will slake that thirst, or escape it.
Drukhari Objectives
D6 Roll Objective
1 Revel in the pain or distress of another creature
2 Be scornful or dismissive of the taboos of other Aeldari, or another species
3 Coerce or threaten another creature into doing what you want
4 Apply your cruelty and cunning to trick or ambush a foe
5 Explain a number of the different ways you could hurt or kill someone
6 Gain in status or influence through murder or intimidation
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The Squat Remnant and ancestral affiliations, now binding together flotillas
During their time of isolation from the rest of humanity of refugee ships, bonded as much by mutual loss as by
which lasted thousands of years the original human honour and family.
colonists evolved so much that they are no longer
A character with the [LEAGUE] keyword may select one
considered human and the Squat civilization took a
of the Leagues listed on the table below, or the player
divergent path. This adaptation gave the Squats many
may work with the GM to create a League or
advantages over the Imperium of Mankind when
Stronghold of their own. The selected League or
contact was re-established.
Stronghold then replaces the [LEAGUE] keyword on the
Until the opening of the Great Rift—the Ankor-Maraz, character sheet.
in the Squats’ own tongue, meaning Realm-Splitter—
League Description
there were several thousand Homeworlds, each of
League The most powerful and influential
which was home to one or more Strongholds. Each of Thor League, once containing more than
Stronghold was a largely independent community, with three hundred Strongholds. What
its own laws, traditions, and armies. If a world had remains is a fleet of a thousand ships,
more than one Stronghold – as many did – it was typical sailing through the inky void of the
for one to be preeminent, so that it has nominal rule Imperium Nihilus, seeking allies.
over the others. Each Stronghold is built over a League The furthest League from the galactic
labyrinth of mine workings which delve deep into the of core, lying near to the Eye of Terror. The
rock. The Strongholds were vast, some as vast as Hive Emberg remnants gathered up with survivors
Cities, and self-sufficient in almost all ways. from Cadia and are currently waging a
crusade of vengeance against any of the
Although each Stronghold is independent, they often forces of Chaos they encounter.
have strong ties with one another. Some Strongholds League The League with the greatest number of
had alliances that endured for thousands of years, of member Strongholds, though none so
bonded so tightly that they were almost one people. Kapellar influential as those within the League of
Others were loose collections of individual fiefs, Thor. The remnants are scattered far
sharing the duty of patrolling nearby systems and and wide and can normally be found
hiring themselves out as mercenaries as
defending outlying worlds against rampaging Orks or
they search for signs of their kin.
Chaos reavers. These alliances were normally formed
League The first of the Leagues to be discovered
for defence or trade, but they also define political
of Norgyr by the Great Crusades, due to its relative
power amongst the Homeworlds, where the most proximity with Earth. Most of the
powerful rivals gather together the other Strongholds survivors rallied to the Imperium after
into mutually supportive Leagues. the cataclysm, and now scour the
western edge of the rift looking for other
Each League was dominated by a single powerful
Squats and for Chaos raiders.
Stronghold – normally the Stronghold for which the
League A rival to the League of Thor, who waged
League is named – and includes other Strongholds that of war against them in the 39th Millennium
either rely upon their leader for trade and defence, or Grindel until they united in the face of WAAAGH
which identify with their League on cultural or historic Grunhag. Few survived the cataclysm,
grounds. There were once as many as seven hundred and the survivors have tried to settle a
Leagues, but the number varied from century to world near the rift in the Imperium
century. Today, the legacies of the Strongholds persist Nihilus.
in scattered families who are constantly listening for
other survivors, and the Leagues are little more than
battered flotillas of exploratory ships and transports,
but no living Squat would forget their ancestry and the
bonds that united those ancestors together.
Squat Archetypes
Tier Archetype Description Page
1 War-Pledged Warrior The rank and file of a Squat Stronghold 43
3 Guild Engineer Masterful artisans, creating the devices necessary for survival. 73
3 Hearthguard Doughty elite warriors pledged to defend hearth and home. 74
4 Ancestor Lord Ancient sages, wise enough to tap into the Warp with care and listen to 87
the voices of the dead.
Squat Backgrounds
D3 Origin +1
1 ADRIFT: You were aboard one of the vessels fleeing the Cataclysm, floating through the void Resolve
as a remnant of a once-proud civilisation.
2 FAR AFIELD: You fought as a mercenary or plied your trade far from your home and found Max Wounds
yourself suddenly cut off from home and support.
3 AMONGST THE ENEMY: You’ve had to fight for every moment of life since the Cataclysm, Determination
surrounded by foes bolstered the disaster.
D3 Accomplishment +1
1 REUNION: You were reunited with some who you thought lost, perhaps old comrades, Influence
perhaps family, perhaps merely other wandering refugees.
2 GRUDGE SETTLED: You worked to defeat a notorious enemy of your kind and bring some Max Wounds
measure of recompense to the lost. It was a long, hard effort, but you’ve now got one less
grudge to avenge.
3 RECLAMATION: A piece of technology, an heirloom, or some other item of great value, Wealth
thought lost, has been returned to your people through your efforts.
D3 Goal +1
1 SURVIVAL: In the face of extinction, to endure for even another day is a victory. Securing as Determination
many days as possible is your priority.
2 RESURGENCE: Your people are hardy, and you once prospered and thrived amidst the least Resolve
hospitable conditions. No disaster is so great that it cannot be recovered from.
3 VENGEANCE: The dark forces that created this disaster will pay for every Squat life they Max Shock
ended, and they will pay in blood.
Squat Objectives
D6 Roll Objective
1 Grumble about human technology, comparing it to the craftsmanship of your own people
2 Compare current events to the accomplishments of an honoured ancestor or relative
3 Swear an oath to avenge a misdeed done to you
4 Describe a glorious victory or major achievement as if it were something casual or expected
5 Dedicate an action to ancestors and kin lost during the Cataclysm
6 Seek to obtain extra necessary supplies, such as ammunition, when preparing for a mission.
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New Archetypes
The following additional Archetype options may be used at your GM’s discretion, and function in the manner described
in the Wrath & Glory Core Rulebook. In this section, suggested talents from the core rulebook are listed with their
page number, while suggested talents from this document are marked in italics.
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Frateris Militia (Adeptus Ministorum, Tier 1)
A single man with faith can triumph over a legion of the faithless. Untold billions of the faithful
can never be opposed.
A priest only raises a militia when absolutely necessary. SUGGESTED SKILLS XP Cost 16
Athletics 1, Awareness 1, Ballistic Skill 1, Intimidation 2,
Without proper guidance, these groups can turn into Persuasion 1, Survival 1, Weapon Skill 1
violent vigilante mobs. However, when directed by the SUGGESTED TALENTS
will and personality of an inspirational figure, they can Death Or Glory! (p. 132), Flagellant (p. 134), Hatred (p. 135)
be stalwart and valorous fighters.
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Guardian (Aeldari, Tier 1)
When there is no other way, the perilous path is the only road to salvation.
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Imperial Guard Medic (Astra Militarum, Tier 1)
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Imperial Guard Officer (Astra Militarum, Tier 1)
A good soldier obeys without question. A good officer commands without doubt.
— Tactica Imperium
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Kabalite Warrior (Drukhari, Tier 1)
“A flawless shot, surgical in its precision, artistic in its placement, and splendidly sadistic in its
timing. The wretched creature could not have known how near death it truly was.”
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Khorngor (Chaos, Tier 1)
— Unknown Khorngor
It wouldn’t stop. No manner how many shots we put into it; we couldn’t bring it down. It just kept
braying and bellowing and fighting.
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Sister Dialogus (Adepta Sororitas, Tier 1)
A spiritu dominatus,
— The Fede Imperialis, commonly known as the Battle-Prayer of the Adepta Sororitas
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Sister Famulous (Adepta Sororitas, Tier 1)
“I come now before you not as a Sister of the Sororitas, nor as one of the faithful, nor even as your
judge. I come as an emissary of He who sits on the Golden Throne and I bring you His word: you
have sinned, and you shall pay for your sins.”
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Slaangor (Chaos, Tier 1)
“Gorge and rut, rip and gore. Slake every hunger and thirst you possess. The Dark Prince
commands it.”
"Every abomination is a creation of Tzeentch. Every twisted monstrosity a child of the Changer of
Ways. If I could, I would devour the thoughts of them all, that I too might know the horror of their
existence. But for me there is a different fate."
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Wych (Drukhari, Tier 1)
“The caress of cold steel upon warm flesh is a divine gift, a sensation unmatched in all of existence in its purity
and simplicity. I have drunk deep of its echoes in more opponents than I care to count, but have never felt the
sensation myself. Will you be the first to gift me with the experience, or shall you be another through whom I
must feel this gift vicariously?”
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Arbitrator (Adeptus Arbites, Tier 2)
— Credo Arbites
You are one of the black-armoured enforcers of the
Emperor’s Law, charged with bringing order to the
ARBITRATOR
lawless and justice to those who transgress. With
shotgun and shield and shock maul, you are part of TIER 2 SPECIES Human XP Cost 58
the thin line that stands between civilisation and KEYWORDS: IMPERIUM, ADEPTUS ARBITES
anarchy.
ATTRIBUTES: Strength 3, Toughness 3, Intellect 2
Within the Adeptus Arbites, the Lex Imperialis is
SKILLS: Ballistic Skill 2, Investigate 2, Intimidation 2, Weapon
enforced and protected by two equally important Skill 2
groups: the Arbitrators (Aedile in High Gothic) who
enforce order, and the Judges (Praetors), who pass ARCHETYPE ABILITY: I am the Law!
judgement upon the guilty. When you attempt an Intimidation interaction attack, you may
affect up to Double Rank targets at once. Add +Rank bonus dice
The former of these are the common image of the if you’re attacking enemies who possess the SCUM keyword.
Arbites in the minds of most citizens: clad in heavy
WARGEAR: Arbites Carapace, combat shotgun or shock maul
black carapace armour, mailed fists clutching a
and suppression shield, magnacles, Book of Judgement
shotgun, or locked shoulder to shoulder with others (abridged).
behind a wall of crackling suppression shields during a
INFLUENCE: +1
riot. Arbitrators represent the physical might of the
Law, delivering swift and brutal punishment to SUGGESTED ATTRIBUTES XP Cost 50
transgressors.
ATTRIBUTE S T A I WIL INT FEL
All Arbitors are required to maintain combat readiness RATING 3 4 3 3 3 3 2
and possess knowledge of legal doctrine, but
Arbitrators specialise in the former, studying urban SUGGESTED SKILLS XP Cost 42
pacification tactics, riot suppression methods, and Athletics 2, Awareness 3, Ballistic Skill 3, Insight 1, Intimidation
proficiency with dozens of different weapons and 3, Investigate 2, Leadership 1, Scholar 1, Weapon Skill 3
armoured vehicles. Sometimes, keeping order means SUGGESTED TALENTS
patrolling the streets and dispensing a few summary
judgements on petty crimes. Sometimes it means Brutalist (p. 130), Disturbing Voice (p. 133), Tenacious (p. 140)
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Astropath (Adeptus Astra Telepathica, Tier 2)
"I am soul-bound to the Emperor, and through His grace, I speak across the voids."
You were blessed—or cursed—with psychic potential permanently blinded and most of them even suffer
and gathered up by the Black Ships. Your mind was from nerve damage, which results in a loss of smell,
reforged by the Emperor Himself into something that touch or hearing. Although blinded, Astropaths make
could withstand your powers, so that you could listen up for their sensory lacks with the help of their psychic
and speak across the darkness between the stars, abilities: they develop a sort of "near-sense", which
binding the Imperium together. means that few of them choose to have mechanical
eyes implanted.
Astropaths are psykers collected by the Imperium's
Black Ships whose powers are considerable, but who ASTROPATH
lack the mental strength to resist the dangers of the TIER 2 SPECIES Human XP Cost 32
Warp.
KEYWORDS: IMPERIUM, ADEPTUS ASTRA TELEPATHICA,
They are trained at the Adeptus Astra Telepathica, PSYKER
where they undergo years of training and extensive
ATTRIBUTES: Willpower 4
indoctrination. At the end of this period, they undergo
a techno-arcane ritual, known as Soul Binding. They SKILLS: Psychic Mastery 1
prepare for months, fasting and praying; then they are ARCHETYPE ABILITY: Psyker:
brought a hundred at a time in procession to the
You are a Psyker; you know the Telepathy psychic power and
Emperor's Palace and the ritual takes place: they kneel
may purchase additional psychic powers from the Telepathy
before the Emperor and he himself (being the only Discipline. If you purchase an access to an additional Discipline,
psyker powerful enough to complete such a task) it must be Divination.
reshapes their very minds.
Soul-Bound:
You permanently have the Blinded condition, though you can
On one side, Soul Binding shapes their powers,
perceive the world well enough as long as you can use your
allowing them to safely interact with the Warp and to psychic powers. You add +Rank to your Conviction, and you may
broadcast messages through it and preventing them spend ten minutes entering a trance in order to use the
from being tainted by the Warp: they resist easier than Telepathy psychic power with a range of 1 Light Year rather than
other psykers to daemonic possession and daemons' 100m. Each use of Telepathy over this distance may only
communicate with other Astropaths, and it inflicts 1d3 Shock.
powers and they are even less prone to the Perils of the
Warp. In fact, after the ritual they are linked to the WARGEAR: Laspistol, staff, Psykana mercy blade, clothing
Emperor and their new abilities are a result of the (Astropath’s robes), blanket, grooming kit, 2 ration packs.
combination of their powers with a fraction of the SUGGESTED ATTRIBUTES XP Cost 61
Emperor's.
ATTRIBUTE S T A I WIL INT FEL
On the other side, Soul Binding is not an absolutely safe
RATING 1 2 2 2 6 3 2
measure, so Astropaths still face the risk of succumbing
to daemons. In addition, during the ritual they must SUGGESTED SKILLS XP Cost 14
endure several hours of agony and this results in a real Awareness 1, Psychic Mastery 3, Scholar 1
trauma. In general, all have their personalities altered
SUGGESTED TALENTS
to some extent. Touching the mind of the God-Emperor
himself is also such an intense sensory experience that Mind Probe (p. 279), Psychic Shriek (p. 279), Psychometry (p.
it completely overloads their sensory organs, to the 275), Scrier’s Gaze (p. 276),
point that some of the Astropaths are killed or driven
insane during the process. Those who survive are
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Bonesinger (Aeldari, Tier 2)
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Burna Boy (Ork, Tier 2)
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Corpuscarius Electro-Priest (Adeptus Mechanicus, Tier 2)
‘ILLUMINATE YOUR DEVOTED CHARGES, LET BUILD THE BOLTS, ’TIL THE SACRED ENERGIES COURSE THROUGH VEINS
ELECTRIC, AND SEND YOUR SEIZURES OF STATIC STRIKING!
I AM BECOME LIGHTNING, AND THIS GIFT I GIVE TO UNBELIEVERS, THAT IN THEIR LAST FLASH-BLINDING THEY
MIGHT SEE THE BRIEFEST GLIMPSE OF THE OMNISSIAH HIMSELF.’
You are a devotee of the Motive Force that flows within their bodies. Incoming fire sparks off their
through the universe, and it surges within your flesh Voltagheist fields, sending chain reactions of arcing
and augmetics. At a moment’s notice, you can unleash charges crackling outwards. At close range, the blazing
it to discharge into non-believers, searing their fanatics can summon lightning at will, stretching out
unworthiness with resplendent arcs of power. their electrostatic gauntlets to send jagged bolts of the
Machine God's wrath into the foe. Those struck by
The Corpuscarii Electro-Priests (sing. Corpuscarius) are
these sacred energies are granted the ecstasy of full-
a rival faction to their Fulgurite brethren. They are
body electrocution. For a brief second before death,
devoted to the Motive Force, and it is their desire to
the unbelievers see the light, their paroxysms shaking
share its glory with every creature and machine not
them apart as their bodies burn from the inside out.
already so aligned. On every Forge World there are
Such is the generosity of the Corpuscarii, for their duty
many different subsects within the factions of Electro-
is to illuminate the galaxy, and to bring the light to non-
priests, each preferring their own rituals and rites to
believers.
worship the Divine Current.
CORPUSCARIUS ELECTRO-PRIEST
The Corpuscarii are truly blessed, for the Motive Force
literally runs in their veins. In battle, the Corpuscarii TIER 2 SPECIES Human XP Cost 46
advance, chanting litanies to build up the charges KEYWORDS: IMPERIUM, ADEPTUS MECHANICUS, CULT
MECHANICUS, [FORGE WORLD]
INFLUENCE: +1
SUGGESTED ATTRIBUTES XP Cost 60
RATING 3 4 3 3 4 3 1
SUGGESTED TALENTS
Augmetic (p. 129), Duty Unto Death (p. 133), Tenacious (p. 140)
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Fulgurite Electro-Priest (Adeptus Mechanicus, Tier 2)
ALL PRAISE THE EBB AND FLOW,
You are a devotee of the Motive Force that flows Petrified Lightning," the Fulgurites wish to harness the
through the universe, and it surges within your flesh animus of their foes and bind it to the Omnissiah,
and augmetics. You cannot tolerate the misuse of this reclaiming the Motive Force and solidifying it with the
divine power, so you siphon it from the flesh and power that dwells in the care of the Tech-priests. The
technology of non-believers, ensuring that it can only Fulgurites believe that only those found worthy in the
be used by the faithful. eyes of the Machine God should possess the divine
grace of His galvanising power. They would willingly
Fulgurite Electro-priests crackle with energies stolen
render every culture that did not praise the Omnissiah
from those they slay in mortal combat. A protective
totally inert, plunging the civilisations of the
shroud of lightning known as a "voltagheist" field
unenlightened into eternal night. This selfish creed is
surrounds them, and their rewired veins and
no idle philosophy, but rather a holy crusade, and they
subcutaneous Electoo circuits thrum with divine force.
fight for it night and day.
The Fulgurites are amongst the most blunt and
bellicose of the Omnissiah's disciples—these holy FULGURITE ELECTRO-PRIEST
warriors do not slay their foes at range but bludgeon TIER 2 SPECIES Human XP Cost 50
the life from Heretic and foe-machine alike. It is the
creed of the Fulgurite to tear the life energy from the KEYWORDS: IMPERIUM, ADEPTUS MECHANICUS, CULT
MECHANICUS, [FORGE WORLD]
galaxy—in particular the bioelectricity that animates
living souls. Also known as the "Brotherhood of ATTRIBUTES: Toughness 3, Willpower 3
INFLUENCE: +1
SUGGESTED ATTRIBUTES XP Cost 60
RATING 3 4 3 3 4 3 1
SUGGESTED TALENTS
Augmetic (p. 129), Duty Unto Death (p. 133), Furious Charge (p.
134)
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Magistrate (Adeptus Arbites, Tier 2)
“Claims of innocence mean nothing; they serve only to prove a foolish lack of caution.”
— Judge Traggat, Selected Sayings, Vol. III, Chapter IV
Within the Adeptus Arbites, the Lex Imperialis is KEYWORDS: IMPERIUM, ADEPTUS ARBITES
enforced and protected by two equally important ATTRIBUTES: Willpower 3, Intellect 3, Fellowship 3
groups: the Arbitrators (Aedile in High Gothic) who
SKILLS: Insight 2, Intimidation 2, Investigation 2, Scholar 3
enforce order, and the Magistrates (Praetors), who
pass judgement upon the guilty. ARCHETYPE ABILITY: Cast Judgement
The latter of these are less frequently encountered Add +Rank bonus dice when you make an Intimidation test—
including an interaction attack—to coerce or subdue someone.
upon the streets of the Imperium, but they are
Increase that to Double Rank bonus dice your target possess the
nevertheless an everpresent and vital part of every SCUM keyword.
Arbites Precinct-Fortress, whether searching archives
WARGEAR: Flak coat, stubber, auto quill, data slate, Book of
of legal writings for some ancient precedent, or
Judgement (abridged)
determining the judgement and sentence of the
accused at the direction of more senior Judges. INFLUENCE: +1
Deductive (p. 132), Ever Vigilant (p. 133), Jargon (Scholar) (p.
135)
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Lexmechanic (Adeptus Mechanicus, Tier 2)
Intellect is the Understanding of Knowledge
Lexmechanics, also known as Calculus Logi, are a lower ATTRIBUTES: Intellect 3, Willpower 2
order of Tech-Priest devoted to gathering and SKILLS: Investigation 1, Scholar 3, Tech 2
compiling data so that it can be entered into a central
Cogitator repository, noospheric archive, infocrypt, or ARCHETYPE ABILITY: Infovore
other store of information. Lexmechanics are the You may reroll up to Double Rank dice on Investigation and
librarians and scribes of the Mechanicus. They work Scholar tests, and such tests take you only half as long to
with computer-like speed and accuracy, assembling perform.
battle reports, economic statistics, planetary reports, WARGEAR: Calculus Logi implant, one optical or utility
and other masses of necessary if mundane data Mechadendrite, any two Augmetics, mesh armour, laspistol.
required to keep the massive bureaucracy of the
INFLUENCE: +1
Imperium functioning from day to day. Outside of the
Adeptus Mechanicus, their skills are valued across the SUGGESTED ATTRIBUTES XP Cost 43
Imperium, but they are most concentrated in the ATTRIBUTE S T A I WIL INT FEL
Adeptus Administratum.
RATING 1 2 2 2 3 5 1
SUGGESTED TALENTS
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Mekboy (Ork, Tier 2)
"Da best shoota I eva made, dat iz. Loadza barrulz, so dat it’s ded shooty. ‘Sept dat wun, ‘cos dat’s
da skorcha, dat’s burny insted. Yeah, good an’ proppa. An’ da bullitz is ‘splosiv...dey goez boom
inna fings wot you’z shootin.’ An’ dat button dere...dat’s da best bit. Wot it duz, see, iz...iz...oh,
zog. Nah, its nuffin’ boss. Nah, you’z don’t need ta see wot dat button duz... ‘onist. Don’t push it!"
You build things. It’s a compulsion, not just a job. You Without Mekboyz, Orks would lack for light, power,
couldn’t stop if you wanted to. Weapons and vehicles, transport, and even guns (they lack for sanitation
and you’ve got dreams of even bigger, deadlier regardless, but that's another story). Whenever an Ork
contraptions—great Gargant war engines that stomp needs something built, be it a shiny new Shoota or the
across battlefields, and massive starships full of Boyz. Warboss' new ride, they go straight to the Meks.
Furthermore, an Ork with teef to spare will take
A Mekboy, (pl. Mekboyz) also known as a Mekaniak or
existing kit to the nearest Mek in the hope of having
more often simply as a Mek, is a type of Ork Oddboy
damage repaired, and maybe some kustomising done.
who build all the weapons, vehicles, and other
It is a rare day that the customer gets what he asked
advanced technology used by the Greenskins. Mekboyz
for, but whatever the Mek turns out will normally be
are especially important to Ork Speed Freeks, as they
fairly flashy all the same.
maintain the prodigious number of bikes and vehicles
used by Ork warbands. Ork Meks go to war festooned MEKBOY
in clanking, smoke-belching contraptions of their own TIER 2 SPECIES Ork XP Cost 52
design. These eccentric inventions confound friend and
foe alike, as their purpose often remains a mystery KEYWORDS: ORK, [CLAN]
until the big red button gets pushed. When triggered, ATTRIBUTES: Strength 3, Toughness 3, Intellect 3
a Mek's latest invention might fire blasts of energy that
SKILLS: Tech 3
immolate swathes of the enemy, or project wobbling
bubbles of gravitic force to protect nearby Boyz from ARCHETYPE ABILITY: Fix it Proppa
harm. On the other hand, it might belch showers of You gain +Double Rank bonus dice on Tech tests to fix any
sparks before engulfing its operator and everyone weapon, vehicle, or other machine with the ORK keyword. In
nearby in a roiling ball of flame. Yet occasional addition, during a regroup or respite, you may tinker with a
malfunctions are forgiven by the Orks, for even when a weapon, vehicle, or other machine with the ORK keyword. If
tinkering with a weapon, you may add your Rank from the
Mekboy's temperamental new wotsit does decide to
weapon’s Range (add the same to all range categories), ED,
explode, at least it gives the Boyz a good laugh. Salvo rating, or any rated Trait the weapon already possesses.
Other machines gain a bonus of the GM’s discretion. These
bonuses last until the next respite, or until the machine suffers
a complication, whichever comes first.
INFLUENCE: +1
SUGGESTED ATTRIBUTES XP Cost 60
RATING 4 4 4 3 1 4 1
SUGGESTED TALENTS
Augmetic (p. 129), Brutalist (p. 130), More Dakka (p. 137)
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Painboy (Ork, Tier 2)
"It's gonna hurt a lot, but you'll be better! You'll see! Ha Ha HA HA!"
distracted. Still, your patients are tough, and the ones ATTRIBUTES: Strength 3, Toughness 3, Intellect 3
who don’t survive can’t complain anyway.
SKILLS: Medicae 3
An Ork Painboy, also known as a Mad Dok or just a Dok, ARCHETYPE ABILITY: Make It All Betta
is a member of a special class of Ork Oddboyz who are
responsible for fixing injuries even the highly You add Double Rank bonus dice to all Medicae tests made on
characters with the ORK keyword. In addition, when making a
regenerative Ork physiology cannot repair, such as
Medicae test on an ORK character outside of combat, you may
severed limbs and brain damage. spend an Exalted Icon from to remove a single Traumatic Injury
immediately, as you crudely reattached lost body parts.
An Ork will only go to a Painboy when he has no other
choice, as these Oddboyz are infamous for trying out WARGEAR: ‘Urty Syringe, Choppa, Ork Flak Armour, Dok Bag
experimental procedures (such as the greatly feared INFLUENCE: +1
Squig brain transplant) on patients while they are SUGGESTED ATTRIBUTES XP Cost 75
under anaesthesia (known as a "concussion" to other
ATTRIBUTE S T A I WIL INT FEL
intelligent races).
RATING 4 4 4 3 1 4 1
Painboyz are responsible for attaching crude bionics
called "bioniks" to Ork patients that have been created SUGGESTED SKILLS XP Cost 38
by the Mekboyz, although sometimes they are not Athletics 1, Awareness 1, Ballistic Skill 1, Cunning 2, Intimidation
paying attention and replace the wrong part of the 1, Medicae 4, Survival 1, Tech 1, Weapon Skill 3
patient's body. This is often distressing to a patient who SUGGESTED TALENTS
is the lucky recipient of an exploding leg, especially if it
was his arm that needed attention. Blood Must Flow (p. 130), Brutalist (p. 130), The Flesh is Weak
(p. 140)
Yet Orks are surprisingly
resilient and have had arms,
legs and even heads swapped
around and the Ork in
question has survived to tell
the tale!
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Runtherd (Ork, Tier 2)
Most Orks couldn’t care less about grots and snots a non-Ork as a challenge to be mastered. When an Ork
and other creatures like that. You’re different. You mob goes to war, the Runtherdz will claim the surviving
know you can direct and control the little gits, with enemies as their spoils and start training them as
the right approach and the right mix of rewards and slaves. A Runtherd sees barriers of language and
punishments. You figure you could even get the same behaviour as a challenge to his skill for control and
ideas to work on humans and other species, If you got command rather than to his authority and will apply his
your hands on them. skills to boosting the production of his hapless charges
just as he would with a group of uncooperative
Runtherdz are Ork Oddboyz who exhibit a trait
Gretchin. Successful Runtherdz can handle Humans,
extremely uncommon amongst Orks: patience. Only
Squats, Tau and most other sentient races of the galaxy
they have the right mindset to "care" about their
(with the exception of Tyranids and Necrons),
smaller Orkoid cousins, the Gretchins and Snotlings,
eventually learning enough of their language,
and the patience to perform the task of training them
mannerisms and culture to ensure his slaves are always
to be more efficient at their tasks. Where the average
working at peak efficiency.
Ork only yells his orders and beat his underlings if the
orders are not fulfilled to his liking, a Runtherd has a RUNTHERD
more "reasonable" approach of carrot-and-stick TIER 2 SPECIES Ork XP Cost 58
treatment. He explains to those under his care what is
expected of them, and those that perform efficiently KEYWORDS: ORK, [CLAN]
are rewarded, while only those that perform poorly are ATTRIBUTES: Strength 3, Toughness 3, Fellowship 3
beaten. The simplest and most menial tasks are
SKILLS: Intimidation 3, Leadership 2
undertaken by the tiny Snotlings. Snotlings are not
particularly easy to train because they are slow ARCHETYPE ABILITY: Slaver
learners and need to be slowly and carefully You are accompanied by a mob of Grots (p. 358) equal to your
conditioned to perform even the simplest tricks. Rank x4. If any of your Grots die, they can be replaced between
Runtherdz train Snotlings to cultivate fungus and tend sessions at the GM’s discretion. All Grots, Snotlings, and Squigs
Squigs and take extraordinary pride in their tiny within 10 + Rank metres of you add your Leadership to their
Resolve.
charges.
WARGEAR: Slugga, grabba-stikk, 3 stikkbombs, grot lash, Ork
The Runtherdz make a good living by selling well- Flak armour.
trained Gretchin and Snotling servants and workers to
INFLUENCE: +1
other Orks. Runtherdz often become quite wealthy and
SUGGESTED ATTRIBUTES XP Cost 70
naturally invest their earned teef (teeth, the Ork
currency) in solid weaponry and other wargear. On the ATTRIBUTE S T A I WIL INT FEL
battlefield they tend to either fight alongside the RATING 4 4 4 3 3 1 4
machines crewed by their Gretchin where they can
SUGGESTED SKILLS XP Cost 32
keep a close eye on things, or lead a large mob of
Gretchins forward, using the smaller Orkoids as Athletics 2, Awareness 1, Ballistic Skill 1, Intimidation 4,
diversion, living shields or living mine detectors for the Leadership 3, Survival 1, Weapon Skill 2
other bands of Boyz. SUGGESTED TALENTS
Most Runtherdz also exhibit curiosity, especially for the Dirty Fighter (p. 132), Disturbing Voice (p. 133), Supreme
other sentient races of the galaxy. Where the average Presence [Intimidation] (p. 140)
Ork Boy only sees a non-Ork as either a challenge or a
nuisance to be killed in either case, the Runtherdz sees
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Sister Repentia (Adepta Sororitas, Tier 2)
“Should any Sister, in her deeds or thoughts, sin, she should willingly and immediately make her
fault known to her Superior and amend with a pure heart. If she does not usually fail in this
manner, let her be given but a week’s penance, but if her sin is great, let her go apart from the
company of her Sisters, so that she may not sit at table with them, nor kneel in prayer at their
side. Let her go alone, submitting herself to the will of the almighty God-Emperor of Mankind. Let
her don the hood of the penitent and take up the ceremonial eviscerator and seek her redemption
upon the field of battle.”
faceless outcasts, clad in chains, hoods, and tattered You add +Double Rank bonus dice to Corruption tests, any Test
vestments, and only in death will their exile end. to resist the effects of a psychic power, and Determination rolls.
However, you add +2DN to all interaction tests with characters
Many Sisters Repentia travel in loose warbands led by with the ADEPTUS MINISTORUM or ADEPTA SORORITAS
an overseer, but others travel alone, seeking out the keywords.
enemies of the Imperium in dark places, waging one- WARGEAR: Eviscerator, penitent robes (clothes)
woman wars against the forces of darkness until they
INFLUENCE: -1
are slain and go unto the Emperor’s judgement. When
not in battle, they punish and purify themselves with SUGGESTED ATTRIBUTES XP Cost 30
fasting, meditation, and self-flagellation.
ATTRIBUTE S T A I WIL INT FEL
Rarely, they can find redemption before death, often RATING 3 4 3 3 4 1 1
by receiving visions from the Emperor or with the
judgement of their former peers, but as most Sisters SUGGESTED SKILLS XP Cost 42
Repentia chose their punishment, few seek to survive Athletics 2, Awareness 1, Intimidation 1, Scholar 2, Survival 2,
their atonement. Weapon Skill 4
SUGGESTED TALENTS
Death Or Glory! (p. 132), Duty Until Death (p. 133), Flagellant (p.
134), Furious Charge (p. 134)
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Skitarius Vanguard (Adeptus Mechanicus, Tier 2)
“Vanguard Maniple Rho-531-Theta deploying. Broadcast all-points bulletin to allied forces: rad-
cleansing in progress, ambient radiance may be harmful to unaugmented personnel.”
Over the many civil wars waged by the Cult SUGGESTED TALENTS
Mechanicus, the Vanguard have learned to endure and Augmetic (p. 129), Binary Chatter (p. 130), Conversational
weaponise their lethal radioactive emissions. So much Cogitator (p. 131), Protector Imperative
radiation bleeds out from a Skitarii Vanguard's wargear
that foes in close proximity become weakened and
fatigued; for non-Skitarii to be stationed in the same
barracks is a death sentence.
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Tankbusta (Ork, Tier 2)
"'Ere ta blow stuff up!"
— Anonymous Tankbusta
SUGGESTED TALENTS
They equip themselves extensively for dealing death to
enemy armour—their whistling volleys of Rokkits, and Brutalist (p. 130), Deadshot (p. 131), Tenacious (p. 140)
lethal Tankbusta Bomb assaults can spell annihilation
for even the heaviest enemy tanks.
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Transmechanic (Adeptus Mechanicus, Tier 2)
The Omnissiah Knows All, Comprehends All
Transmechanics are those Tech-priests who specialize KEYWORDS: IMPERIUM, ADEPTUS MECHANICUS, [FORGE
WORLD], CULT MECHANICUS
in the repair, operation, and maintenance of the
Imperium's various forms of communications ATTRIBUTES: Intellect 3, Willpower 2
technology. Their implants and conditioning permit SKILLS: Investigation 2, Scholar 3, Tech 2
them to perceive and transmit vox signals, tightbeam
las-casts, holopulses, and a variety of other ARCHETYPE ABILITY: Vox Communion
electromagnetic transmission media, and they have a You can silently communicate with any vox or similar
deep understanding of the technologies which produce communications device within Rank x100 kilometres. You may
and receive these signals. also make Awareness or Investigation tests to detect concealed
signals and study intercepted signals. You add +Rank bonus dice
For this reason, they’re invaluable as communications to any Investigation or Scholar test to decipher a code, translate
a language, or create a new cipher.
technicians aboard Imperial Navy vessels and amongst
Imperial Guard forces, as well as working alongside the WARGEAR: Augur array (auspex), enhanced data tether, any
Adeptus Arbites and Inquisition when intercepting two augmetics, mesh armour, laspistol.
seditious or heretical communications is vital. INFLUENCE: +1
SUGGESTED TALENTS
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Apothecary (Adeptus Astartes, Tier 3/Tier 4)
Pain and death are illusions of the weak mind. While his gene-seed returns to the Chapter, a
Marine cannot die. Without death, pain loses its relevance.
He that may fight, heal him.
He that may fight no more, give him peace.
He that is dead, take from him the Chapter's due.
—Unknown
Where your brothers’ duty to the Emperor is to defeat it could well bring the Chapter's extinction or its fall to
the foes before them, you have the solemn Chaos. Their skills and equipment, when combined
responsibility of guarding the flesh of your brethren with the added organs and resilience of a Space
and ensuring that their geneseed is preserved. You Marine, allow an Apothecary to perform battle surgery
bear this burden proudly, for without your efforts, with a good chance of success.
your Chapter could not endure.
It is also the Apothecary's duty to harvest from the
The Apothecary's role is to serve as a field medic and bodies' of fallen Marines the two implanted Progenoid
bio-researcher. Along with being highly trained in glands, allowing for the gene-seed material to be
medicine, they are elite warriors, the better to protect cultivated and re-implanted in a Neophyte. Marines
their brothers where the battle is hardest. rarely go into battle without an Apothecary being
available, as every Marine is a valuable resource and to
Apothecaries are greatly honoured within the Chapter,
lose any of their gene-seed would be a blow to the
as they are responsible for maintaining the purity of its
Chapter.
gene-seed. If its gene-seed were to become mutated,
APOTHECARY PRIMARIS APOTHECARY
TIER 3 SPECIES Adeptus XP Cost 276 TIER 4 SPECIES Primaris XP Cost 294
Astartes Astartes
KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, [CHAPTER] KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, PRIMARIS,
[CHAPTER]
ATTRIBUTES: Strength 5, Toughness 5, Agility 4, Initiative 5,
Willpower 3, Intellect 5 ATTRIBUTES: Strength 5, Toughness 5, Agility 4, Initiative 4,
Willpower 3, Intellect 4
SKILLS: Athletics 3, Awareness 3, Ballistic Skill 3, Scholar 2,
Medicae 4, Stealth 3, Weapon Skill 3 SKILLS: Athletics 3, Awareness 3, Ballistic Skill 4, Scholar 2,
Medicae 4, Stealth 3, Weapon Skill 3
ARCHETYPE ABILITY: Guard Thy Brethren
ARCHETYPE ABILITY: Guard Thy Brethren
Whenever you succeed at a Medicae test upon a Dying ally with
the ADEPTUS ASTARTES keyword, gain 1 Wrath. In addition, you Whenever you succeed at a Medicae test upon a Dying ally with
gain +Rank to Resolve and Determination while you can see or the ADEPTUS ASTARTES keyword, gain 1 Wrath. In addition, you
hear one or more Dying Adeptus Astartes allies. gain +Rank to Resolve and Determination while you can see or
hear one or more Dying Adeptus Astartes allies.
WARGEAR: Aquila Power Armour, Bolt Pistol, Astartes
Chainsword, Narthecium, Reductor, 3 Frag Grenades, 3 Krak WARGEAR: Mar X Tacticus Power Armour, Absolvor Bolt Pistol,
Grenades Narthecium, Reductor, 3 Frag Grenades, 3 Krak Grenades
INFLUENCE: +2 INFLUENCE: +2
Blood Must Flow! (p. 130), Die Hard (p. 132), And They Shall ATTRIBUTE S T A I WIL INT FEL
Know No Fear
RATING 6 6 5 4 3 5 1
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Assault Space Marine (Adeptus Astartes, Tier 3)
Assault Marines are those Space Marines equipped KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, [CHAPTER]
with weapons for melee and close quarters combat, ATTRIBUTES: Strength 5, Toughness 5, Agility 5, Initiative 5,
fighting as part of an Assault Squad. These warriors Willpower 3, Intellect 3
excel at close quarters fighting and are equipped with
SKILLS: Athletics 3, Awareness 3, Ballistic Skill 3, Pilot 4, Scholar
powerful jump packs that allow them to leap forwards 1, Stealth 3, Weapon Skill 4
across the battlefield, closing the distance quickly and
descending upon their foes at high speed and with ARCHETYPE ABILITY: Hammer of Wrath
incredible force. When you charge into melee using your jump pack, all enemies
2 metres of the point where you land must pass an Agility test
Assault Marines normally form the vanguard of a Space (DN 2 +Rank) or be knocked Prone.
Marine attack, striking hard and fast against weak
WARGEAR: Aquila Power Armour, Bolt Pistol, Astartes
points in the enemy formation. Infantry are torn apart
Chainsword, Jump Pack, 3 Frag Grenades, 3 Krak Grenades
by blade and pistol, while krak grenades and other
demolition devices are used to break open enemy INFLUENCE: +1
armour and fortifications. Assault Marines are ever in SUGGESTED TALENTS
danger of being outflanked and overwhelmed every
And They Shall Know No Fear, Dual Wield (p. 133), Furious
time they range ahead of their brothers. Thus, even
Charge (p. 134)
while they butcher their foes in melee, they must
remain aware of the situation around them, ready to
withdraw and redeploy to avoid being stranded in in a
sea of foes.
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Chaos Space Marine (Chaos, Tier 3)
“Destroy, for the sake of Destruction. Kill, for the sake of Killing.”
— Unknown
A Chaos Space Marine, also sometimes called a Traitor KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC ASTARTES,
Marine, a Renegade Marine, or a Heretic Astartes, is a [LEGION]
former Loyalist Space Marine of the Imperium of Man ATTRIBUTES: Strength 5, Toughness 5, Agility 5, Initiative 5,
who has chosen to abandon the service of the Emperor Willpower 3, Intellect 3
of Mankind and dedicate himself to the service of SKILLS: Athletics 3, Awareness 3, Ballistic Skill 4, Intimidation 1,
Chaos to achieve his own ends. Such corrupt Astartes Stealth 3, Survival 1, Weapon Skill 5
normally belong to one of the nine original Traitor
ARCHETYPE ABILITY: Master of Slaughter
Legions that betrayed the Emperor during the ancient
civil war called the Horus Heresy more than 10,000 When you inflict a critical hit, you count as having spend 1 Glory
standard years ago, while others come from Space to improve the effect. You may still spend additional Glory to
improve the effect further.
Marine Chapters created long after the Heresy ended
that have turned Renegade. Chaos can corrupt Astartes In addition, you gain 1d3x3 Corruption when you select this
of any time and place just as its siren call leads many Archetype.
lesser men to their damnation. WARGEAR: Aquila Power Armour, Bolt Pistol, Boltgun or
Astartes Chainsword, Astartes Combat Knife, 3 Frag Grenades, 3
Krak Grenades, grisly trophies
INFLUENCE: +2
SUGGESTED TALENTS
Disturbing Voice (p. 133), Let the Galaxy Burn (p. 135), Mark of
Chaos (p. 136)
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Chaos Space Marine Havoc (Chaos, Tier 3)
“Impurity shall be our armour. Hate shall be our weapon. Immortality shall be our reward”
— Unknown
INFLUENCE: +1
SUGGESTED TALENTS
Hail of Fire, Let the Galaxy Burn (p. 135), Mark of Chaos (p. 136)
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Chaos Space Marine Raptor (Chaos, Tier 3)
"Who can truly return to the grace of the God-Emperor without the searing pain which
accompanies having one's sin revealed in His just light? This brand I have here is but a small thing
by comparison, but the pain you feel should serve as a sufficient representation. Now, shall we
begin?"
You are an interrogator, seeking to extract truth from Beyond merely subduing and questioning suspects, a
those who transgress. Your methods are invasive, Chastener must be of a mind to rehabilitate them.
unpleasant, and often painful, and serve as a crucible While judgement and punishment will inevitably follow
through which impurity is removed from your any confession, a suspect must come to accept that
subjects. they have sinned and seek absolution in the judgement
they receive. Those who are unrepentant will seek
A Chastener is an Arbites specialist who is skilled in
vengeance for their just punishment, but the penitent
psychology and medicine alike, to allow them to
accepts the punishment as a necessary price to pay.
subdue and coerce wrongdoers, and to efficiently
question them afterwards. Chasteners must be CHASTENER
physically adept, skilled in non-lethal methods of TIER 3 SPECIES Human XP Cost 110
combat and restraint, to ensure that they can
dominate and control any suspect or prisoner they KEYWORDS: IMPERIUM, ADEPTUS ARBITES
face, but they must also have keen wits and an iron will, ATTRIBUTES: Strength 3, Toughness 3, Willpower 4, Fellowship
for they must be able to defeat a suspect’s mind as well 3
as their body to ensure that the truth is properly SKILLS: Cunning 1, Insight 3, Intimidation 3, Medicae 1,
extracted. It would be shameful for a Chastener to Persuasion 2, Weapon Skill 2
cease questioning just because they had received the
ARCHETYPE ABILITY: Subdue and Interrogate
answers they wanted.
You add +Rank bonus dice to all Intimidation and Insight tests
during an interrogation. In addition, when you make an attack
with an Agonizing weapon and your target exceeds their Max
Wounds as a result, you may choose for them to become
unconscious (unable to take further action, unaware of their
surroundings) rather than dying.
INFLUENCE: +2
RATING 3 4 3 3 5 3 4
SUGGESTED TALENTS
Deductive (p. 132), Dirty Fighter (p. 132), Disturbing Voice (p.
133)
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Confessor (Adeptus Ministorum, Tier 3)
"There are many who have transgressions against the God-Emperor they need to confess. This
simple act of admitting one’s own heresy is the first step towards redemption. It is the duty of my
Confessors to hear the sins of those in greatest need...the unwilling."
— Arch-Cardinal Ignato
A Confessor is a free-roaming zealot priest of the KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, PRIEST
Adeptus Ministorum who uses his evangelical platform ATTRIBUTES: Willpower 4, Fellowship 4
to agitate the crowds of Imperial citizenry that turn up
SKILLS: Leadership 2, Persuasion 3, Scholar 2
to hear his preaching. Under the spell of a Confessor,
swathes of citizens will rush forwards to confess their ARCHETYPE ABILITY: Incite Zeal
personal heresies, reveal their hideous mutations and You add +Double Rank to all Persuasion Interaction attacks
betray their comrades as psykers or other against targets with the IMPERIUM, SCUM, or HERETIC
untrustworthy deviants in the eyes of the God- keywords. In addition, you may spend a Wrath point to make
Emperor. yourself Frenzied; If you do so, then you may make all allies with
the IMPERIUM keyword within 15 +Double Rank metres
A Confessor’s words can stir a population to rise up Frenzied as well.
against a heretical lord or convince rebellious armies to WARGEAR: Laspistol, one melee weapon or one ranged weapon
lay down arms and surrender to the Emperor’s mercy of up to Value 7 and a rarity of up to Rare, Rosarius, knife,
(which is always brief and bloody). They can be found clothing (Ministorum robes), missionary kit, symbol of authority.
wandering the Imperium, berating the faithless and INFLUENCE: +3
imploring the Emperor-fearing citizenry of the
SUGGESTED ATTRIBUTES XP Cost 80
Imperium to denounce those who have sinned and
blasphemed. They do not only operate amongst the ATTRIBUTE S T A I WIL INT FEL
masses, however. Confessors are often advisors to
RATING 3 3 3 3 5 3 5
high-ranking Astra Militarum and Imperial Navy
officers, Imperial Commanders, and other important SUGGESTED SKILLS XP Cost 86
personages, and sometimes, with special dispensation Awareness 1, Ballistic Skill 2, Insight 3, Intimidation 3, Leadership
from the Ecclesiarchy, they may even lead Wars of 3, Persuasion 5, Scholar 5, Weapon Skill 2
Faith against the sworn foes of the Emperor’s Light.
SUGGESTED TALENTS
Each Confessor approaches their duties differently.
Supreme Presence [Persuasion] (p. 140), Consecrated Light (p.
Some prefer fiery speeches and rabble-rousing to incite 143), Inspired Blessing (p. 143)
populations into a zealous fervour, while others use
quieter words in the ears of guild leaders and other
organisations to form alliances and coalitions against
the enemies of Man and guiding them along the paths
approved by the Ministorum.
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Dark Reaper Aspect Warrior (Aeldari, Tier 3)
“Let not the fear of death stay your hand nor defeat your courage. The warrior who will prevail is
the one who conquers death, who becomes one with death as we have.”
The Dark Reapers are descended from Maugan Ra, the KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD], ASPECT
Harvester of Souls, a mighty Phoenix Lord and the WARRIOR
founder of their Shrines. It was from him that the Dark ATTRIBUTES: Strength 3, Agility 4, Willpower 3
Reapers learned that even the mightiest of weapons
SKILLS: Awareness 3, Ballistic Skill 5
can be wielded with the precision of a scalpel, and so
they take pride in the accuracy with which they use ARCHETYPE ABILITY: Inescapable Aim
their signature weapon, the Reaper Launcher. Spitting
You may reroll up to Double Rank dice on any Ranged Attack you
forth a hail of armour-piercing missiles capable of make.
taking down even the best-protected foes, these
weapons allow the Dark Reapers to exert total control WARGEAR: Heavy Aspect Armour, Reaper Launcher, Dark
Reaper Rangefinder, mono-knife, spirit stone
over the battlefield and destroy targets at will.
INFLUENCE: +1
The Dark Reapers pride themselves on their accuracy.
To absorb the recoil of firing the Launcher and maintain SUGGESTED ATTRIBUTES XP Cost 94
a steady firing position, the powered limb supports ATTRIBUTE S T A I WIL INT FEL
include lower leg armour and boots fitted with
RATING 4 3 5 5 3 3 2
stabilisers and clamps to secure the Dark Reaper to the
ground. Their helmet incorporates specialised range- SUGGESTED SKILLS XP Cost 64
finding sensor vanes which extends out of the helmet Athletics 2, Awareness 4, Ballistic Skill 6, Intimidation 3,
of their Aspect Armour and allows a Dark Reaper to Leadership 2, Scholar 3, Tech 1, Weapon Skill 3
achieve target lock on even fast-moving vehicles.
SUGGESTED TALENTS
Deadshot (p. 131), Ever Vigilant (p. 133), Legacy of Sorrow (p.
135)
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Detective (Adeptus Arbites, Tier 3)
"No servant of the Emperor dies unavenged. No enemy of the Emperor escapes unpunished!"
You are an investigator, a vigilant agent ever-watchful Some Detectives are skilled spies and infiltrators,
for those who would break the Emperor’s Law. Your operating undercover for long periods to unravel
gaze, extended through surveillance devices and conspiracies. Others are experts in surveillance,
networks of informants, allows you to find utilising pict-captors, vox-thieves, bio-sniffers, and
wrongdoers anywhere. other tools to gather information. Others still cultivate
networks of informants and spies, as well as agents
The Adeptus Arbites are an extremely visible presence
provocateur and saboteurs to provoke or disrupt illegal
upon any world in the Imperium. Even on worlds where
activities.
the Arbites are few in number, their facilities, their
uniforms, and their actions are carefully designed to DETECTIVE
ensure that their presence is felt. No-one should feel as TIER 3 SPECIES Human XP Cost 108
if the Arbites are too far away to worry about.
KEYWORDS: IMPERIUM, ADEPTUS ARBITES
This high-visibility presence is only part of the Arbites
ATTRIBUTES: Willpower 3, Intellect 4, Fellowship 4
methodology, however. The organisation is also
capable of employing subterfuge and deception to SKILLS: Awareness 2, Cunning 2, Deception 2, Investigation 3,
protect the order and stability of the Imperium. Scholar 1, Stealth 2
RATING 2 3 4 4 4 4 5
SUGGESTED TALENTS
Deductive (p. 132), Paranoid (p. 137), Scum Savvy (p. 139)
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Devastator Space Marine (Adeptus Astartes, Tier 3)
“A Devastator's reach shall be without limit and his touch without mercy. Fire shall roar from his
fingertips, but it shall consume him not. Thunder will roar when he calls, yet it will swallow him
not.
Let the Devastator squad be thy blazing wrath, bringing the light of the Emperor's justice to the
darkest corners of the battlefield. Wherever he stands, that shall be his fortress of righteousness.
He shall hold in his gift the fate of all who pass before his unblinking gaze.
All shall fear him, and he shall fear no one.”
You bring heavy firepower to battle, in support of redeploying is one who cannot lay down fire to support
your brethren. No fortification, no overwhelming his brethren.
mass of foes, no armoured vehicle, can escape the
Devastators are trained to employ a wide range of
wrath that pours forth from a Devastator’s weaponry.
different heavy weaponry, from heavy bolters that lay
Devastators provide vital covering fire and long-ranged down curtains of fire, to armour-piercing lascannons,
support for their brethren. This may take the form of and versatile missile launchers, to more exotic plasma
eliminating prime targets, heavy suppressive fire, cannons, multi-meltas, and grav-cannons.
counter-battery fire against enemy heavy weapons, or
DEVASTATOR SPACE MARINE
the destruction of enemy armour. Each Devastator is
an expert at selecting the most important target, and TIER 3 SPECIES Adeptus XP Cost 270
Astartes
they are all skilled marksmen. Their timely application
of overwhelming firepower has been a crucial part of KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, [CHAPTER]
countless victories.
ATTRIBUTES: Strength 5, Toughness 5, Agility 5, Initiative 5,
The long reach of a Devastator means that they are Willpower 3, Intellect 3
largely static in the field, moving from a firing position SKILLS: Athletics 3, Awareness 3, Ballistic Skill 5, Scholar 1,
only to relocate to a new one. This is a rare occurrence, Stealth 3, Tech 1, Weapon Skill 4
as the bulk of their weapons means that they are not ARCHETYPE ABILITY: Unrelenting Devastation
as effective when fired on the move, even with the
prodigious strength of their bearers, and a Devastator When you sacrifice your Move to Brace a Heavy weapon, you
may add +Rank bonus dice to all attacks with that weapon, and
+Rank ED to that weapon’s damage.
INFLUENCE: +1
SUGGESTED TALENTS
And They Shall Know No Fear, Overwatch, Ever Vigilant (p. 133)
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Dire Avenger Aspect Warrior (Aeldari, Tier 3)
“I do not love the blade for its form, or its keen edge, but only for that which it defends. Must we
pay for existence with our very souls?”
You embody Khaine’s aspect of the noble warrior When not at war or embarked upon missions, the Dire
seeking vengeance. You are prepared for battle at a Avengers spend much of their time at their Aspect
moment’s notice, and you will not yield while your foe Shrine, meditating upon battle, studying the tactics and
lives or while your people are threatened. strategies of their ancestors, and practicing their skills
at arms.
The Dire Avengers trace their lineage back to Asurmen,
the first of the Phoenix Lords and founder of the Aspect DIRE AVENGER ASPECT WARRIOR
Shrines. It is because of Asurmen that the Dire TIER 3 SPECIES Aeldari XP Cost 116
Avengers are the most common of the Aspect
Warriors, as he founded more Shrines on more KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD], ASPECT
WARRIOR
Craftworlds than any other Phoenix Lord.
ATTRIBUTES: Agility 4, Initiative 4, Willpower 3
The Dire Avengers' signature weapon is the Avenger
Shuriken Catapult, a modified version of the typical SKILLS: Ballistic Skill 4, Leadership 2, Weapon Skill 4
Shuriken Catapult with an extended barrel, power feed ARCHETYPE ABILITY: Defensive Tactics
and inbuilt rangefinder. To wield a shuriken is
You add +Rank to your Defence. In addition, when an enemy
considered an art form by Dire Avengers, who use the
Charges you, you may make a ranged attack against them as a
deadly weapons in battle to create impenetrable Reflexive Action, adding +2 to the DN of the attack. This attack
storms of monomolecular blades which slice their is resolved before the enemy moves.
enemies to ribbons. Even when a Dire Avenger has
WARGEAR: Aspect Armour, Avenger Shuriken Catapult,
removed their armour and left their shrine, they will targeting vane, mono-knife, 3 plasma grenades, spirit stone.
keep these razor-sharp discs hidden under their
INFLUENCE: +2
clothing, never truly unarmed.
SUGGESTED ATTRIBUTES XP Cost 68
Those who attend
the shrine of the ATTRIBUTE S T A I WIL INT FEL
Dire Avengers are RATING 3 2 5 5 4 3 2
the manifestation
of the noble SUGGESTED SKILLS XP Cost 66
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Fire Dragon Aspect Warrior (Aeldari, Tier 3)
“We bring only death, and leave only carrion. It is a message even a Human can understand.”
You embody Khaine’s aspect of the destroyer, and the Phoenix Lords for the Rhana Dandra, the Final Battle,
brutal, wanton desolation of warfare. With fire do you and be the last one to fall in this epic confrontation.
scour the battlefield clean of the enemy, and not even
They have an unsurpassed mastery of their chosen and
within armoured vehicles or behind fortifications are
highly dangerous weapons, and they take savage
they safe from your fury.
delight in the devastation they create. For this reason,
The Fire Dragons are one of the forms of Eldar Aspect the Aeldari believe that the Fire Dragons are the
Warriors, who represent a different aspect of the Eldar embodiment of the Aeldari War God Kaela Mensha
war god Kaela Mensha Khaine. Embodying the Khaine's penchant for pure destruction. It is said that
writhing, sinewy dragon of Eldar myth, Fire Dragons are Fire Dragon Exarchs generate a corona of lambent
aggressive and warlike close combat fighters who flame around themselves when the battle lust is upon
utilized heat weapons to destroy enemy vehicles and them.
strongpoints.
FIRE DRAGON ASPECT WARRIOR
The founder of the Fire Dragons was Fuegan, the first TIER 3 SPECIES Aeldari XP Cost 108
of the Phoenix Lords who learned the ways of war from
Asurmen and established his own Shrines on many KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD], ASPECT
WARRIOR
Craftworlds to school new pupils in the art of fire and
flame. When the Fallen Pheonix Arhra betrayed his ATTRIBUTES: Toughness 3, Agility 4, Willpower 3
fellows and attacked the Shrine of Asur, Fuegan SKILLS: Athletics 2, Ballistic Skill 5, Tech 3
refused to leave and was thought lost when the shrine
was destroyed until he reappeared centuries later. ARCHETYPE ABILITY: Fiery Destruction
Tradition has it that Fuegan will call together the When you attack a vehicle, structure, or monstrous creature,
add +Rank ED to the attack. In addition, add +Rank to your
Resilience against attacks with the FIRE or MELTA keywords.
INFLUENCE: +1
RATING 3 4 5 5 4 3 2
SUGGESTED TALENTS
Deadshot (p. 131), Die Hard (p. 132), Battle Focus, Strike and
Fade
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Flash Git (Ork, Tier 3)
"Bought me a deffblasta off Rotskrag earlier. Nice little killa. Just ask Rotskrag, hur hur."
You’ve got the best guns, the best gear, and the Many Flash Gitz love to flaunt their powerful weapons
shiniest gubbinz! There’s nothing in the universe that to other Orks, and they are often accompanied by well-
can stop you! dressed Grots who often boast of their master's
achievements. Flash Gitz are sometimes kicked out of
Flash Gitz are an elite breed of Ork Nobz who are
Ork tribes for their wealth and general obnoxious
obsessed with their lovingly customised, ostentatiously
behaviour though, which can lead to them going down
polished and painted weapons known as Snazzguns
the path of a Freebooter.
that can potentially wipe out entire squads of infantry
in a hail of fire. Unlike other Nobz, Flash Gitz prefer FLASH GIT
"more dakka" to being "stompier," that is to say, they TIER 3 SPECIES Ork XP Cost 84
prefer ranged fire over melee combat.
KEYWORDS: ORK, [CLAN]
They are powerful ranged heavy infantry troops for an
ATTRIBUTES: Strength 4, Toughness 3, Agility 3
Ork WAAAGH! Many Flash Gitz are members of the Bad
Moons Clan, where they serve as the clan's elite SKILLS: Ballistic Skill 3, Cunning 2, Intimidation 2
infantry. In addition to their powerful armament, Flash ARCHETYPE ABILITY: Gun-Crazy Show-Off
Gitz often wear garish armour, adorned with bionic
eyes (usually called Gitfindas) and skull trophies If you roll a 6 on your Wrath die when making a ranged attack,
you may spend a reload to immediately make a second shooting
mounted on their weapons or upon their back. Due to attack with that weapon at the nearest target.
their hulking size and powerful musculature, which is
typical for Ork Nobz, they are still capable close WARGEAR: Snazzgun, Choppa, ‘Eavy Armour, 3 stikkbombs,
ammo runt
combatants with their Choppa Bayonets and Sluggas.
Flash Gitz consider themselves to be at the top of Ork INFLUENCE: +2
society, having accumulated large numbers of Ork SUGGESTED ATTRIBUTES XP Cost 64
teeth. ATTRIBUTE S T A I WIL INT FEL
RATING 5 5 3 4 3 1 2
SUGGESTED TALENTS
Die Hard (p. 132), More Dakka! (p. 137), Trademark Weapon (p.
141)
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Guild Engineer (Squat, Tier 3)
“An Engineer travels light because it's easier. Instead of lugging several thousand tools around
with you, get where you're going, look at the job, decide what tools you need, and make them on
the spot. Far more practical.”
You’re a craftsman first and foremost, an artisan who arms, armour, vehicles, and war machines. There are
knows the value of building something properly. others aboard each Squat vessel, maintaining the
You’re meticulous, precise, and have just the right mix complex systems that keep them voidworthy. Thus,
of creativity and reverence for tradition – enough to even after the cataclysm, many of the Engineer’s Guild
make your own mark on your creations, not enough remain, and though some of their most carefully
to get yourself blown up by your own experiments. Of guarded secrets were lost with the Master Engineers,
course, your skills are expensive; the kind of work you enough survived, with enough lore to maintain the old
do isn’t cheap. traditions.
The Engineer’s Guild – Endrinkalan – had branches, Needless to say, the Adeptus Mechanicus are eager to
known as Lodges, in every Stronghold, on every Squat obtain the knowledge of these scattered abhuman
Homeworld. Their influence ran parallel to the Leagues artisans.
that bound Strongholds together, and no Lord would
GUILD ENGINEER
turn away a Guild Engineer in good standing. The
technology they create rivals the artifice of the Adeptus TIER 3 SPECIES Squat XP Cost 70
Mechanicus, and while Guild Engineers have their KEYWORDS: SQUAT, [LEAGUE]
share of “Guild secrets”, they do not wreathe their
ATTRIBUTES: Toughness 3, Willpower 3, Intellect 3
works in the superstition and mystery of the Cult
Mechanicus… much to the consternation of many a SKILLS: Scholar 1, Tech 3, Weapon Skill 2
Magos.
ARCHETYPE ABILITY: Guild Techniques
There was at least one engineer in each company of You receive +Rank on Tech tests to repair a damaged machine,
War-Pledged, hired to oversee the maintenance of or to craft a new one. You may re-roll up to Rank dice on any skill
test made to use a device you’ve personally built. You are
considered to have built all of your starting wargear personally.
INFLUENCE: +2
SUGGESTED ATTRIBUTES XP Cost 87
RATING 3 4 2 2 4 6 2
SUGGESTED TALENTS
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Hearthguard (Squat, Tier 3)
“We have always been a race of traders. It is natural to us that we should trade the fighting skills
of our Brotherhoods. As well as bringing us a profit, it also allows our youngsters to gain
experience and honour, and to keep alive the skills which our strongholds may one day need for
their own defence.”
Hearthguard serve several roles within a company. WARGEAR: Bolter, Power Axe, Bolt Pistol, mono-knife, Ionclad
Outside of battle, they provide counsel to the Jarl, Carapace Armour, 3 frag and 3 krak grenades.
battlefield. The rest are spread throughout the SUGGESTED SKILLS XP Cost 62
company, leading squads of warriors in battle and
Awareness 3, Ballistic Skill 5, Insight 2, Intimidation 3, Leadership
serving as an example for others to follow or gathered 3, Persuasion 3, Tech 2, Weapon Skill 5
together in elite units to anchor a battle line.
SUGGESTED TALENTS
As befits their status, they are equipped with the finest
Brutalist (p. 130), Die Hard (p. 132), Noble Peer (p. 137), Not
wargear, and their arms, armour, and personal effects
Another Step Back
are of the highest quality, lovingly crafted and as
aesthetically pleasing as it is effective.
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Howling Banshee Aspect Warrior (Aeldari, Tier 3)
You embody the sudden wrath of Khaine, attacking one which is felt rather than heard, and that spirits
with such swiftness and certainty that no foe can have been known to disperse unexpectedly during the
properly defend itself. Your speed and you war cries transference between spirit stones. Legend says that
confound foes, robbing them of coherent thought the creation of the Aspect came when the Crone
moments before their lives are ended. Goddess Morai-Heg desired the knowledge contained
within her divine blood and thus sent her daughters to
Howling Banshees are one of the types of Eldar Aspect
haunt their father, the war god Kaela Mensha Khaine,
Warrior who represent a facet of the war god Kaela
as he was the only being capable of harming another
Mensha Khaine. These lightly equipped warrior-
god. Seeking to end his torment, he decided to grant
women are fearsome close combat specialists who
Morai-Heg her wish and severed her hand which
draw their inspiration from the unearthly creature with
allowed her to drink the knowledge contained within.
which they share a name. What they may lack in brute
In exchange for his help, Khaine was granted the
strength they more than make up for in precision and
Howling Banshee Aspect and thus it came into being.
efficiency, and their piercing war cry has signalled the
As such, it is only fitting that the Howling Banshees are
doom of countless foes.
perhaps the most feared of all of the Aspect Warriors.
According to Eldar mythology, banshees are the HOWLING BANSHEE ASPECT WARRIOR
harbingers of woe and death whose cry it is said
heralds’ ill fate, calling forth dead spirits from the Warp TIER 3 SPECIES Aeldari XP Cost 127
and forewarning certain death. A more sinister KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD], ASPECT
implication of the banshee's call is that it may even WARRIOR
tempt spirits out from their Spirit Stone and thus lure ATTRIBUTES: Agility 5, Initiative 4, Willpower 3
them into the arms of Chaos. What is known is that the
release of a spirit is accompanied by a shrieking call, SKILLS: Athletics 2, Intimidation 2, Weapon Skill 5
INFLUENCE: +1
RATING 3 2 6 5 4 3 2
SUGGESTED TALENTS
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Incubus (Drukhari, Tier 3)
“The blade that I wield is an extension of myself, as I am an extension of my blade. We both thirst
for blood. We both seek only murder. Only in death do we find purpose in life.”
You are the killing strike, the decapitating blow. You Incubi and created the first Incubus Shrine in the Dark
are the edge of the blade, the momentum of the City of Commorragh. Some believe Arhra to be Drazhar,
swing. You do not tarnish your prowess with mercy, the Master of Blades, the greatest of the Dark Eldar
nor impair yourself with thoughts of honour. Incubi.
The Incubi are an order of faceless warriors, masters in The Incubi do not swear allegiance to any specific Kabal
the use of the long-bladed weapon known as the or Wych Cult, as servants of Khaela Mensha Khaine,
Klaive. Everything about a fully armoured Incubus their loyalty is first and foremost to their war-shrine, an
conveys menace. His armour is spiked and segmented aspect in which they are eerily similar to the Craftworld
from top to toe, and his ornate helm is framed by a pair Aeldari Aspect Warriors. There are dozens of Incubi
of great razored horns that lend him an almost shrines dotted throughout the Dark City, from towering
daemonic aspect. Incubi possess a sinuous and sinister pinnacles of black crystal to labyrinthine networks of
grace, and each of their movements sings with their brazier-lit caverns. While the smallest of these shrines
barely suppressed potential for violence. Their every may play host to no more than a handful of Incubi—
waking moment is dedicated to the absolute perfection taking the form of a central shrine surrounded by the
of their craft—that of killing as frequently and as trophy-hung cells of the Incubi who train there—the
cruelly as possible with their ritual weapon. larger shrines are rather more spectacular.
In this way the Incubi echo the Aspect Warriors of their INCUBUS
Craftworld kin, supplanting purity of purpose with TIER 3 SPECIES Drukhari XP Cost 102
twisted obsession, and icy calm with channelled hate.
It is believed that the very first Incubus was the first KEYWORDS: DRUKHARI
Phoenix Lord of the Striking Scorpions Aspect Warriors, ATTRIBUTES: Strength 3, Agility 4, Willpower 3
Arhra, the "Father of Scorpions," now usually referred
SKILLS: Athletics 2, Intimidation 2, Weapon Skill 5
to as the "Fallen Phoenix," who fell to the service of
Slaanesh by walking the Path of Damnation and joined ARCHETYPE ABILITY: Lethal Precision
the Drukhari. Arhra became the first Hierarch of the For each Exalted Icon you roll on the damage roll for a melee
attack, you may roll one additional ED. These additional ED
cannot themselves allow you to roll extra ED.
INFLUENCE: +1
RATING 4 3 5 5 4 3 1
SUGGESTED TALENTS
Brutalist (p. 130), Storm of Death (p. 140), Power Through Pain,
Deceptive Retreat
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“The wind whipping across your face as your blades whip across the throats of the foe. It makes
the blood sing.”
You are the Spear of Khaine, striking as lightning, and a number which sometimes includes an Exarch to lead
slaying with a single blow. Atop the swiftest of them.
steeds—a jetbike—you swoop down upon your prey
Yet even a small unit of Shining Spears can turn the tide
and pierce their hearts with your mighty lance.
of a protracted battle, for their legendary charges hit
The Shining Spears are one of the rarest and most home with the force of a thunderbolt. Few enemies can
specialised of the Aeldari Aspect Warriors. The Shining withstand such a devastating charge.
Spears possess a bright and clear virtue that marks
Shining Spears ride sleek, gleaming Aeldari Jetbikes to
each one out as a warrior hero and a champion of the
war, their vehicles' anti-gravitic motors allowing them
Aeldari race. Aeldari mythology is replete with
to skim over even the roughest terrain at a breakneck
examples of noble heroes at one with their steed and
pace. Each Aspect Warrior is so in tune with their
in the Shining Spears, the glories of legend are made
Jetbike that they can execute complex, high-speed
manifest once more.
aerial manoeuvres with a single gesture.
In battle, they fight as the Spear of Kaela Mensha
SHINING SPEAR ASPECT WARRIOR
Khaine, the invincible weapon of the Aeldari God of
War that struck like lightning and killed any foe with a TIER 3 SPECIES Aeldari XP Cost 141
single blow. Shining Spears can be distinguished from KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD], ASPECT
all of the other Aeldari Warrior Aspects for they are the WARRIOR
only Aspect Warriors to make use of anti-gravity
ATTRIBUTES: Strength 3, Agility 5, Willpower 3
Jetbikes.
SKILLS: Pilot 5, Tech 2, Weapon Skill 5
The Shining Spears Aspect also have only a tiny
presence on a few Craftworlds, including the major ARCHETYPE ABILITY: Ride the Wind
ones such as Ulthwé, but are regarded as an elite force, You may reroll Double Rank dice on any Pilot test you make
glittering exemplars of the warrior way. Shining Spear when operating an Aeldari Jetbike.
squads are relatively small, just three to five warriors, WARGEAR: Heavy Aspect Armour, Laser Lance, Aeldari Jetbike,
spirit stone.
INFLUENCE: +1
RATING 3 3 6 4 4 3 2
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Sicarian Infiltrator (Adeptus Mechanicus, Tier 3)
spectra with static, leaving their foe disorientated and You do not bleed (making you immune to Bleeding), and you add
helpless. Enemies fall, deafened and blinded by the +Rank to your Maximum Wounds and Maximum Shock.
scree of a brutally disruptive audiovisual assault; WARGEAR: Sicarian battle-armour, stubcarbine and power
battles are often decided before even a single kill is sword or flechette blaster and taser goad, Augmetic Arms (two),
confirmed. Infiltrator squads can bypass enemy data-tether, augmetic legs, augmetic viscera, Neurostatic
defences with ease, though not because of their stealth projector
but rather their disruptive wavelengths they broadcast INFLUENCE: +1
when on the move. Regular Skitarii warriors sent to
SUGGESTED ATTRIBUTES XP Cost 55
fight alongside Infiltrators are given null-codes that can
transmute their disorientated wavelength frequencies, ATTRIBUTE S T A I WIL INT FEL
allowing for efficient combined-arms assaults.
RATING 4 3 4 5 3 3 1
Every Sicarian was once a Skitarii who was grievously SUGGESTED SKILLS XP Cost 102
injured in battle, such as losing all their limbs or being
Athletics 4, Awareness 4, Ballistic Skill 3, Scholar 3, Stealth 4,
extensively burned. If these fallen are judged still fit to
Tech 3, Weapon Skill 5
serve the Omnissiah, they are not incinerated but
instead taken back to be augmented into lethal killing SUGGESTED TALENTS
machines. This process can take place as long as a Tech- Augmetic (p. 129), Eliminator (p. 133), The Flesh is Weak (p. 140)
Priest possesses a head, torso, and some limb-stumps.
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Sicarian Ruststalker (Adeptus Mechanicus, Tier 3)
You have had the weakness of flesh cast away to hone Sicarian Ruststalkers also called "shivs", a reference to
your body into a living weapon in the Omnissiah’s a way they repeatedly plunge their transonic weapons
arsenal. Now, little can stop you from cutting a bloody into their enemies, visible only as a blur of blue and
swathe through the enemy ranks. arcing sprays of scarlet blood.
known as Killclades are led by Princeps. You do not bleed (making you immune to Bleeding), and you add
+Rank to your Maximum Wounds and Maximum Shock.
As with their Infiltrator brothers, every Sicarian was
once a Skitarii who was grievously injured in battle. If WARGEAR: Sicarian battle-armour, transonic razor and
chordclaw or two transonic blades, Augmetic Arms (two), data-
these fallen are judged still fit to serve the Omnissiah,
tether, augmetic legs, augmetic viscera
they are not incinerated but instead taken back to be
augmented into lethal killing machines. INFLUENCE: +1
RATING 4 3 4 5 3 3 1
SUGGESTED TALENTS
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"We are mute but not without power, we are silent but not without resolve, we are untouchable
but not without courage, we are sisters and have but one father. We are seekers and we shall find
our prey; we are warriors and woe to those we oppose, the Emperor's mark is on our brow, all
who deal with the Warp must beware, His Judgement and vengeance is ours to deliver!"
Your very existence is anathema to the witch, the spire-convents of Luna, the Sisterhood has established
sorcerer, and the daemon. You guard the Imperium a presence in every Segmentum, forming many new
against such things, waging a silent, thankless war for orders and offshoots.
a people who know not that you exist and who would
Each Sister swears a life-long oath of silence known as
feel revulsion at your nature were they to encounter
the Oath of Tranquility upon being nominated for
you.
Sisterhood. Before this, when they are novices, they
The Sisters of Silence are Witch Hunters tasked with are allowed to converse normally. Amongst their other
hunting down rogue psykers and other psychic threats duties, novices sometimes act as interpreters between
across the galaxy. They help to enforce the Imperium's senior Sisters and other agents of the Imperium. Full
rigid laws on the use of psychic powers. The Sisters of Sisters converse in their own sign-languages, but most
Silence's original purpose was to hunt and kill rogue are conversant in numerous other forms of sign-
human psykers whose activities presented a terrible communication, such as Astartes battle-sign.
danger to the people of the newborn Imperium of Man
SISTER OF SILENCE
and to oversee the tithe of psykers from every Imperial
world to Terra. TIER 3 SPECIES Pariah XP Cost 110
Along with the Legio Custodes, answered only to the KEYWORDS: IMPERIUM, ADEPTUS ASTRA TELEPATHICA,
SILENT SISTERHOOD
Master of Mankind, and were amongst His most
trusted servants. In the millennia following the Heresy, ATTRIBUTES: Agility 4, Initiative 4, Willpower 4
however, the Sisterhood became less prominent, and SKILLS: Ballistic Skill 3, Investigation 2, Weapon Skill 3
by the late 41st Millennium they had dwindled almost
to extinction. Most of those remaining were occupied ARCHETYPE ABILITY: Witch Hunter
aboard the Black Ships, hunting psykers and You add +Rank ED to all attacks you make against creatures with
performing the crucial role of damping the potent and the PSYKER keyword.
uncontrolled abilities of their cargo. A few other groups WARGEAR: Vratine armour, mono-knife, Psyk-out Grenades,
were scattered around the Imperium, most reduced to translator servo-skull, and one of the following: Bolter, Flamer,
a handful of members. or Executioner Greatblade
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Sister Seraphim (Adepta Sororitas, Tier 3)
"They appear upon the field of battle; the suns are their halos and their arms are the Emperor’s
judgement. I welcome their arrival as the number of executions I must perform decreases
significantly."
You are one of the elite of the Adepta Sororitas, a Seraphim are schooled in the Orders Militant’s most
warrior who delivers the Emperor’s Judgement from ancient fighting techniques, learning to wield their
on high, borne upon wings of flame. Every report from sidearms in brutal melees as other warriors brandish
your pistols is another heretic condemned. knives and swords. Seraphim deflect the strikes of their
foes with fluid grace before landing a killing blow of
The Seraphim are elite warriors of the Orders Militant
their own, typically with a point-blank headshot from a
of the Adepta Sororitas who serve as the Sisters of
Bolt Pistol.
Battle's primary assault infantry. Amongst the highly
devoted warriors of the Orders Militant there are those SISTER SERAPHIM
Battle-Sisters whose faith burns so brightly that it TIER 3 SPECIES Pariah XP Cost 86
appears as if the Emperor Himself guides their actions.
These angelic warriors are known as Seraphim, and KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA
SORORITAS, [ORDER]
they are exclusively trained to use Jump Packs.
ATTRIBUTES: Strength 3, Toughness 3, Agility 3, Willpower 3
More importantly, they are also taught the co-
ordination, dexterity and control to fire two pistols at SKILLS: Ballistic Skill 3, Scholar 1, Pilot 2, Weapon Skill 2
once. These warriors dedicate many painstaking Terran ARCHETYPE ABILITY: Angelic
years to perfecting these arts. Time and again
You and any allies within 15 metres gain +Double Rank bonus
Seraphim have struck like avenging angels, descending
dice to Corruption Tests and Resolve Tests. You gain +Double
into the thickest of fighting upon wings of fire, their Rank bonus dice to any Test to resist the effects of a Psychic
Bolt Pistols spitting death at their foes. Power.
INFLUENCE: +2
RATING 3 4 4 5 4 1 2
SUGGESTED TALENTS
Dual Wield (p. 133), Simultaneous Strike (p. 139), Shield of Faith
(p. 144), The Emperor Protects (p. 144)
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Striking Scorpion Aspect Warrior (Aeldari, Tier 3)
"Attack swiftly, and without warning. This is the mantra of the striking scorpions -- it is the way of
all our kind."
You are a silent hunter, a predator stalking prey upon former master with the patience necessary to become
battlefields across the galaxy. When you strike, it is consummate hunters. Karandras would be responsible
against foes who did not suspect you were there. for spreading this new teaching and installing new
Aspect Shrines on the Eldar Craftworlds.
The Striking Scorpions are one of the forms of Aspect
Warriors used by the Eldar, focusing on the close STRIKING SCORPION ASPECT WARRIOR
combat aspect of battle. They epitomise the deadly TIER 3 SPECIES Aeldari XP Cost 108
attributes of their namesake, which can sting and kill a
creature many times its size. Preferring to stalk their KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD], ASPECT
WARRIOR
enemy and strike at them from the shadows, they are
merciless killers who revel in the hunt and the kill. ATTRIBUTES: Strength 3, Agility 4, Willpower 3
The history of the Striking Scorpions is shrouded in SKILLS: Athletics 2, Stealth 3, Weapon Skill 5
infamy from their very beginning. The founder of their ARCHETYPE ABILITY: Hunt in the Shadows
Aspect Shrine, Arhra, was lured to darkness and
You may reroll up to Double Rank dice when making a Stealth
betrayed Asurmen and the other, Asurya, by bringing
test. In addition, you add +Rank bonus dice when you make a
daemons into the First Shrine to wage war upon his Surprise Attack.
fellow Phoenix Lords. Those loyal to Asurmen were
WARGEAR: Heavy Aspect Armour, Scorpion Chainsword,
defeated and scattered
Shuriken Pistol, Mandiblaster Helm, 3 plasma grenades, Spirit
across the stars, but Arhra Stone
himself would eventually
INFLUENCE: +1
flee into the Webway,
becoming "the SUGGESTED ATTRIBUTES XP Cost 94
Fallen Phoenix
ATTRIBUTE S T A I WIL INT FEL
who burns with
the dark light of RATING 4 3 5 5 4 3 2
Chaos." In his place SUGGESTED SKILLS XP Cost 68
rose Karandras, Arhra's
Athletics 3, Awareness 3, Ballistic Skill 4, Scholar 2, Stealth 5,
greatest pupil, who would
Weapon Skill 6
give the Striking Scorpions
their current form by SUGGESTED TALENTS
tempering the murderous Eliminator (p. 133), Silent (p. 139), Deceptive Retreat
nature instilled by the
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Swooping Hawk Aspect Warrior (Aeldari, Tier 3)
“I am a messenger upon swift and glittering wings; the message I bring is retribution.”
You soar through the air, seeking those deserving of The Fall itself, but it is foretold he will die his final death
your wrath. Once you have found your quarry, you during the Rhana Dandra, the last battle against Chaos.
descend from the skies, the feather-plates of your Of all the Aspect Shrines the Swooping Hawks are
wing-pack shrieking like your namesake hawk, and among the most mobile, thanks to their Swooping
you rain a fusillade of plasma fire and searing light Hawk Wings, which allow them to lift off into the air at
upon them. a moment's notice and fly across the battlefield. The
speed and agility this give the Swooping Hawks more
The Swooping Hawks are a type of Aspect Warrior,
than makes up for the fact that their Aspect Armour,
Eldar who fight according to one of the aspects of Kaela
compared to that worn by other Shrines, is thinner and
Mensha Khaine. The Swooping Hawks take their name
offers less protection. The armour is typically coloured
from the wild hunting birds of Eldar mythology, who
like the sky, such as a pale blue or grey, with
symbolize revenge and retribution. Just as the birds of
contrasting colours as well, especially on the wings.
legend contain the spirit of a murdered Eldar, hovering
over their killers as a mark of guilt, so too do the SWOOPING HAWK ASPECT WARRIOR
Swooping Hawks fly across the battlefield, dealing swift TIER 3 SPECIES Aeldari XP Cost 101
death to their enemies.
KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD], ASPECT
The Swooping Hawks were founded by Baharroth, the WARRIOR
Winged Phoenix, said to be the finest student of ATTRIBUTES: Agility 5, Willpower 3
Asurmen. Like the other Phoenix Lords, he is as old as
SKILLS: Athletics 2, Ballistic Skill 5
So long as you are able to Fly, you may Fall Back as a Simple
action, rather than a Combat Action. In addition, when you take
the Full Defence action, you immediately move twice your Flying
Speed (instead of halving your Speed) away from the enemy and
add +Rank bonus dice to the Initiative test to increase your
Defence. Naturally, these abilities require that you be able to fly,
and have room to do so.
INFLUENCE: +2
RATING 2 2 6 6 4 3 2
SUGGESTED TALENTS
Acute Sense (Sight) (p. 129), Battle Focus, Strike and Fade
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Verispex Adept (Adeptus Arbites, Tier 3)
"There is here such a wealth of evidence, that the perpetrator has all but signed his name to the
crime. One needs only the proper knowledge and tools to find it. Your culprit will be condemned
presently."
In situations where the perpetrator of a crime cannot of their temples, though they are not fully inducted
be located or identified, it is your responsibility to members of their order in the way that Techmarines of
study the scenes of their crimes, discerning even the the Adeptus Astartes are. Nonetheless this is
smallest detail that might uncover the guilty. considered a high honor, and Verispex sport a blue
steel armband to mark them out as ordained by the
Verispex are specialists in the gathering and analysis of
Omnissiah. This makes some Arbites commanders
forensic evidence. They are able to track a weapon
sceptical of the Verispex, who view them as not having
from a spent slug, determining its exact pattern from
complete loyalty to the ideals of the Lex Imperialis.
the temperature of a las-burn or the tear-pattern of a
Chain Weapon. They are able to filter out and separate The skills of a Verispex Adept are highly prized, and
tiny organic traces clinging to a burgled Adeptus shrine they are often seconded by Inquisitors, either
so that Cyber-Mastiffs can be put on the scent or temporarily or long-term, to aid in difficult
identify the print-mill three systems away whose stolen investigations.
inks were used on underground pamphlets inciting
VERISPEX ADEPT
sedition.
TIER 3 SPECIES Human XP Cost 107
A Verispex may spend years of their career cataloguing
the unique signatures of the artificial atmosphere KEYWORDS: IMPERIUM, ADEPTUS ARBITES, ADEPTUS
MECHANICUS
aboard every starship in their Sub-Sector so that a
suspect can be traced by the residue found in their ATTRIBUTES: Willpower 3, Intellect 5
lungs. Though often confined in laboratories, Verispex SKILLS: Awareness 3, Investigation 3, Scholar 3, Tech 2
are known to
work in the ARCHETYPE ABILITY: Crime Scene Investigation
field with You have seen enough crime scenes that you can quickly identify
standard common patterns. When you shift one or more Exalted Icons on
Arbitrators as an Investigate test, you count as having shifted +Rank additional
Exalted Icons (this doesn’t affect whether you pass or fail, just
well as
the number of extra benefits you get from shifting).
Detectives.
Because their WARGEAR: Bodyglove, clothing, Laspistol, knife, Auspex, data-
slate, Preysense goggles, Memorance Implant
skills require a
great deal of INFLUENCE: +2
technical and
SUGGESTED ATTRIBUTES XP Cost 68
scientific
knowledge, ATTRIBUTE S T A I WIL INT FEL
Verispex are RATING 2 3 3 3 4 6 2
trained by
SUGGESTED SKILLS XP Cost 62
Tech-Priests
of the Awareness 5, Ballistic Skill 2, Investigation 5, Scholar 4, Tech 3
Adeptus
SUGGESTED TALENTS
Mechanicus in
the lesser lore Acute Sense (p. 129), Deductive (p. 132), Loremaster (p. 136)
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Warp Spider Aspect Warrior (Aeldari, Tier 3)
"The enemy thinks themselves secure, their position unassailable from any direction. They would
be correct, if our methods of approach were as limited as their understanding."
You are a silent hunter, a predator stalking prey upon warriors, the Warp Spiders' unique teleportation
battlefields across the galaxy. When you strike, it is abilities negates this disadvantage. The colouration of
against foes who did not suspect you were there. this armour is traditionally some variation on red and
black, and it is warded to allow for safer travel through
The Warp Spiders are one of the types of Aspect
the Warp, which provides some protection against
Warriors, Eldar who represent a facet of their war god
psychic powers.
Kaela Mensha Khaine. Taking their name from the
same creatures who protect the Infinity Circuits of their Of all the Aspect Shrines the Warp Spiders are
Craftworlds, Warp Spiders epitomise aggressive considered the bravest simply for their normal method
defence and make use of their teleportation devices to of operation. Even traveling a short distance through
attack the enemy suddenly and disappear before they the Warp is a tremendous risk, with not just their lives
can retaliate. but their very souls on the line. Despite this they are
also regarded as strange and terrifying, the furthest
Warp Spiders are deadly warriors who model their
removed from the normal Eldar mindset of all the
weaponry and armour on those of the warp spiders,
Aspect Shrines. Warp Spiders also tend to have a bleak
which swarm and destroy any intruding psychic
outlook on life, and rarely mix with warriors from other
presence within the Wraithbone skeleton of their
Aspect Shrines.
Craftworld. The signature piece of equipment used by
Warp Spiders is the Warp Spider Jump Generator, a WARP SPIDER ASPECT WARRIOR
compact device housed within the armoured backpack TIER 3 SPECIES Aeldari XP Cost 108
of their Aspect Armour which allows for short journeys
through the Warp. Using this warp-generator Warp KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD], ASPECT
WARRIOR
Spiders can unexpectedly materialize right next to their
foes and fire their ritual weapon, the Death Spinner, ATTRIBUTES: Agility 4, Intellect 3, Willpower 4
which easily slices through flesh and bone. SKILLS: Awareness 3, Ballistic Skill 4, Tech 2
Warp Spider armour is much bulkier compared to ARCHETYPE ABILITY: Flickerjump
those worn by most other Shrines, making them more
As a Reflexive Action when a ranged attack is made against you,
heavily armoured but slower. While this would be
you may add +Double Rank to your Defence, as you use your
more constricting for the movements of other Eldar Warp Jump Generator to flicker in and out of reality.
INFLUENCE: +1
RATING 3 3 5 4 5 4 2
SUGGESTED TALENTS
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Weirdboy (Ork, Tier 3)
— Weirdboy Gazrog
Your brain hurts. All the other Orks are boiling over inconvenient. Any Weirdboy lucky enough to reach
with aggression, and every shout and every thrill of maturity will have learned how to release his powers in
excitement they feel goes straight to your brain, like a searing energy blast or destructive wave. Though this
you’re a lightning rod for all their fury. But that power makes the Weirdboy feel fantastic, it can result in a
has to go somewhere, and you’ve learned that when messy death for anyone in his vicinity.
it gets too much, you can make all that power do
Some Weirdboyz, known as "Warpheads," become
things… strange things.
addicted to the thrill of spewing WAAAGH! energy,
A Weirdboy is one of the Orks' psykers, unique in that actively seeking out the deadly rush of battle. For
he acts as a psychic sponge, absorbing and channelling whatever reason, unlike normal Weirdboyz,
the natural psychic energies constantly emanated by Warpheads have survived enough battles for their
other Orks. Weirdboyz are the most psychically minds to become saturated with the power of the
attuned of all Orks. Weirdboyz unconsciously channel Warp, and actually revel in and enjoy the use of their
the background mental emissions of nearby powers.
Greenskins.
FLASH GIT
Even a close-run Squig-eating contest between two TIER 3 SPECIES Ork XP Cost 66
rowdy Boyz will cause waves of energy to pulse
through any Weirdboy that strays near. Unless the KEYWORDS: ORK, [CLAN], PSYKER
Weirdboy finds some way to release this pent-up ATTRIBUTES: Strength 3, Toughness 3, Willpower 4
energy his head will explode, detonating the heads of
SKILLS: Psychic Mastery 2
nearby Orks into the bargain. This can prove highly
ARCHETYPE ABILITY: The Power of the WAAAGH!
You are a Psyker; you know the Smite psychic power and may
learn other powers from the WAAAGH discipline. When using
psychic powers, you do not choose a Power Level; rather, you
gain one additional Wrath die for every five Orks within 20
metres of you. You must roll these Wrath dice. Each 1 rolled on
a Wrath die when using a Psychic Power inflicts one Mortal
Wound on you instead of a roll on the Perils of the Warp table,
and if you exceed your Max Wounds from this, you explode,
dying instantly and inflicting 1d3+Tier Mortal Wounds on all
Orks within 20 metres.
RATING 5 5 3 3 6 1 1
SUGGESTED TALENTS
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“I have seen this but once before. Six hundred years before your birth, your revered ancestor Lord
Thyngrim, whose name you bear in your turn, was on the world of Dioscis Theta. I was younger
then, undistinguished amongst the mass of the Brotherhood.”
“I cannot tell you how to win as he did. But if you don't mind uncomfortable truths, I can tell you
how to avoid losing as he did.”
You are one of the revered ancients of your people, and will often advise Lords of various Squat
centuries old and bearing the wisdom of that long life. strongholds.
And with that advanced age comes greater potency
Only a handful of Ancestor Lords remain, and it is
too, for psychic talents are unlocked in your mind, the
unlikely that any other Squats will survive long enough
better to guide and protect your people.
to attain that lofty status. Their knowledge and power
The typical lifespan for a Squat is about 300 years. are highly prized in these dark days, for they are often
However, a small portion of the population can live up the strongest link back to a sundered past.
to 800 years. This select part of Squat society are
LIVING ANCESTOR
treated with enormous respect, being known as Living
Ancestors or Spirit Lords. They are treated as living TIER 4 SPECIES Squat XP Cost 182
members of the ancestor group which forms the basis KEYWORDS: SQUAT, [LEAGUE], PSYKER
of Squat religion. Their long lives have filled them with
ATTRIBUTES: Toughness 5, Willpower 5, Intellect 4, Fellowship
wisdom, as well as enhanced their psychic potential,
3
which begin to manifest at around 500 years old. The
fact that psychic powers are practically unknown SKILLS: Leadership 2, Persuasion 2, Psychic Mastery 4, Scholar 3,
amongst other Squats makes the Living Ancestor Tech 1, Weapon Skill 2
When a Squat reaches Living Ancestor status, he You are a Psyker; you know the Smite psychic power and may
surrenders his name and his goods to his descendants, learn other powers from the Telekinesis and Ancestral Rites
disciplines.
and even has a funeral ritual held by his clan. After, the
Living Ancestor goes to live with other revered ancients WARGEAR: Ionclad Carapace armour, ancestor’s robes
(clothing), Master-Crafted Force Rod, Master-Crafted Bolt Pistol
INFLUENCE: +4
SUGGESTED ATTRIBUTES XP Cost 105
RATING 3 6 3 4 6 5 4
SUGGESTED TALENTS
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Chaos Space Marine Sorcerer (Chaos, Tier 4)
“Those who ignore the blessings of the gods of the Warp are doomed to suffer at their hands.”
Once a Librarian of the Adeptus Astartes, or perhaps energies of the Warp into potent hexes and blasts of
even the Legiones Astartes during the Great Crusades, wyrdflame, and they mould the fabric of the material
you have forsaken former loyalties to serve the Dark universe with little more than a hate-filled curse.
Gods and your own ambitions, pursuing forbidden Because of their constant exposure to the power of
power from daemonic pacts and blasphemous lore. Chaos, Sorcerers are inevitably haunted by the
prospect of eventually succumbing to crippling
A Sorcerer or Chaos Sorcerer is the most powerful type
mutation or insanity. Though they believe they are
of psyker found among the Chaos Space Marines and
above mortal concerns, the truth is that they, too, are
the other Forces of Chaos, serving the same role as
only pawns, raised up and then expended by the Dark
Librarians do for Loyalist Space Marine Chapters and
Gods for their own amusement.
Sanctioned Psykers do for the Astra Militarum, though
many powerful Sorcerers can also be considered CHAOS SORCERER
psychically-gifted Champions of Chaos. Instead of the TIER 4 SPECIES Adeptus XP Cost 237
subtle psychic manipulation and divination used by the Astartes
Farseers of the Eldar or the strength-boosting powers
KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC ASTARTES,
of the Space Marine Librarians, the Sorcerers of Chaos [LEGION], PSYKER. You may not select the KHORNE keyword.
wield death, destruction, and mutation, the mightiest
powers of the Warp. ATTRIBUTES: Strength 4, Toughness 4, Agility 4, Initiative 4,
Willpower 5, Intellect 4
Sorcerers of Chaos shape destiny itself with arcane
SKILLS: Athletics 3, Awareness 3, Ballistic Skill 3, Psychic Mastery
rituals and unspeakable pacts with the malefic entities 2, Scholar 2, Stealth 3, Weapon Skill 3
of the Empyrean. They channel the soul-blasting
ARCHETYPE ABILITY: Sorcery
You are a psyker; you know the Smite psychic power and may
purchase additional powers from one of the following
Disciplines: Divination, Pyromancy, Telekinesis, Telepathy,
Maleficarum, or Dark Hereticus.
INFLUENCE: +3
RATING 4 4 5 5 6 4 3
SUGGESTED TALENTS
Soul Shrivel (p. 281), Infernal Gaze (p. 281), Diabolic Strength,
Warptime
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Chaos Space Marine Warpsmith (Chaos, Tier 4)
Though each Warpsmith is an expert in battlefield You add +Rank to all Tech tests to control or repair daemonic or
repair and siege craft, his true calling lies in the soul corrupted technology, or to corrupt Imperial technology. You
only take half as long as normal to perform a Tech test.
forges of the Warp, especially those in the Eye of
Terror. There, the spirits of captured Imperial machines In addition, you gain 1d3x4 Corruption when you select this
are driven to madness as their physical forms are Archetype.
rebuilt into bestial and terrifying new shapes. Daemons WARGEAR: Fleshmetal Armour, Bolt Pistol, Power Axe, Astartes
are thrust into the cogs of giant, mechanoid birth- Combat Knife, 3 Frag Grenades, 3 Krak Grenades, one
factories that crank out red-hot engines of destruction Mechadendrite of your choice, choice of two augmetics
from their cabled wombs. INFLUENCE: +2
RATING 5 6 5 5 3 5 1
SUGGESTED TALENTS
Augmetic (p. 129), Let the Galaxy Burn (p. 136), The Flesh is
Weak (p. 140)
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Dark Apostle (Chaos, Tier 4)
“Cast down the idols! Destroy the temples! Slay the priests! Show these fools that they worship
nothing more than a rotting corpse!”
RATING 5 5 5 5 4 3 4
SUGGESTED TALENTS
Disturbing Voice (p. 133), Dark Zealotry, Litany of Despair
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An Abundance of Apocrypha
Genetor (Adeptus Mechanicus, Tier 4)
"Everything organic we know of is simply machinery, in one form or another. Tendons replace
pistons; flesh in the place of steel; blood is simply biological coolant. To deny this and shun it is
more than just Mechanicus orthodoxy – it is idiocy."
A devotee of the biological sciences, you are a skilled engage upon the Quest for Knowledge in much the
surgeon, geneticist, and bioengineer, crafting and same way. The difference is that they are not so quick
maintaining machines of flesh no less remarkable to judge flesh and blood as inferior to steel and plasma
than the devices of steel that your kin exalt. and view living creatures as extremely complex and
adaptable machines. Where some are content to make
Essentially geneticists, a Genetor is a high-ranking
this observation distantly, others embrace it, seeking
Adeptus Mechanicus Tech-priest who studies all
to improve their forms not with steel, but with better
matters genetic and biological. Sometimes referred to
flesh and better blood.
as a Magos Biologis, a Genetor is a member of the
Adeptus Mechanicus’ ruling Priesthood, possessing
access to knowledge and resources far beyond that of
GENETOR
the lesser members.
TIER 4 SPECIES Human XP Cost 98
A Genetor's obsession with organic life often makes
them seem strange to their more mechanically-inclined KEYWORDS: IMPERIUM, ADEPTUS MECHANICUS, CULT
MECHANICUS, [FORGE WORLD]
brethren. For the most part, Genetors differ little from
other Tech-priests—they bear the same manner of ATTRIBUTES: Toughness 3, Intellect 4
augmetic implants, venerate information and SKILLS: Medicae 3, Scholar 2, Tech 4
understanding as the manifestation of divinity, and
ARCHETYPE ABILITY: Magos Biologis
You add +Rank bonus dice to any Medicae test you attempt and
take only half as long to perform a Medicae test. In addition,
your bioengineered and genetic augmentations increase your
Max Wounds and Max Shock by +Rank.
INFLUENCE: +3
RATING 3 4 2 2 4 8 1
SUGGESTED TALENTS
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Grey Knight Space Marine (Adeptus Astartes, Tier 4)
“We are the warriors of the Grey Knights, armoured in faith, shielded by devotion and armed with
purity of purpose. But greater even than these, we carry the light of the divine Emperor of Man
into the dark places to purge the daemonic wherever it may be found.”
You are the Emperor’s sword against the Daemon. The majority of Grey Knights are formed up into Strike
Your spirit is unyielding, your armaments are fortified Squads, analogous to the Tactical Squads of
with sanctity and righteous purpose, and your will is a conventional Astartes Chapters. These warriors must
weapon honed to purge the unholy. be decisive and flexible in their approach to warfare,
employing sudden and overwhelming force to
The Grey Knights are anathema to Daemons, their very
vanquish a daemonic foe or seize a key objective.
presence raw and painful to the creatures of the Warp.
No other warriors of the Emperor are so adept at
fighting Daemons, and each Battle-Brother is expertly
GREY KNIGHT SPACE MARINE
trained in the many methods of banishing and
destroying these deadly yet ephemeral foes. There are TIER 3 SPECIES Adeptus XP Cost 340
Astartes
many ways to banish a Daemon, almost as many as
there are Daemons themselves. So it is that the Grey KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, GREY KNIGHTS,
Knights possess a myriad means for vanquishing the PSYKER, INQUISITION, ORDO MALLEUS
denizens of the Warp, though not every method works ATTRIBUTES: Strength 5, Toughness 5, Agility 5, Initiative 5,
on every Daemon, or even twice on the same creature. Willpower 4, Intellect 4
The Chapter is therefore always adapting to combat
SKILLS: Athletics 3, Awareness 4, Ballistic Skill 5, Psychic Mastery
the ever-changing face of their foe. It is a constant war 4, Scholar 2, Stealth 3, Weapon Skill 5
of escalation that has been waged since the inception
of the Chapter and before, when the Emperor first ARCHETYPE ABILITY: Psyker
began unravelling the secrets of the Warp. For every You are a Psyker; you begin play with the Rites of Banishment
weapon and tactic that the Grey Knights develop and psychic power. You may purchase additional powers from the
employ, the Daemons counter with Warp-sorcery and Sanctic discipline.
INFLUENCE: +1
SUGGESTED TALENTS
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Harlequin Player (Aeldari, Tier 4)
You are a performer upon a galactic stage, playing Whatever the means of becoming a Harlequin, to
your part in a performance that shapes worlds and become one means erasing all that has come before
lives. Your existence is enigma, but there can be no including friends, family, and purpose. However, it
doubting your skill or your lethality. happens, once an Eldar becomes a Harlequin, every
aspect of their old identity is erased. Each joins a Light,
The Harlequins, or Rillietann, are a unique subset of the
Twilight, or Dark Troupe and assumes a new role at the
Eldar race, who split their time between being talented
direction of their Troupe Master. These roles—each
battlefield fighters and theatrical performers. They
known by a ritual character name such as the Sun
exist outside of normal Eldar society and hold no
Prince or Shaimesh the Poisoner or Webway Witch—
allegiance to any Craftworld, Kabal, or other form of
inform every facet of the Harlequin's new personality.
authority other than to their own belief in the Eldar
Known as the Theyldh, this process of becoming their
deity Cegorach, the Laughing God.
"true" self is far more intense than anything
No Eldar is born a Harlequin, all of their number are experienced by any other performer in the galaxy.
recruited from other parts of Eldar society. Some are HARLEQUIN PLAYER
supposedly drawn from amid bustling crowds,
beckoned into the shadows by a masked figure only TIER 4 SPECIES Aeldari XP Cost 200
they can see. Others simply vanish from their personal KEYWORDS: AELDARI, HARLEQUIN, [MASQUE]
chambers. Others are swept up in a Harlequin
ATTRIBUTES: Strength 3, Agility 5, Initiative 5, Willpower 3
performance and stolen away, lose a wager with a
Troupe Master, or follow mysterious laughter into a SKILLS: Athletics 4, Deception 3, Insight 3, Scholar 2, Weapon
Webway Gate. Every Eldar culture has strange and Skill 5
cautionary tales regarding the Harlequins as a result. ARCHETYPE ABILITY: We Dance the Dance of Death
INFLUENCE: +3
RATING 4 3 6 6 4 3 3
SUGGESTED TALENTS
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Khorne Berzerker (Chaos, Tier 4)
use any weapon they can get their hands on, even their When you make an All-Out Attack, you may add up to +Rank
own bodies, as long as they can continue to engage in additional Wrath dice to your dice pool, in addition to the
bloodshed. normal Wrath die. If any of these Wrath dice are 6s, then you
score a Critical hit. That Critical Hit increases in effect as if a Glory
point had been spent, for each Wrath die after the first which
rolls a 6.
INFLUENCE: +2
SUGGESTED TALENTS
Berzerker (p. 130), Blood Must Flow (p. 130), Frenzy (p. 134)
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Logis (Adeptus Mechanicus, Tier 4)
“The universe is not like a puzzle-box that you can take apart and put back together again and so
solve its secrets. It is a shifting uncertain thing which changes as you consider it, which is changed
by the very act of observation. A powerful man is not a man who dissects the universe like a
puzzle-box, examining it piece by piece and measuring each piece with scientific precision. A
powerful man has only to look upon the universe to change it.”
–Technomagos Gaelos
Through mathemantic rite and numerological and Titans, many Logi serve as strategists, calculating
prophecy, you discern the future from the raw data of the doctrine-imperatives that guide the Omnissiah’s
today. From data, you glean knowledge. From forces to victory.
knowledge, you attain comprehension. From
LOGIS
comprehension, you achieve insight.
TIER 4 SPECIES Human XP Cost 109
A Logis (plural Logi) is a high-ranking Tech-priest skilled
in mathematics and data analysis who serves in the role KEYWORDS: IMPERIUM, ADEPTUS MECHANICUS, CULT
MECHANICUS, [FORGE WORLD]
of a logistician, data analyst, or statistician. Their
purpose is to predict future large-scale sociological or ATTRIBUTES: Intellect 5
demographic trends and make forecasts about the SKILLS: Investigate 3, Scholar 3, Tech 4
required expenditure or other strategic needs. They
are regarded as prophetic figures by the Cult ARCHETYPE ABILITY: Technoprophet
Mechanicus. You may purchase psychic powers from the Divination discipline
even though you are not a Psyker. Using these powers requires
The skills of a Logis cannot be overstated. Through an Investigation test in place of a Psychic Mastery test, and you
processing of vast amounts of data, a Logis is able to do not choose a power level. Use of these abilities is not
accurately determine possible futures to a degree of considered a psychic power. A Complication that results from
one of these abilities inflicts 1d3+1 Shock, due to logic errors and
accuracy normally only seen amongst psykers
paradoxical outcomes.
specialising in divination. In conjunction with
information gathered by Mechanicus informants WARGEAR: Omnissian Axe, Calculus Logi implant, any 3
across the Imperium, a Logis can discern opportunities augmetics, any one cybernetic of up to Availability 7 (Unique),
light power armour, and any one weapon of up to Availability 6
and crises before they happen and determine the most (Very Rare).
effective uses for a Forge World’s resources. Given that
a Forge World’s resources include Legions of Skitarii INFLUENCE: +3
RATING 3 3 2 2 4 8 1
SUGGESTED TALENTS
Deductive (p. 132), Rite of Pure Thought (p. 139), The Flesh is
Weak (p. 140), Prescience (p. 274), Psychometry (p. 275),
Scrier’s Gaze (p. 275)
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Magos (Adeptus Mechanicus, Tier 4)
“In ancient times, men built wonders, laid claim to the stars and sought to better themselves for
the good of all. But we are much wiser now.”
You are a high priest of the Machine God, your These senior Tech-Priests attend the Machine Altars of
existence utterly devoted to the Quest for the Forge Worlds which contain the sum of knowledge
Knowledge. You are the lord of one of the many of the Adeptus Mechanicus which in turn represents
domains of the Adeptus Mechanicus, subordinate the will of the Omnissiah.
only to your Forge World’s Fabricator-General.
MAGOS
A Magos (plural Magi) is a high ranking member of the TIER 4 SPECIES Human XP Cost 138
Adeptus Mechanicus and are devoted disciples of the
principles associated with the Machine God. These KEYWORDS: IMPERIUM, ADEPTUS MECHANICUS, CULT
MECHANICUS, [FORGE WORLD]
individuals have perfected as well as refined their field
of expertise making them each the master of their ATTRIBUTES: Willpower 5, Intellect 5
chosen discipline. SKILLS: Leadership 2, Scholar 3, Tech 4
Their dedication has led to them sacrificing great ARCHETYPE ABILITY: Forge-Lord
portions of their body in order to emulate the sacred
You halve the time it takes to attempt any Tech test, and you
form of the machine. After decades of service, a Magos
add +Double Rank bonus dice to interact with machinery. In
has replaced many of his organs and limbs with addition, as a Simple Action you may invoke one of the Canticles
superior cybernetic implants. As is fitting with the Cult of the Omnissiah (see sidebar).
Mechanicus, these replacement limbs and organs
WARGEAR: Omnissian Axe, augmetic servo-arm, any two
never tire or grow weak with age, thus highlighting the augmetics, any two cybernetics of up to Availability 7 (Unique),
greatness of the Machine. Many senior Magi barely light power armour, and any two weapons of up to Availability 7
resemble the humans they once were, having (Unique).
discarded the frailties of their flesh long ago. INFLUENCE: +4
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Nurgle Plague Marine (Chaos, Tier 4)
" Sickness, disease, plague and pox, suffering and the slow, living rot. Such wondrous gifts does
Nurgle seek to bestow upon the unworthy human cattle of the Imperium. We are merely the
vectors by which his virulent beneficence may be spread to the undeserving masses."
INFLUENCE: +2
SUGGESTED TALENTS
Die Hard (p. 132), Fear (p. 133), Feel No Pain (p. 134)
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An Abundance of Apocrypha
Primaris Aggressor (Adeptus Astartes, Tier 4)
“Burn the heretic from his lair. Put the torch to his foul idols and cast all that he treasures into the
flames. Only then, when he realises the true cost of his perfidy, grant unto him the oblivion he
deserves."
You push relentlessly towards the enemy, unleashing as they stride forward, their arms sending sweeping
a perpetual storm of fire that few can withstand. Your arcs of fire billowing out.
heavy armour allows you to withstand the heaviest
Unlike other fire support troops, Aggressors’ armour
fighting, providing close support where it is needed
allows them to fire effectively on the move, making
most.
them ideal for battles in confined spaces.
Clad in heavy Gravis power armour, and armed with a
fearsome array of weaponry, Primaris Aggressors are
warriors armed to unleash overwhelming firepower at PRIMARIS AGGRESSOR
close range. They are used to counter-attack against
TIER 4 SPECIES Primaris XP Cost 228
enemy assaults, or to spearhead heavy advances into Astartes
dense terrain, where the short range of their weaponry
KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, PRIMARIS,
is of little detriment. Any who get past the fusillade of
[CHAPTER]
shells from the Aggressor’s Boltstorm Gauntlets and
grenade launchers are met by the gauntlets themselves ATTRIBUTES: Strength 5, Toughness 5, Agility 4, Initiative 4,
Willpower 3, Intellect 3
– a pair of crackling power fists, that tear through
armour and crush flesh and bone with ease. SKILLS: Athletics 3, Awareness 3, Ballistic Skill 4, Stealth 3,
Weapon Skill 3
For especially dense terrain, or when facing foes that
cover the ground in great number, Aggressor Squads ARCHETYPE ABILITY: Relentless Advance
will instead wear paired Flamestorm Gauntlets. When When you fire an Assault weapon while Sprinting, you ignore the
equipped this way, their armour's raised shoulder normal +2DN modifier.
guards protect against the inevitable flame backwash Firestorm: When you make a ranged attack and do not move
during your turn, you increase the Salvo of your weapons by
+Rank. In addition, when you wield a pair of Auto Boltstorm
Gauntlets or Flamestorm Gauntlets, you may benefit from the
Dual Wield or Simultaneous Strike talents even though those
weapons lack the Pistol trait.
INFLUENCE: +1
RATING 6 6 5 5 3 3 1
SUGGESTED TALENTS
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Primaris Vanguard Eliminator (Adeptus Astartes, Tier 4)
“There is no place for traitors to hide from us. Let them go to ground. Let them surround
themselves with throngs of baying Warpspawn or high fortress walls. It makes no difference. Our
scopes will seek them out and we shall deliver unto them the Emperor's Justice."
You move silently behind the enemy lines, seeking a thermoscopic vision to precision auspex scans that can
vantage from where you can deliver the killing shot to penetrate several feet of solid matter. Once locked on
your target. Nothing can get between you and your to, there is nowhere for an Eliminator's prey to hide.
target. Each member of the squad carries spare magazines
filled with special ammunition, tailored for every
These fire support Primaris Marines haunt the shadows
eventually. Hyperfrag rounds detonate in a shower of
of the battlefield, seeking out high-value targets and
shrapnel, Executioner rounds are sophisticated self-
bringing them down with pinpoint volleys of bolt
guided missiles slaved to a miniaturized cogitator that
rounds.
can seek their target from behind cover, while mortis
Eliminator Squads utilize a version of the Mark X rounds spew self-replicating mutagenic toxins into the
Phobos Armour, allowing them to operate with flesh of a target.
maximum stealth. These warriors serve as dedicated PRIMARIS VANGUARD ELIMINATOR
marksmen and fire support specialists that haunt the
shadows of the battlefield seeking out targets of TIER 4 SPECIES Primaris XP Cost 228
Astartes
opportunity and bringing them down from a range.
Their primary armament is the Mark III Shrike Pattern KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, PRIMARIS,
Bolt Sniper Rifle, though they sometimes carry the [CHAPTER]
powerful Las Fusils for dealing with harder targets. ATTRIBUTES: Strength 5, Toughness 5, Agility 4, Initiative 4,
Willpower 3, Intellect 3
The optical sights of this weapon can be tailored for any
situation, SKILLS: Athletics 3, Awareness 3, Ballistic Skill 4, Stealth 3,
from Weapon Skill 3
When you aim, you add +Rank bonus dice onto the following
ranged attack, in addition to the other benefits of aiming.
INFLUENCE: +1
RATING 6 6 6 4 3 3 1
SUGGESTED TALENTS
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Primaris Hellblaster (Adeptus Astartes, Tier 4)
“A fortress will not stop Space Marines. But it may slow them down."
—Proverb
Armed to provide heavy fire support to their brethren, KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, PRIMARIS,
Hellblasters are all armed with sophisticated Plasma [CHAPTER]
Incinerators, functioning similarly to the Tactical ATTRIBUTES: Strength 5, Toughness 5, Agility 4, Initiative 4,
Support Squads that once fought in the Legiones Willpower 3, Intellect 3
Astartes. Witnesses have compared the firepower of a
SKILLS: Athletics 3, Awareness 3, Ballistic Skill 4, Stealth 3,
Hellblaster squad to that of a solar flare: those caught Weapon Skill 3
in their searing, blinding volley are swiftly annihilated,
ARCHETYPE ABILITY: Hellblaster Focus
reduced to ash, molten ruin, and acrid smoke.
When you make an attack with a Plasma weapon, you may re-
The only real drawback of their lethal barrage is the roll up to Double Rank dice.
relative scarcity and instability of their weapons. Thus,
Hellblasters are amongst the finest marksmen WARGEAR: Mark X Tacticus Power Armour, Plasma Incinerator,
Heavy Bolt Pistol, Astartes Combat Knife, 3 frag grenades, 3 krak
available, and they will only overcharge their weapons grenades
when absolutely necessary. However, such dire
circumstances are not uncommon in these dark times, INFLUENCE: +1
and more than one squad has martyred itself in battle, SUGGESTED ATTRIBUTES XP Cost 75
turning the tide at the cost of their own immolation.
ATTRIBUTE S T A I WIL INT FEL
Yet for every warrior to suffer such a fiery death, there
is another that obliterates its foes amidst searing RATING 6 6 6 4 3 3 1
tempests of star-born nuclear fury. SUGGESTED SKILLS XP Cost 40
SUGGESTED TALENTS
Deadshot (p. 131), Duty Unto Death (p. 133), Tenacious (p. 140)
“They shall be pure of heart and strong of body, untainted by doubt and unsullied by self-
aggrandisement. They will be bright stars on the firmament of battle, Angels of Death whose
shining wings bring swift annihilation to the enemies of Man. So it shall be for a thousand times
for a thousand years, unto the very end of eternity and the extinction of mortal flesh."
You soar above the battlefield, delivering wrath and PRIMARIS INCEPTOR
retribution to the Emperor’s foes, in torrents of bolter TIER 4 SPECIES Primaris XP Cost 230
shells and plasma blasts. The roaring sound of your Astartes
jump pack as you descend from the skies like a meteor
KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, PRIMARIS,
is an omen for the destruction you will bring. [CHAPTER]
The swiftest Primaris Marines, Inceptors are spearhead ATTRIBUTES: Strength 5, Toughness 5, Agility 4, Initiative 4,
troops, arriving in battle from the skies and delivering Willpower 3, Intellect 3
a massive blow that leaves the enemy reeling as the
SKILLS: Athletics 3, Awareness 3, Ballistic Skill 4, Pilot 1, Stealth
second wave of troops arrive to drive home the attack. 3, Weapon Skill 3
Equipped with heavy jump packs and the sturdy Gravis
ARCHETYPE ABILITY: Meteoric Descent
armour variant, Inceptors are able to withstand re-
entry from the edge of a planet’s atmosphere, You run, sprint, or charge using your jump pack, any enemy
plummeting into battle from far above at break-neck within 2m of the point where you landed must pass an Agility
test (DN 2+Rank) or be knocked prone and suffer a Mortal
speeds. Many Inceptor squads use this to their
Wound.
advantage, descending within debris from orbital
battles to disguise their approach. Guns Blazing: When you wield a pair of Assault Bolters or Plasma
Exterminators, you may benefit from the Dual Wield or
When they make planetfall, striking the ground with Simultaneous Strike talents even though those weapons lack the
thunderous force, Inceptors unleash a torrent of fire Pistol trait.
from their twinned Assault Bolters, tearing foes apart WARGEAR: Mark X Gravis Power Armour, Jump Pack, Grav-
in moments before the Inceptors leap to the skies Chute, two Assault Bolters or two Plasma Exterminators
again, seeking a new target. INFLUENCE: +1
RATING 6 6 6 4 3 3 1
SUGGESTED TALENTS
Angel of Death (p. 129), Dual Wield (p. 133), Simultaneous Strike
(p. 139)
“Enemy sighted. Four contacts north, six East, all moving north. Breach in three… two…"
The visors of the Incursors also allow them to see foes ATTRIBUTE S T A I WIL INT FEL
“Objective in sight. I count 13 hostiles. Aevar, prepare to deploy smoke. The rest of you, preysight
and mark targets. On my mark…"
You fight deep behind enemy lines, often for Known as Helix Adepts, these warriors receive
extended periods, undermining enemy infrastructure, additional training from the Apothecarion, and stand
sabotaging communications and other opportune ready to ascend to the rank of full Primaris Apothecary
targets. should a tragic loss occur.
INFLUENCE: +1
RATING 6 6 5 5 3 3 1
SUGGESTED TALENTS
Deadshot (p. 131), Ever Vigilant (p. 133), Silent (p. 139),
“There is nothing quite so pleasing as a foe who is oblivious to their doom. Except the look on their
faces when you deliver it to them.”
You strike at foes who did not suspect your approach, easily. These are then accompanied by the sound and
eluding their defences with stealth and overwhelming fury of debilitating shock grenades, and compact bolt
them with shock and terror, before vanishing back carbines, heavy bolt pistols, and combat knives for the
into the shadows. actual killing.
INFLUENCE: +1
RATING 6 6 5 5 3 3 1
SUGGESTED TALENTS
Dirty Fighter (p. 132), Furious Charge (p. 134), Silent (p. 139)
"The mind-curdling cacophony of the battlefield! Shape it, savour it, add to it until your senses
shake and your minds quiver with deafening bliss!"
You have become obsessed with the deadly thrill of aural stimulations, causing them to undergo feelings of
intense sound. The battlefield contains unappreciated intense euphoria and emotion that increase in
symphonies that you simply must partake in. proportion to the volume and frequencies of the
sounds they experience. Noise Marines relish these
Noise Marines, also known as Kakophoni, are Chaos
sensations above all others and are entirely obsessed
Space Marine foot soldiers deeply dedicated to the
with indulging their unique abilities, often subjecting
Chaos God Slaanesh who are most commonly found in
themselves to the most overwhelming and chaotic
the Emperor's Children Traitor Legion, but also in other
noises imaginable at the slightest provocation.
Slaanesh-devoted Heretic Astartes warbands such as
the Flawless Host. Noise Marines are perfect hedonists, SLAANESH NOISE MARINE
completely dedicated to pushing their corrupted minds TIER 4 SPECIES Adeptus XP Cost 301
and bodies to the absolute limits of sensation. All have Astartes
spent centuries enraptured in the throes of Slaanesh's
KEYWORDS: CHAOS, SLAANESH, HERETIC ASTARTES, [LEGION]
service, and their ceaseless devotions have corrupted
their bodies until only the most extreme sensations ATTRIBUTES: Strength 5, Toughness 5, Agility 5, Initiative 4,
hold any satisfaction for their pleasure-addled Willpower 4, Intellect 3, Fellowship 2
synapses. Now their every thought is bent wholly SKILLS: Athletics 3, Awareness 5, Ballistic Skill 5, Insight 1,
towards their own self-gratification, and their Persuade 2, Stealth 3, Weapon Skill 4
imaginations incessantly overflow with insane visions
ARCHETYPE ABILITY: Cacophony and Ecstasy
of reckless and loathsome indulgences.
You add +Double Rank bonus dice on Awareness and Insight
Along with the fabled transhuman physiology of an tests that relate specifically to hearing, and you can pick out
Astartes, Noise Marines also possess an extraordinary sounds, and variations in sounds that a normal human cannot.
Further, you recover Rank Shock at the end of every turn, as you
sense of hearing. This auditory acuteness is a
revel in the din of battle. However, if you reach Max Shock, you
blasphemous mutational gift from Slaanesh himself, are Staggered as well as Exhausted, as you are overcome by
extending far beyond that of a normal human, and is sensation.
sensitive enough to distinguish
In addition, you gain 1d3x4 Corruption when you select this
subtle changes in Archetype.
pitch and tone
within even the WARGEAR: Aquila Power Armour, Sonic Blaster, Astartes
Combat Knife, 3 frag grenades, 3 krak grenades
most cacophonous
noises. INFLUENCE: +2
"We fight to protect the spiritual and physical heart of our Chapter. That, surely, is worth
shedding blood."
You are a priest and spiritual leader for your Chapter’s A formal sign of entente between the Ecclesiarchy and
cult, tending to the spiritual wellbeing of your battle- the Space Marines is the Rosarius, a holy symbol, taking
brothers and urging them to glory. the form of a necklace, amulet or brooch which often
displays the Imperial Eagle or the Crux Terminatus, or
Each Chapter has its own unique cult, which is often
other shapes to suit the particular devotional qualities
thousands of years old. As these cults often predate the
of the Chapter concerned. Gifted to Space Marine
rise of the Ecclesiarchy, the Chapter cults are not
Chaplains by the Ecclesiarchy, this blessing represents
simply facets of the common Imperial Cult. While the
the brotherhood of the Imperial Faith and formally
Ecclesiarchy and its followers worship the Emperor of
marks the continuance of religious concord between
Mankind as a deity, most Chapter cults regard him as
the two groups. In practice, though, the link between
merely their master and forebear, though with scarcely
the organisations remains rather tenuous.
less reverence. The chapter's own Primarch is also a
major part of the Chapter's specific cult, revered as Chaplains may purchase Litanies of Devotion, found
much as the Emperor. later in this manuscript.
SPACE MARINE CHAPLAIN PRIMARIS CHAPLAIN
TIER 4 SPECIES Adeptus XP Cost 312 TIER 5 SPECIES Primaris XP Cost 384
Astartes Astartes
KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, [CHAPTER], KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, [CHAPTER],
PRIEST PRIMARIS, PRIEST
ATTRIBUTES: Strength 5, Toughness 5, Agility 5, Initiative 5, ATTRIBUTES: Strength 6, Toughness 6, Agility 5, Initiative 5,
Willpower 4, Intellect 3, Fellowship 3 Willpower 4, Intellect 3, Fellowship 3
SKILLS: Athletics 3, Awareness 3, Ballistic Skill 3, Intimidation 2, SKILLS: Athletics 3, Awareness 4, Ballistic Skill 5, Intimidation 2,
Leadership 1, Persuasion 4, Scholar 2, Stealth 3, Weapon Skill 4 Leadership 2, Persuasion 2, Scholar 2, Stealth 3, Weapon Skill 5
You, and all allies with the IMPERIUM keyword within 15+Rank You, and all allies with the IMPERIUM keyword within 15+Rank
metres add +Rank to Resolve. This increases to +Double Rank if metres add +Rank to Resolve. This increases to +Double Rank if
they share your [CHAPTER] keyword. they share your [CHAPTER] keyword.
WARGEAR: Aquila Power Armour, Bolt Pistol, Crozius Arcanum, WARGEAR: Mark X Tacticus power armour, Crozius Arcanum,
3 Frag Grenades, 3 Krak Grenades, Rosarius Rosarius, Absolvor bolt pistol, 3 frag and 3 krak grenades.
INFLUENCE: +3 INFLUENCE: +3
Disturbing Voice (p. 133), In His Name (p. 143), Righteous Wrath Disturbing Voice (p. 133), In His Name (p. 143), Righteous Wrath
(p. 144), Litany of Hate, Catechism of Fire, Exhortation of Rage (p. 144), Litany of Hate, Catechism of Fire, Exhortation of Rage
"I can pulp your flesh and snap your bones in less than a second and without so much as lifting a
finger. What is the power of technology compared to that?"
You are a warrior-sage of the Adeptus Astartes, a screening and training to bend the powers of the Warp
student of the art of warfare, the histories of your to their will for the benefit of their fellow Battle-
Chapter, and the mysteries of the Warp. Your mind is Brothers and in service to the Emperor of Mankind.
as much as weapon as your body, and you wield it in Beyond their psychic duties, the Librarians of the
defence of your Brothers and the Imperium. Astartes are also expected to record the great deeds of
their Chapter and maintain the Chapter's storehouse of
Librarians are the psykers of the Space Marines who
ancient lore, the functions for which they are named.
survive an Adeptus Astartes Chapter's rigorous
SPACE MARINE LIBRARIAN PRIMARIS LIBRARIAN
TIER 4 SPECIES Adeptus XP Cost 367 TIER 5 SPECIES Primaris XP Cost 375
Astartes Astartes
KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, [CHAPTER], KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, [CHAPTER],
PSYKER PRIMARIS, PSYKER
ATTRIBUTES: Strength 5, Toughness 5, Agility 5, Initiative 5, ATTRIBUTES: Strength 5, Toughness 5, Agility 5, Initiative 5,
Willpower 6, Intellect 4 Willpower 6, Intellect 4
SKILLS: Athletics 3, Awareness 3, Ballistic Skill 3, Leadership 1, SKILLS: Athletics 3, Awareness 4, Ballistic Skill 4, Intimidation 1,
Psychic Mastery 4, Scholar 3, Stealth 3, Weapon Skill 4 Leadership 1, Psychic Mastery 4, Scholar 3, Stealth 3, Weapon
Skill 4
ARCHETYPE ABILITY: Psyker
ARCHETYPE ABILITY: Psyker
You are a psyker; you know the Smite psychic power and may
purchase additional powers from one of the following You are a psyker; you know the Smite psychic power and may
Disciplines: Divination, Pyromancy, Telekinesis, Telepathy, purchase additional powers from one of the following
Maleficarum, Librarius, or a discipline unique to your Chapter. Disciplines: Divination, Pyromancy, Telekinesis, Telepathy,
Maleficarum, Librarius, or a discipline unique to your Chapter.
WARGEAR: Aquila Power Armour, Bolt Pistol, Force Staff, 3 Frag
Grenades, 3 Krak Grenades, Psychic Hood WARGEAR: Mark X Tacticus power armour, force sword, psychic
hood, heavy bolt pistol, 3 frag and 3 krak grenades.
INFLUENCE: +2
INFLUENCE: +2
SUGGESTED TALENTS
SUGGESTED TALENTS
Fury of the Ancients, Psychic Fortress, Psychic Scourge
Fury of the Ancients, Psychic Fortress, Psychic Scourge
"Yours is to heed the machine as others heed their kin. Tend to the war spirits all about, but do so
in the knowledge that you do the Emperor’s duty. Without your ministrations, no bolt may be
fired, and no enemy slain."
You tend to the forms and spirits of the wargear and rituals, furthermore, have variations to cover every
machines of your Chapter, much as Apothecaries and conceivable circumstance in battle. A fully-fledged
Chaplains tend to you and your brethren. Techmarine is expected to be able to "feel" the pain of
a damaged machine and heal it. Techmarines pledge
A Techmarine is an Adeptus Astartes technician and
allegiance to both the Cult Mechanicus and their
engineer, a fully-initiated member of the Cult
Chapter, which makes them something of an oddity
Mechanicus, as well as a full Battle-Brother of his
among their battle-brothers.
Chapter.
A Techmarine's armour is modified to accommodate
Space Marine Chapters identify prospective
his cybernetic enhancements and his armour's
Techmarines from within their own companies,
backpack is also upgraded with several servo-arms and
favouring those who show the greatest affinity for
mechadendrites. His armour bears the rust-red colours
machines. These aspirants are then sent to Mars for
of the Adeptus Mechanicus, but his Chapter badge is
thirty years of training, where they are taught the lore
retained and displayed on one of the shoulder guards,
of the Machine God, how to divine the Runes of
so as not to disrespect the armour's spirit.
Engineering and the Liturgy of Maintenance. The
PRIMARIS TECHMARINE
SPACE MARINE TECHMARINE
TIER 5 SPECIES Primaris XP Cost 403
TIER 4 SPECIES Adeptus XP Cost 329
Astartes
Astartes
KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, [CHAPTER],
KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, [CHAPTER],
ADEPTUS MECHANICUS, CULT MECHANICUS
ADEPTUS MECHANICUS, CULT MECHANICUS
ATTRIBUTES: Strength 6, Toughness 6, Agility 5, Initiative 5,
ATTRIBUTES: Strength 5, Toughness 5, Agility 5, Initiative 5,
Willpower 3, Intellect 5
Willpower 3, Intellect 5
SKILLS: Athletics 3, Awareness 3, Ballistic Skill 5, Pilot 2, Scholar
SKILLS: Athletics 3, Awareness 3, Ballistic Skill 4, Pilot 2, Scholar
3, Stealth 3, Tech 4, Weapon Skill 4
3, Stealth 3, Tech 4, Weapon Skill 4
ARCHETYPE ABILITY: Hymn of Reforging
ARCHETYPE ABILITY: Hymn of Reforging
You receive +Double Rank to Tech tests to repair damaged
You receive +Double Rank to Tech tests to repair damaged
machinery. All Tech tests you make take half the standard time.
machinery. All Tech tests you make take half the standard time.
WARGEAR: Artificer Armour, Heavy Bolt Pistol, Omnissian Axe,
WARGEAR: Artificer Armour, Bolt Pistol, Omnissian Axe, 3 Frag
Heavy Bolter, 3 Frag Grenades, 3 Krak Grenades, Augmetic
Grenades, 3 Krak Grenades, Augmetic Servo-arm, and any 2
Servo-arm, and any 2 augmetics.
augmetics.
INFLUENCE: +2
INFLUENCE: +2
SUGGESTED TALENTS
SUGGESTED TALENTS
Armourbane (p. 129), Augmetic (p. 129), Binary Chatter (p. 130)
Armourbane (p. 129), Augmetic (p. 129), Binary Chatter (p. 130)
“To assume the shape of the accursed and deliver death from the purity within you—that is to be
Callidus.”
— Dictatus Callidus
You are an infiltrator of supreme skill, employing plans and eventually assassinate the main target at the
shape-changing chemicals and extensive training to best possible moment. Once the target is eliminated,
get close to your target so that you can learn their the Assassin may even replace the victim by assuming
secrets and end their existence. his appearance.
The Callidus Assassins are the most cunning of all the CALLIDUS ASSASSIN
assassins. Their greatest asset is their ability to use the TIER 5 SPECIES Human XP Cost 328
shape-changing drug Polymorphine. This drug, coupled
with special training, allows Callidus agents to change KEYWORDS: IMPERIUM, OFFICIO ASSASSINORUM, TEMPLUM
CALLIDUS
their very shape and appearance allowing them to
impersonate other persons, changing the appearance ATTRIBUTES: Strength 4, Toughness 4, Agility 5, Initiative 5,
of height, weight, ancestry, gender, and even species Intelligence 3, Willpower 3, Fellowship 3
to assume the guise of someone close to their target. SKILLS: Athletics 3, Awareness 2, Ballistic Skill 4, Deception 4,
Meh'Lindi, one of the most cunning agents, managed Insight 4, Medicae 1, Persuasion 2, Pilot 1, Scholar 1, Stealth 4,
to successfully impersonate a Genestealer Hybrid at Survival 2, Tech 1, Weapon Skill 4
least twice (though she required additional surgery to ARCHETYPE ABILITIES: Assassinorum Conditioning
complete the illusion).
You add +Rank ED to all damage rolls, and you add +Double Rank
This makes them experts at getting close to their to the damage value of your Unarmed Strikes. In addition, so
long as you are not immobilised or Restrained, you may use
targets, be they rebellious Imperial Governors, corrupt
Agility instead of Toughness when you roll Determination, and
Imperial high officials, heretic prophets, or alien you may roll Determination against Mortal Wounds.
leaders. This allows them to manipulate the enemy's
Betrayal’s Blade: When disguised or otherwise concealing your
identity, you gain a Stealth Score based on the total of your
Deception test. This score only decreases when you take actions
which may reveal your true intentions (GM’s discretion).
RATING 4 4 6 6 4 3 4
SUGGESTED TALENTS
Counter Attack (p. 131), Eliminator (p. 133), Lip Reader (p. 136)
“That which is unknown and unseen always commands the greatest fear”
You are anathema, witch-bane, wyrdslayer, psychic more. This extreme rarity, coupled with the inevitable
abomination. Your foes dread your presence, losses during training, makes the Culexus assassins the
desperately hoping that you are a nightmarish rarest of all Imperial assassins. The Culexus temple is
figment, for their minds cannot bear to acknowledge known to hunt down and recruit these Pariahs but also
the abyss within your soul. to vat-grow them, an arduous and complex process
that produces only a few viable candidates a year.
The Culexus Assassins are the most sinister, feared, and
hated of all Imperial Assassins. They are null-entities in CULEXUS ASSASSIN
the warp, and their unnatural lack of a presence TIER 5 SPECIES Pariah XP Cost 308
inspiring a sense of unease even in non-psykers. To
psykers their mere presence is terrifying, invoking KEYWORDS: IMPERIUM, OFFICIO ASSASSINORUM, TEMPLUM
CULEXUS
panic. In the confusion caused by this fear, the assassin
can move in on its target and eliminate them. To purely ATTRIBUTES: Strength 4, Toughness 4, Agility 5, Initiative 5,
psychic entities like daemons, they are nigh-invisible at Intelligence 3, Willpower 4
best, akin to trying to see a black hole amidst the inky SKILLS: Athletics 3, Awareness 2, Ballistic Skill 4, Medicae 1, Pilot
void of space. 1, Scholar 1, Stealth 4, Survival 3, Tech 1, Weapon Skill 4
The Culexus Assassins possess the "Pariah Gene", ARCHETYPE ABILITIES: Assassinorum Conditioning
making them for all intents, "soulless," accounting for You add +Rank ED to all damage rolls, and you add +Double Rank
their lack of warp-presence. This gene manifests itself to the damage value of your Unarmed Strikes. In addition, so
very rarely, in a single individual among a billion, or long as you are not immobilised or Restrained, you may use
Agility instead of Toughness when you roll Determination, and
you may roll Determination against Mortal Wounds.
Life Drain: Enemies engaged with you at the end of their turn
must pass a Willpower test (DN 2+Rank) or suffer Shock equal to
your Rank. PSYKERS suffer Shock equal to twice your Rank
instead.
RATING 5 4 6 6 5 3 1
SUGGESTED TALENTS
— Dictatus Eversor
When you are given a target, your role is to turn that bionics and genetic alterations; the assassin is
target into a cautionary tale for the foes of the implanted with adrenal ducts, which speed up the
Imperium, a crimson example that cannot be ignored. brain's higher functions, allowing the Eversor to make
complex calculations and tactical decisions in seconds.
Eversor Assassins are the most gruesome products of
The adrenal ducts are also able to feed the brain,
the Officio Assassinorum. They are drug crazed killing
allowing the assassin to work briefly in a hard vacuum.
monsters, enhanced by bio-engineering and
In addition, a secondary heart is implanted in order to
experimental surgical procedures. Their state of mind
help the assassin's body cope with the various changes
is amplified to turn a mere dislike for the enemy into
and to act as a fail-safe in case the primary heart is
raging hatred, or the wish to serve the Imperium into
damaged in combat.
suicidal determination. Their main objective on the
battlefield is to rip out the heart of an enemy operation EVERSOR ASSASSIN
in the most unsubtle way. By slaughtering all enemies TIER 5 SPECIES Human XP Cost 320
in the vicinity, they ensure the command structure is
entirely destroyed. KEYWORDS: IMPERIUM, OFFICIO ASSASSINORUM, TEMPLUM
EVERSOR
These berserk killers are trained to be utterly ruthless
ATTRIBUTES: Strength 5, Toughness 5, Agility 5, Initiative 5
and completely dedicated to the Imperium. In addition, Willpower 4
specialized use of genetic engineering and human
SKILLS: Athletics 3, Awareness 2, Ballistic Skill 5, Intimidation 2,
biology result in the Eversors' modification to be more
Scholar 1, Stealth 4, Survival 3, Tech 1, Weapon Skill 5
efficient killers making them almost superhuman. Their
bodies are modified to make them superb killing ARCHETYPE ABILITIES: Assassinorum Conditioning:
machines and include augmentations that strain the You add +Rank ED to all damage rolls, and you add +Double Rank
limits of their human physiology through the use of to the damage value of your Unarmed Strikes. In addition, so
long as you are not immobilised or Restrained, you may use
Agility instead of Toughness when you roll Determination, and
you may roll Determination against Mortal Wounds.
RATING 6 6 6 5 4 3 1
SUGGESTED TALENTS
Brutalist (p. 130), Fear (p. 133), Storm of Death (p. 140)
Upon the stage and the battlefield alike, you portray credit to their twisted ingenuity that they will normally
Death itself—aloof, bold, inescapable, cruel, and succeed.
often ironic.
HARLEQUIN DEATH JESTER
A Death Jester, also known as a margorach ("death- TIER 5 SPECIES Aeldari XP Cost 238
head" in the Aeldari Language), is a heavy weapons
specialist of the Aeldari Harlequins. Death Jesters can KEYWORDS: AELDARI, HARLEQUIN, [MASQUE]
make use of a wide array of deadly and exotic ATTRIBUTES: Strength 3, Agility 5, Initiative 5, Willpower 3
weaponry; from the humble Shuriken Cannon, to the
SKILLS: Athletics 4, Ballistic Skill 4, Deception 3, Intimidation 2,
specialised Firepike, or the morbid Shrieker Cannon. Insight 3, Scholar 2, Tech 1, Weapon Skill 5
The Shrieker Cannon is their trademark weapon,
however, as only the Death Jesters can create and ARCHETYPE ABILITIES: We Dance the Dance of Death
maintain them. Greatcoat billowing, bells jingling with You add +Rank to Speed, and enemies may never attempt a
obscene cheer, the Death Jester lets fly, the shrieking Reflexive Attack against you when you move out of Engagement.
report of his weapon counterpointed by the screams of Death is Not Enough: Damage rolls you make against enemies
his dying foes. who are currently suffering from the effects of Fear, Terror, or
Pinning add +Rank ED.
Through it all the Death Jester looks on with avid
amusement, keenly watching for any way in which to WARGEAR: Holo-suit, Agaith, Flip-Belt, Master-Crafted Shuriken
Cannon, 3 Shrieker Bio-Explosive Discs
make their victims' deaths more darkly comedic. It is a
INFLUENCE: +4
RATING 4 3 7 6 5 3 3
SUGGESTED TALENTS
Deadshot (p. 131), Gallows Humour (p. 134), Strike and Fade
Pivotal Role
Many senior Harlequins take on specific roles within a Troupe or a
performance, that differ from the normal role of the Harlequin.
When you select this Archetype, you may choose to replace Death
is Not Enough with one of the following:
HARVESTER OF TORMENT: When you make a successful ranged
attack against a Mob, you count as scoring +Double Rank additional
Icons when determining how many of the Mob you hit.
THE JEST INESCAPABLE: Add +6 to the short range of your ranged
weapon, +12 to the medium range, and +18 to the long range. In
addition, the weapon gains the Mortal [1] trait.
HUMBLING CRUELTY: Your ranged weapon gains the Inflict [Pinned]
trait, and enemies add your Rank to the DN of tests to resist being
Pinned or to recover from pinning.
“As the fate of all creatures is hidden from all but the keenest gaze, so do we cloak eventuality in
veils of deception and shrouds of misdirection”
You personify Fate, and all who look upon your HARLEQUIN SHADOWSEER
mirrored face see something different; what was, TIER 5 SPECIES Aeldari XP Cost 281
what might be, what could have been, or what must
be. KEYWORDS: AELDARI, HARLEQUIN, [MASQUE], PSYKER
“My soul is given unto She Who Thirsts upon my death. I spend every breath before my last to
spite Her.”
Your soul is forfeit, for you portray the Great Enemy HARLEQUIN SOLITAIRE
in the grimmest of performances, and none can do so TIER 5 SPECIES Aeldari XP Cost 283
without cost. But you pay that price willingly, to
defend your people from the horror that awaits you. KEYWORDS: AELDARI, HARLEQUIN, [MASQUE]
“Poor human, so bereft of understanding. You are not the hero of your own story. You are merely
a bit player in mine.”
Your soul is forfeit, for you portray the Great Enemy HARLEQUIN TROUPE MASTER
in the grimmest of performances, and none can do so TIER 5 SPECIES Aeldari XP Cost 226
without cost. But you pay that price willingly, to
defend your people from the horror that awaits you. KEYWORDS: AELDARI, HARLEQUIN, [MASQUE]
SUGGESTED TALENTS
Dual Wield (p. 133), Furious Charge (p. 133), Storm of Death (p.
140)
Pivotal Role
Many senior Harlequins take on specific roles within a Troupe or a
performance, that differ from the normal role of the Harlequin.
When you select this Archetype, you may choose to replace
Choreographer of War with one of the following:
PRINCE OF LIGHT: When you or any HARLEQUIN allies within 6
metres Charge, you increase your total movement by +Rank.
DARKNESS’ BITE: After you make a melee attack, you may inflict a
number of Mortal Wounds equal to your Rank, allocated amongst
any enemies you hit during your attack.
TWILIGHT’S GRASP: When you make a melee attack against an
enemy which is not a Vehicle or Monstrous Creature, your melee
weapon gains the Warp Weapon trait.
— Dictatus Vindicare
With single, perfect shots, you have quelled hiding in a ruined tower. The Eldar advance in the face
rebellions, ended wars, and put down uprisings. of this tower was stalled again and again by a hail of
deadly sniper fire which slew Exarchs, Warlocks, and
The Vindicare Assassins specialise in vengeance and
Support Weapons crews in quick succession.
revenge killings. They make use of a specially designed,
Eventually, the Eldar called in their scouts to clear the
long-range Sniper Rifle called the Exitus Rifle. The
tower, but when they entered it, they found it full of
Vindicare Assassin brings inglorious death to the
grenade traps ready to meet them.
Emperor's enemies with a sniper's bullet. Vindicare
Assassins have been known to wait in a position for as VINDICARE ASSASSIN
long as two weeks before taking a shot. Many TIER 5 SPECIES Human XP Cost 320
rebellions and cults have been ended with one, perfect
shot from a Vindicare's rifle. KEYWORDS: IMPERIUM, OFFICIO ASSASSINORUM, TEMPLUM
VINDICARE
The Vindicare Temple teaches the assassin the art of
ATTRIBUTES: Strength 5, Toughness 5, Agility 5, Initiative 5
patience and the perfection of marksmanship. These Willpower 4
stoic assassins are conditioned by their temple to be
SKILLS: Athletics 3, Awareness 3, Ballistic Skill 6, Scholar 1,
unflinchingly loyal to the Imperium, often being trained
Stealth 4, Survival 2, Tech 2, Weapon Skill 4
to limit their vocabulary only to words that are useful
for their profession, cutting off all emotional ARCHETYPE ABILITIES: Assassinorum Conditioning:
attachments to other humans so that they will never You add +Rank ED to all damage rolls, and you add +Double Rank
hesitate to eliminate any target. The intense training of to the damage value of your Unarmed Strikes. In addition, so
a Vindicare Assassin enables them to pick out a single long as you are not immobilised or Restrained, you may use
Agility instead of Toughness when you roll Determination, and
target even amongst roving hordes of enemies on the
you may roll Determination against Mortal Wounds.
battlefield.
Perfect Shot: When you aim with a ranged weapon, you double
In one celebrated (but carefully concealed) the listed Range of the weapon, and you add +Rank bonus dice
engagement, a massed Eldar assault in the Lammas to the subsequent ranged attack.
Campaign was halted by a lone Vindicator Assassin WARGEAR: Exitus Longrifle, Exitus Pistol, Exitus Ammunition
(one round of Shield-Breaker, one round of Turbo-Penetrator,
one round of Hellfire), Stealth Suit, Spy Mask
RATING 6 6 6 5 4 3 1
SUGGESTED TALENTS
You do not have to move in a straight line when you When you attempt a Psychic Mastery test, you may add
sprint. Further, when you Sprint, you may make a +1 bonus dice for every GREY KNIGHT with this Talent
ranged attack with any weapon as if that weapon had within 10m of you.
the Assault trait. You do not suffer the normal +2DN on
Bulging Biceps
the attack for doing this. This does not apply to XP Cost: 10
weapons with the Heavy trait.
Prerequisites: Strength 3+
Blood for the Blood God
XP Cost: 30 Your powerful form allows you to wield heavy weapons
more easily.
Prerequisites: CHAOS keyword, KHORNE keyword
When you wield a Heavy weapon, you are no longer
You are a blood-soaked devotee of the Lord of Skulls,
knocked Prone by a Complication when firing the
and your desire to slay cannot be sated.
weapon.
You gain +1d3 Corruption. After you make a melee
Bull Charge
attack, you may spend 1 Wrath to make an additional XP Cost: 10
attack.
Prerequisites: Strength 3+
Bloodlust
XP Cost: 20 The force of your charge is undeniable.
Your fury has not been sated by those you have already When you Charge, your melee weapons gain the Inflict
slain… maybe the next one will quench your thirst for (Prone) trait for that attack. This has no effect on
blood. enemies who are larger than you
You’re nimble and suffer less from the effects of falling. Your mind and soul are upon the precipice, tormented
by visions of Sanguinius’ demise and barely able to
When you fall, count the distance fallen as half the
slake the rage and bloodlust in your heart.
actual distance for determining how many Mortal
Wounds you suffer. When you charge into melee, you may add +Rank ED
to the damage of that attack. However, you increase
Codex Discipline
the Difficulty of any Willpower test to resist The Red
XP Cost: 10
Thirst by an amount equal to your Rank, and a
Prerequisites: ULTRAMARINES keyword Complication suffered in combat may cause you to
hallucinate that you are Sanguinius himself, battling
The tenets of the Codex Astartes are sacrosanct to you,
traitors in the Horus Heresy. Primaris Space Marines
and you lean upon their guidance to see you through
who take this talent become subject to The Red Thirst
the worst of times.
despite being Primaris.
You increase your Conviction and Resolve by +Rank.
Deceptive Retreat
Conqueror Imperative XP Cost: 20
XP Cost: 20
Prerequisites: Aeldari or Drukhari species
Prerequisites: SKITARII keyword
Aeldari in battle wield deception like a blade, slipping
Though doctrina imperatives are normally initiated by from the fray in feigned retreat only to follow their
a Tech-Priest overseeing the Skitarii in action, you have flight with another attack.
been equipped with protocols for independent action.
After you make a melee attack, whether successful or
You can engage an imperative which enhances your
not, you may spend one Glory to Disengage as a free
ferocity and aggression for short bursts.
action.
At the start of any of your turns, you may activate the
Ded ‘Ard!
Conqueror Imperative. This adds +Double Rank bonus XP Cost: 40
dice to any melee attacks you attempt during that turn
but increases the DN of any ranged attacks you attempt Prerequisites: Ork species, Toughness rating 5+
that turn by +3. At the end of a turn in which you
Injuries that would slay even other Orks are mere flesh
activate the Conqueror Imperative, you suffer 1d3+2
wounds to you.
Shock.
Your Resilience is increased by +Rank, and you add
Death to the False Emperor
+Rank to the number of Traumatic Injuries you can
XP Cost: 30
suffer before dying.
Prerequisites: CHAOS keyword, HERETIC ASTARTES
Descent of Angels
keyword
XP Cost: 20
Endless is your spite. Eternal is your hate.
Prerequisites: BLOOD ANGELS keyword
When you make a successful melee attack against a
You emulate your winged Primarch as you descend
character with the IMPERIUM keyword and roll a 6 on
from the skies into the heart of the enemy.
the Wrath die, you may choose to make an additional
melee attack instead of inflicting a critical hit. This If you Charge into melee while using a Jump Pack, roll
additional attack cannot be used to gain more attacks. a number of dice equal to Double Rank. For each 6
rolled, you inflict a single Mortal Wound upon an
enemy within 2 metres of your landing. Resolve this
before making the melee attack from your Charge.
Grandfather Nurgle bestows life and vitality upon his Sharp steel, with some guts behind it, is a vital part of
children. Your wounds knit with tumorous growths, defending the Imperium.
and vile ichor bubbles forth to replace spilt blood.
You increase the base damage of a bayonet you wield
You gain +1d3 Corruption. As a simple action, you may by +Double Rank when you charge, or when you attack
spend 1 Wrath to regain 1d3+2 Wounds. an enemy who charged you since your last turn.
Evade Guardian
XP Cost: 20 XP Cost: 20
Prerequisites: Initiative 3+ You are a shield for your allies. Whenever an ally within
Rank metres of you is the target of an attack, you may
You are elusive and difficult to target.
spend 1 Glory as a Reflexive Action to interpose
If you are not in cover, enemies making ranged attacks yourself an become the target of that attack instead.
against you add +1 to the DN if you are at Medium You cannot use this talent if you are Restrained or
range, or +2 to the DN if you are at Long range. This otherwise have impaired movement.
does not apply if you are Restrained, Staggered,
Hail of Fire
otherwise unable to move freely. XP Cost: 20
Excruciating Sensation
Prerequisites: Ballistic Skill Rating 2+
XP Cost: 20
On command, you can produce a veritable wall of
Prerequisites: CHAOS keyword, SLAANESH keyword
firepower that few foes can withstand. When you use
The Prince of Pleasure has granted you the greatest a Salvo option when making a ranged attack, you add
depths of awareness, to better appreciate the +Rank ED to the attack’s damage.
sensations of existence. Your mind burns with glorious
Heroic Intervention
agony as you open your senses to perceive more XP Cost: 20
deeply than any mortal should.
When an enemy takes the Charge action and concludes
You gain +1d3 Corruption. When you attempt an their move within 6 metres of you, you may spend 1
Awareness or Insight Test, you may choose to suffer 1, Glory as a Reflexive Action to move up to your Speed
2, or 3 Shock in order to gain that many additional dice towards that enemy to engage them and make a melee
on the Test. attack before the enemy makes their attack. You are
Fallen Angel considered to be charging for the purposes of your
XP Cost: 10 attack.
Prerequisites: ADEPTA SORORITAS keyword, must not Prerequisites: DARK ANGELS keyword, Agility 5+
possess the CHAOS keyword
You are a paragon of high-speed mounted combat, and
Your faith is such that you will not yield before the few foes can draw a bead upon you when you’re at full
Emperor’s enemies. speed.
You, and all ADEPTA SORORITAS characters within When you pilot a Space Marine Bike, Attack Bike, or
15m of you, add +Rank to Resilience. In addition, when Land Speeder, the vehicle’s Defence increases by
you suffer damage in excess of your Maximum +Rank if you are travelling faster than the vehicle’s
Wounds, you gain 1 Faith. If you die, all characters with Cruising Speed. In addition, you gain the RAVENWING
the ADEPTUS MINISTORUM or ADEPTA SORORITAS keyword.
keywords gain 2 Faith and recover +Double Rank
Lie Low
Shock, as they are spurred on by your martyrdom.
XP Cost: 10
Inner Circle
Prerequisites: Initiative 3+
XP Cost: 40
You know how to avoid attention when trouble is near.
Prerequisites: DARK ANGELS keyword, Willpower 5+
When you are Prone, you add +Rank to your Defence
You have been granted true knowledge of the
against attacks from 6 or more metres away, and +Rank
Unforgiven’s quest for absolution, and you bear that
bonus dice on Stealth tests when you attempt to Hide.
burden with solemnity and furious purpose.
Lightning Assault
You automatically pass all Fear and Terror tests. You
XP Cost: 20
are also immune to Interaction attacks made using
Intimidation. Further, you may re-roll up to Double Prerequisites: WHITE SCARS keyword
Rank dice on any melee attacks made against
You are a master of the hunt, and your fury is
characters with the FALLEN keyword. Finally, you gain
inescapable.
the DEATHWING keyword.
When you take the Run or Sprint action, you increase
Inspirational
XP Cost: 10 your Speed by +Rank. Any vehicle you pilot increases
its Cruising Speed by +Rank.
Prerequisites: Leadership Rating 2+
Lightning-Fast Reactions
Your presence bolsters and reassures your allies. XP Cost: 20
When an ally within 15+Rank metres who can see you Prerequisites: Aeldari or Drukhari species
fails a Resolve test, you may make a Leadership test as
The Aeldari process thought and emotion far faster
a Reflexive Action against the same DN as their Resolve
than a human, and their physical reactions are so quick
test. If you succeed, then the ally is considered to have
that they can slip past flickering blades and fusillades
passed their Resolve test rather than failed it.
of gunfire with astonishing ease.
You are an expert in the science of weaponry, and the You’ve trained to be able to snap off a burst of fire at a
most advanced munitions are all the deadlier in your charging foe.
worthy hands.
When you are Charged, you may use your Reflexive
When you use a weapon with the Melta, Plasma, Arc, Action and spend 1 ammo to make a ranged attack
Power, or Adeptus Mechanicus keywords, you may add against the enemy Charging you. This attack is resolved
+Rank ED to the weapon’s damage. before the Charge begins, and the enemy’s receives +3
Defence against this attack. This is considered a Salvo
Not Another Step Back
option, so you must reload your weapon after this
XP Cost: 15
attack before you can fire it again.
Prerequisites: Squat species
Power Through Pain
You have lost too much, and retreat tastes like the XP Cost: 20
ashes of the dead.
Prerequisites: Drukhari species
When you fail a Resolve test, you may suffer 1d3 Shock
Your soul slips away, little by little, and you replenish it
in order to count as having succeeded.
by drinking deep of the anguish and despair of others.
Only in Death Does Duty End
You gain one Pain point whenever an enemy does one
XP Cost: 30
of the following within Willpower+Rank metres of you:
Prerequisites: Adeptus Astartes or Primaris Astartes a character suffers three or more Wounds from a single
species, Toughness rating 5+, Willpower rating 5+ attack, you affect an enemy with an Intimidation
interaction attack, a character fails a Resolve test, a
You will not allow so trivial a thing as a mortal wound
character becomes Exhausted.
interfere with delivering death to the enemies of the
Imperium. You immediately recover +Rank Shock whenever you
gain a Pain point. Further, you gain an increasing bonus
When you are Dying, you may continue to act normally,
for the number of Pain points you’ve obtained, as
though you continue to suffer Traumatic Wounds and
described on the table below. You lose all accumulated
additional Wrath Dice as normal for a Dying character.
Pain points upon taking a Regroup or Respite.
If ever you roll a 6 on all of your Wrath dice while Dying,
you immediately regain 1 Wound. Total Effect
Pain
Overseer Points
XP Cost: 25 1 Inured to Suffering: +Rank bonus dice
Prerequisites: Leadership Rating 3+ when you roll Determination.
2 Eager to Flay: +Rank to Speed.
Allies follow your direction without hesitation, trusting 3 Flensing Fury: +Rank bonus dice to
your judgement in the heat of battle. Weapon Skill tests.
4 Emboldened by Bloodshed: Increase
As a Full Action, you may command a single ally within Resolve by +Rank.
15+Rank metres. That ally may immediately take 5+ Mantle of Agony: You cause Fear (DN
Movement, a Combat Action, and a Simple Action as if 2+Rank).
it was their turn. This does not prevent the ally from
taking a turn of their own later in the round. Once you
have used this option, you may not do so again until
after your next Regroup.
When you roll Determination, you may spend Glory to After making a ranged attack, whether successful or
reduce the amount of Shock suffered. Each point of not, you may spend one Glory to move up to your
Glory spent reduces the amount of Shock suffered by speed.
2.
Strike From The Shadows
Saga of the Warrior Born XP Cost: 20
XP Cost: 20
Prerequisites: RAVEN GUARD keyword
Prerequisites: SPACE WOLVES keyword, Weapon Skill
The Sons of Corax emerge from the shadows and fall
rating 6+
upon their prey in a swift, deadly strike that leaves the
You are as deadly as you are savage, and few can stand enemy dead before they can respond.
before your blade.
When you attack an enemy unaware of your presence,
When you spend one or more Glory to add extra dice or make an attack during an ambush, your target
to a melee attack, each Glory you spend adds two dice becomes Vulnerable with a rating equal to your Rank.
rather than one.
Sudden Shot
Spring Up XP Cost: 30
XP Cost: 10
Prerequisites: Ballistic Skill Rating 2+, Stealth Rating 2+
Prerequisites: Agility 3+
You know that there is no shot quite as effective as the
You can quickly regain your feet. unexpected one.
When you stand up from Prone you are not restricted When you make a ranged attack against an unaware
in the actions or combat options you use during your enemy, the target, and all enemies within 5 metres of
turn. the target, must pass a Resolve test with a DN equal to
your Stealth score or be Pinned.
Sorcerous Might
XP Cost: 25 Take Cover!
XP Cost: 20
Prerequisites: CHAOS keyword, TZEENTCH keyword,
PSYKER keyword Prerequisites: ASTRA MILITARUM keyword
You have seen the maddening truth of the Changer of If you mean to survive to fight another day, it helps to
Ways and emerged with your mind intact and surging put something between you and the enemy.
with knowledge.
When you are targeted by a ranged attack while in
Gain +1 Corruption. When you succeed at a Psychic cover, you may take cover as a Reflexive action to
Mastery test, you may spend a point of Wrath to gain increase your Defence by +Rank until the start of your
+Rank additional Exalted Icons to shift. next turn. If you do so, you may not move during your
next turn.
Your voice is heard above the clamour and clangour of Your presence is an impossible void to psykers, and
battle, rallying the servants of the Emperor to greater they cannot bear your presence.
heights of piety and fury.
Creatures possessing the DAEMON or PSYKER
You may sing war hymns as a simple action, and all keywords must make a Terror test with a DN equal to
allies with the IMPERIUM keyword within 15+Rank 2+Rank when they encounter you, even if they’re
metres gain +Rank bonus dice on all melee attacks until normally immune to terror. As you cause terror to
the start of your next turn. them, you are immune to fear, terror, or Intimidation
Interaction attacks caused by daemons and psykers.
Whispering Spirits
XP Cost: 15 Wonders of the Engineer’s Guild
XP Cost: 20
Prerequisites: Aeldari or Drukhari species, YNNARI
keyword Prerequisites: Squat species, Tech rating 5+
The Ynnari are surrounded by the souls of the dead, Your forebears taught you the ways of technology far
whose sibilant whispers distract and unnerve nearby better than the craft of those superstitious tech-
foes. priests, and you’re not afraid to show it.
Enemies within 3m of you adds +1 to the DN of Resolve You never count technology with the IMPERIUM or
tests for every two Soul tokens you possess. ADEPTUS MECHANICUS keywords as being foreign or
unfamiliar. When you roll a 6 on your Wrath die when
making a Tech test to repair a device of Imperial or
Adeptus Mechanicus origins, you may declare that the
device now “works properly”, and that Tech-Priest
nonsense was interfering with it before. The GM will
determine the precise extent and effect of this
improvement with you.
Agent of the Inquisition first, and often only, line of defence against these
You have been recruited by an Inquisitor to continue inhuman horrors.
the ongoing fight against the Enemies of the Imperium. Unlike other Space Marines, the ones serving in the
You’re not merely an informant or minion bearing the Deathwatch are not truly a separate Chapter of the
Inquisition’s mark, but a trusted associate and Adeptus Astartes; rather, they are a collection of
confidante of an Inquisitor, with valued skills, veteran Space Marines drawn from all of the different
experience, and insights, and the ability to wield some extant Chapters who serve together in the Inquisition's
measure of their authority. service for a discrete period of time.
XP COST: 10 x new Tier To be chosen by one's Chapter to serve in the
ATTRIBUTE REQUIREMENT: Willpower 3 Deathwatch is a great honour for any Space Marine, as
only the most elite and experienced members of a
SKILL REQUIREMENT: Insight (2) or Awareness (2) Chapter are ever chosen for this extremely hazardous
KEYWORDS: INQUISITION, [ORDO] tour of duty, the specifics of which must be kept secret
by Inquisitorial order and sacred oath even from a
INFLUENCE BONUS: +1 per Tier ascended Deathwatch Astartes' home Chapter.
STORY ELEMENT: Your new status as an Agent of the XP COST: 10 x new Tier
Inquisition means that they may invoke the name of
your Inquisitor to gain +Rank to an Influence or social ATTRIBUTE REQUIREMENT: Willpower 4
Skill test involving a character with the IMPERIUM SKILL REQUIREMENT: Ballistic Skill 5 or Weapon Skill 5,
keyword, once per scene. Scholar 2
Because of the circumstances of your recruitment to OTHER REQUIREMENTS: You must be Adeptus
the Inquisition, you gain 3 Corruption points and a Astartes or Primaris Astartes. This archetype can only
Memorable Injury. be used in games at Tier 4 or higher.
WARGEAR: Inquisitorial Rosette (symbol of authority), KEYWORDS: DEATHWATCH, INQUISITION, ORDO
plus up to two items of Rare Wargear, or one item of XENOS
Very Rare Wargear, with a Value up to 3 + the new Tier.
INFLUENCE BONUS: +1 per Tier ascended
Apocryphon Oath
The Deathwatch Space Marines serve the Ordo Xenos STORY ELEMENT: You join the ranks of the
of the Imperial Inquisition as its Chamber Militant, the Deathwatch, and you are initiated into secrets that
warriors of last resort when the Inquisition needs allow you to hunt Xenos more effectively. You receive
access to firepower greater than the Astra Militarum or the normal benefit for having the Ordo Xenos keyword
a team of its own Acolytes or even Throne Agents can (page 64 of the Wrath & Glory core rulebook) and have
provide. access to special Deathwatch arsenals containing rare
and specialised equipment.
Across the galaxy there are innumerable hostile alien
civilisations that threaten Mankind, from the green- Further, due to your specialised training, at each
skinned Orks, to the monstrous Tyranids, sadistic Regroup, you may select a single keyword which
Drukhari, spectral C'tan, and undying Necrons. It is the relates to a Xenos faction. You add +Rank ED to all
sacred task of the Deathwatch to stand sentry against attacks against enemies with that keyword.
all of these terrible xenos races. They are ready to act WARGEAR: One reload each of Dragonfire, Hellfire,
when such ancient evils rise to threaten Mankind once Kraken, and Vengeance bolt rounds, and one Weapon
more. The Space Marines of the Deathwatch form the Upgrade with a value of up to 7 (Very Rare).
Melee Weapons
Weapons marked with * have additional rules in their description.
Axe Greatsword
A hafted melee weapon with a wedge- or crescent- Coming in a variety of forms and styles, these long
shaped blade, intended to apply maximum cutting blades require two hands to wield effectively, but the
power to a small cross-section. They’re used as tools two-handed grip allows the wielder greater leverage,
for woodcutting and similar activities across the galaxy, which translates into swift strikes and deadly force.
but they are as effective at felling foes as they are at Spear
felling trees. The most common form of weapon ever devised. A
Flail pointed head on a long haft makes for a simple
A hafted melee weapon, with one or more chains weapon, but one which is nevertheless effective, able
attached to weighted or spiked heads, able to batter to hold opponents at a distance and extend the killing
through a foe’s defences and inflict considerable reach of their wielder.
damage.
Greataxe
Large, two-handed axes used both as heavy-duty
cutting tools in primitive cultures, and as deadly
weapons by mighty warriors. Few have the skill to
wield them in battle effectively, but they are deadly in
the right hands.
Force Weapons
FORCE WEAPONS
NAME DAMAGE ED AP RANGE TRAITS VALUE RARITY KEYWORDS
Nemesis Falchion (S) +5 4 -2 – Force, Nemesis, Paired, 6 Very FORCE, GREY
Parry Rare KNIGHTS
Nemesis Force (S) +5 5 -2 2 Force, Nemesis 6 Very FORCE, GREY
Halberd Rare KNIGHTS
Nemesis Force Sword (S) +5 4 -3 – Force, Nemesis, Parry 6 Very FORCE, GREY
Rare KNIGHTS
Nemesis Warding (S) +4 2 -1 2 Brutal, Force, Nemesis 6 Very FORCE, GREY
Stave* Rare KNIGHTS
Astartes Chainsword and once the Sisters were schooled in their use, they
A larger, heavier form of chainsword, constructed to could strike with the speed of a duellist combined with
withstand the force of Astartes strength and the the killing might of a veteran executioner.
ferocity of a Space Marine’s strikes. Made using higher-
Lightning Claws
quality components, it is more effective at tearing
Lightning claws consist of a power gauntlet and three
through light armour as well.
or four blades that crackle with matter-disruptive
Crozius Arcanum energy. Lightning claws are most often wielded in pairs.
Serving as both a sceptre of office and a weapon for
Power Lance
Astartes Chaplains, each Crozius Arcanum is a staff or
A Power Lance, also known as a Power Spear or Power
maul with a head shaped like an aquila or other symbol
Glaive, is a special type of power weapon, a power
of significance to the Imperium or the chapter. Inside
blade mounted on the end of a long shaft. Like most
this sceptre is a power field generator, allowing it to
power weapons, it can tear through all manners of
function similarly to a power maul.
material with ease thanks to its disruptive energy field
The Dark Apostles of Heretic Astartes forces use a generated around the blade. They’re commonly used
debased counterpart to this weapon, the Accursed as ceremonial weapons by honour guards, or by lancers
Crozius, which has the HERETIC ASTARTES keyword mounted on bikes or war-beasts.
instead of ADEPTUS ASTARTES.
Special: When used from a moving open-topped
Executioner Greatblade vehicle or other mount, add the Brutal trait.
Large, expertly crafted two-handed power swords,
used by the Silent Sisterhood. Each Greatblade was
perfectly weighted for the martial style of its wielder
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Relic Blade form of a master-crafted sword or axe. Only a precious
A Relic Blade is an ancient and incredibly powerful two- handful have survived the passage of time and these
handed melee weapon used by the superhuman are reserved for Astartes of long and faultless service
warriors of the Adeptus Astartes that often takes the who have earned the right to wield a Relic Blade.
ANCIENT WEAPONS: Any Aeldari Weapon with the Any target wounded by a Diresword may also have
ANCIENT keyword predates the Fall of the Eldar and is their mind assailed by the spirit residing within the
normally only borne by the champions of the Asuryani Spirit Stone. When a blow is struck, the spirit within the
and Anhrathe today. They will invariably draw sword will attempt to destroy the enemy's mind.
attention to the wielder, especially if the wielder is not
Executioner
Aeldari.
The Executioner is a large two-handed glaive, axe, or
Biting Blade halberd, commonly used by Howling Banshee Exarchs,
Biting Blades are large, two-handed, long-bladed which is capable of slicing an opponent in half with a
Chainswords wielded by the Craftworld Aeldari Striking single blow. Despite their size, they are lightweight and
Scorpions Aspect Warriors reminiscent of the massive extremely swift in the hands of their wielders, and their
Eviscerators used by religious zealots within the blades are often a blur as they move from
Imperium. However, where Imperial Eviscerators are impenetrable defence to unstoppable attack.
heavy, noisy machines, Biting Blades are slender and
Special: The Parry trait of an Executioner adds +2 to the
quiet, but no less deadly for their relatively light
wielder’s Defence in melee, rather than +1.
weight.
Diresword Harlequin’s Blade
A Diresword is an Aeldari Power Weapon only wielded These perfectly balanced swords are so light as to be
by Exarchs of the Dire Avengers Aspect. These one- almost weightless, and so sharp that those who are cut
handed, single-edged Power Swords are crafted in the may not realise it for several seconds. They seem
graceful Aeldari style, into which a potent Aeldari spirit almost to sing as they pass through the air, their tune
has been placed through the incorporation of a Spirit an accompaniment to the Harlequins’ deadly dance.
Stone into the blade.
Bolt Weapons
BOLT WEAPONS
RANGE
NAME DAMAGE ED AP SALVO TRAITS VALUE RARITY KEYWORDS
SHT MED LNG
Absolvor Bolt 12 2 -1 8 16 24 1 Brutal, Pistol 8 Very BOLT, ADEPTUS
Pistol Rare ASTARTES, PRIMARIS
Auto Bolt Rifle 10 1 – 12 24 36 3 Assault, Brutal 7 Very BOLT, ADEPTUS
Rare ASTARTES, PRIMARIS
Auto- 10 1 – 9 18 27 3 Assault, 8 Very BOLT, POWER FIELD,
Boltstorm Brutal, Paired Rare ADEPTUS ASTARTES,
Gauntlet* PRIMARIS
Bolt Carbine 10 1 – 12 14 36 2 Assault, 6 Rare BOLT, ADEPTUS
Brutal, ASTARTES, PRIMARIS
Steadfast
Bolt Sniper 12 1 – 18 36 54 1 Brutal, Heavy 8 Very BOLT, ADEPTUS
Rifle* (6), Sniper (2) Rare ASTARTES, PRIMARIS
Boltstorm 10 1 – 6 12 18 3 Brutal, Pistol 8 Very BOLT, POWER FIELD,
Gauntlet* Rare ADEPTUS ASTARTES,
PRIMARIS
Instigator Bolt 10 2 -1 12 24 36 1 Assault, 7 Rare BOLT, ADEPTUS
Carbine Brutal, Silent, ASTARTES, PRIMARIS
Sniper (1)
Marksman 10 1 0 12 24 36 1 Brutal, Rapid 6 Rare BOLT, ADEPTUS
Bolt Carbine Fire (1), Sniper ASTARTES, PRIMARIS
(1)
Occulus Bolt 10 1 – 12 24 36 1 Brutal, Rapid 6 Rare BOLT, ADEPTUS
Carbine* Fire (1) ASTARTES, PRIMARIS
Stalker Bolt 10 2 -2 18 36 54 1 Brutal, Heavy 7 Very BOLT, ADEPTUS
Rifle (4), Sniper (1) Rare ASTARTES, PRIMARIS
Stalker- 10 1 -1 15 30 45 2 Brutal, Heavy BOLT, ADEPTUS
pattern (4), Sniper (1) ASTARTES,
Boltgun DEATHWATCH
Grav Weapons
GRAV WEAPONS
RANGE
NAME DAMAGE ED AP SALVO TRAITS VALUE RARITY KEYWORDS
SHT MED LNG
Grav- 8 1 -3 6 12 18 1 Grav, Pistol 6 Very GRAV, ADEPTUS ASTARTES,
pistol Rare ADEPTUS MECHANICUS,
SQUAT
Grav-gun 8 1 -3 9 18 27 1 Grav, Rapid 6 Very GRAV, ADEPTUS ASTARTES,
Fire (1) Rare ADEPTUS MECHANICUS,
SQUAT
Grav- 8 2 -3 12 24 36 4 Grav, 7 Very GRAV, ADEPTUS ASTARTES,
cannon Heavy (8) Rare ADEPTUS MECHANICUS,
SQUAT
Grav-weaponry, also called Graviton weapons, are armoured infantry like Terminators, as the hapless
devastating graviton-based weapons employed by the warrior is brutally crushed by the bulk of their ceramite
Adeptus Astartes based on ancient and forgotten plates until only a crimson trickle remains. Space
technology dating back to the time of the Dark Age of Marine Chapters are among the few warriors of the
Technology. Manipulating the very nature of gravity Imperium to be gifted with the use of Grav-weaponry,
itself, Grav-weaponry turns a target's mass against it, and it is considered a sacred honour to wield such a
crushing it to pulp under its own weight. This is potent weapon.
especially shocking when used against heavily
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The Guild Engineers of the Squats also retain the close to the wielder. Each gun is a rare relic left over
secrets of Grav weaponry, though they are reluctant to from the Dark Age of Technology and are now sacredly
share those secrets to anyone who isn’t a dues-paying guarded by the Adeptus Mechanicus, and very rarely
member. will they allow one to leave their armouries, but some
Space Marine Chapters still field a handful of such
Grav-pistol
weapons.
The most compact form of Graviton weapon, the Grav-
pistol is a potent sidearm able to incapacitate the Grav-cannon
heaviest of adversaries. The power of the Graviton Cannon is sufficient to
rupture organs and crack bones even inside armor, but
Grav-gun
its primary use is to counter enemy machinery without
A rifle-sized Graviton weapon, this device is doom to
the risk of secondary explosions.
heavy infantry and armoured vehicles that stray too
Plasma Weapons
PLASMA WEAPONS
RANGE
NAME DAMAGE ED AP SALVO TRAITS VALUE RARITY KEYWORDS
SHT MED LNG
Plasma 15 1 -4 15 30 45 2 Rapid Fire (1), 7 Very PLASMA, ADEPTUS
Incinerator Supercharge Rare ASTARTES,
PRIMARIS
Assault Plasma 13 1 -4 12 24 36 3 Assault, 7 Very PLASMA, ADEPTUS
Incinerator Supercharge Rare ASTARTES,
PRIMARIS
Heavy Plasma 16 2 -4 18 36 54 1 Heavy (4), 7 Very PLASMA, ADEPTUS
Incinerator Supercharge Rare ASTARTES,
PRIMARIS
Plasma 15 2 -3 9 18 27 1 Blast (Small), 8 Very PLASMA, ADEPTUS
Exterminator Heavy (4), Rare ASTARTES,
Supercharge PRIMARIS
Plasma Caliver 15 1 -3 9 18 27 3 Assault, 6 Very PLASMA, ADEPTUS
Supercharge Rare MECHANICUS,
SKITARII
ANCIENT WEAPONS: Any Aeldari Weapon with the vehicles, however the weapon is far more efficient
ANCIENT keyword predates the Fall of the Eldar and is thanks in part to the use of psychically grown crystals.
normally only borne by the champions of the Asuryani It is also more accurate than a lascannon, making
and Anhrathe today. They will invariably draw armor below a certain thickness redundant.
attention to the wielder, especially if the wielder is not
Deathspinner
Aeldari.
The Death Spinner is an Eldar Monofilament gun and
Aeldari Missile Launcher the ritual weapon of the Warp Spider Aspect Warriors.
The Aeldari Missile Launcher is commonly used by Often just referred to as a 'Spinner', it uses the same
Asuryani and Anhrathe forces. Instead of the primitive basic technology as weapons such as the Harlequin's
launching-tubes favoured by the Imperium, they use Kiss and the Shadow Weaver, projecting a long thread
complex chambered pods designed to contain several of single-molecule chain, or monofilament wire. The
types of ammo, greatly decreasing the need to reload. weapon uses a magnetic containment field to spool the
The ammunition held in its internal magazines is in fact wire together and discharge it as rapidly expanding
so compact that they can fit scores of projectiles inside mist-like mass called a "spinner cloud". Targets within
a single launcher. While portable, they are most the cloud are sliced apart as the wires' own tension
commonly mounted on Grav Platforms and Eldar causes it to writhe and lash, slicing through not only
vehicles. Sunburst missiles generate a high-energy exposed flesh but also seeking out gaps in their armour,
pulse that blasts and sears infantry, while Starshot where it uncoils within and liquefies their innards.
missiles produce a concentrated blast which can
Dragon’s Breath Flamer
overcome armoured targets.
A relic found in some temples of the Fire Dragon Aspect
Avenger Shuriken Catapult Warriors, Dragon’s Breath flamers are lightweight but
The Avenger Shuriken Catapult is a weapon unique to powerful weapons, turning their foes to ash.
the Dire Avengers Aspect Warriors shrine. This
Firepike
upgraded version of the Shuriken Catapult features an
A sophisticated form of Eldar fusion weapon, these
extended barrel, additional power feeds, in-built
long-barrelled devices are commonly used by Fire
rangefinders, a greater firing range and more
Dragon Exarchs to deliver burning ruin over a
sophisticated targeting systems, as befits high status
considerable distance.
troops. Most commonly Dire Avengers use these
weapons in carefully-controlled bursts, but in the heat Fusion Pistol
of an assault or a close-range firefight, the weapon's A compact form of fusion gun, these weapons are
fully automatic function can empty its magazine in commonly used by Harlequins and corsairs for their
seconds. tank-busting power, granting the ability to blast
through even the toughest armour in a compact
Bright Lance
package.
A refined laser weapon, similar to an Imperial
lascannon, the Bright Lance is extraordinarily precise. It Hallucinogen Grenades
operates similar to its Imperial counterpart, firing a The Harlequins are known to use carefully cultivated
concentrated laser-blast for destroying enemy hallucinogenic gases alongside holographic lightshows
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and psychic manipulation in their performances. This their sudden, violent convulsions as they tumble to the
extends to warfare as well as the stage, where these floor. This is a weapon which is, or was, manufactured
grenades release hissing clouds of mind-altering gases by unknown aliens. Examples occasionally turn up for
and glittering bursts of kaleidoscopic light, spreading trade and are much sought after. Some examples of
dread and confusion. this weapon are made entirely from the transparent
crystalline material, a bit like glass. Disruptors have no
Special: Any creature caught in the blast of a
obvious power source or internal workings, although
Hallucinogen Grenade must pass a Terror test
occasionally lights and misty shapes appear within the
(TN 5). Further, if a creature suffers a
complication on this test, then they also suffer crystal body.
1d3 mortal wounds. Special: A Neuro Disruptor uses no ammunition and
cannot run out of ammunition. It just works.
Hawk’s Talon Nobody knows entirely how. The damage of a
The Hawk’s Talon is an ancient and highly potent form Neuro Disruptor is compared to the target’s
of Lasblaster. Few examples of this type of weapon Resolve, rather than Resilience, and each point
remain, and they are reserved for use by only the most of damage inflicted is a Mortal Wound instead
exceptional warriors. of a normal wound. It has no effect against
mindless creatures or inanimate objects.
Haywire Grenades
Unleashing a burst of electromagnetic energy, these Pack Grenade Launcher
grenades damage and destroy machines while doing Harlequin Shadowseers carry back-mounted grenade
little to living creatures. They are commonly used by launchers known as creidann to hurl hallucinogen
Aeldari assault troops to disable enemy vehicles. grenades into battle. These bombardments are always
Laser Lance perfectly timed to accompany the ebb and flow of
The Laser Lance is an Eldar laser weapon, the signature battle.
weapon of the Shining Spears Aspect Warriors as well
Special: A Pack Grenade Launcher can carry up to 6
as the Exodite Dragon Knights. The laser lance fires a grenades, and additional grenades cannot be
highly focused laser beam to deliver an intense blast of loaded during battle.
energy, discharged either at short range or upon
physical contact with the enemy. This makes the Reaper Launcher
weapon ideal for the devastating charges employed by A Reaper Launcher is a unique heavy weapon utilised
Shining Spears and Dragon Knights, but the weapon is exclusively by the Eldar Dark Reapers Aspect Warriors.
far less potent after the charge has concluded. With this deadly weapon the Dark Reapers are the
undisputed masters of delivering death from afar. This
Melee: A Laser Lance can be used as a melee weapon,
long-barrelled Missile Launcher can create a blistering
using the following profile:
firestorm with a single salvo. The armour-piercing
Damage ED AP Range missiles its fires are powerful enough to take down all
(S) +3 3 -4 2 but the most heavily protected foe.
Special: When a character wielding a laser lance Scatter Laser
charges while mounted (upon a vehicle or The Scatter Laser, called a sierbahn in the Eldar
creature), the weapon’s damage rating
language, is a heavy laser weapon commonly used by
becomes 14, though it is not modified by the
the Eldar. Originally created for use on War Walkers
user’s Strength.
and Wraithlords, they are also used as a support
Neuro Disruptor weapon for Guardian squads, where it is mounted on a
A Neuro Disruptor is an elegant psychocrystalline Grav Platform. The weapon is comprised of six separate
weapon that fires beams of energy capable of burning laser chambers which can be fired simultaneously or in
away nervous tissue in an agonising instant. Armour bursts, at either the same or different targets, and uses
offers no protection from these weapons, for it is crystalline power cells to store energy. It is similar in
simply bypassed altogether. Indeed, foes hit by a Neuro some respects to the Imperium's Multi-laser, but far
Disruptor show no outward sign of injury, excepting more refined and energy efficient.
Independent Weapon Mount Effect: You may use this weapon as a Power Blade.
This heavy bracing allows a single ranged weapon to be Value: 6 (Rare)
mounted along the arm, on a shoulder, or somewhere Keywords: AELDARI, ASURYANI
else on the character’s body or armour. It allows the
user to keep both hands free to use other weapons or Sanctified
tools. Having weapons blessed by a priest or other blessed
servant of the Throne is a common enough practice in
You must own the weapon to be mounted before you the Imperium, particularly amongst those going into
take this upgrade. The value and rarity of this mod battle against the unholy. Some weapons, however,
varies by the size of the weapon being mounted. are etched and engraved with devotional sigils, inlaid
with blessed and purified materials, and anointed with
Value: 4 (Rare) for Pistols, 6 (Rare) for non-Heavy
weapons, 8 (Very Rare) for Heavy weapons. holy oils, the blood of the martyred, or the tears of the
Keywords: [ANY] sainted, remaking them as instruments of holy wrath.
Drukhari Poisons
These upgrades may be used on any DRUKHARI projectiles with the vapours produced by this
weapon with the Inflict (Poisoned X) trait, applying an substance without degrading their own equipment too
additional effect while a victim is Poisoned by that quickly for it to be of use.
weapon. If the weapon already has an additional effect
Effect: The target is left enfeebled and vulnerable while
for Poisoned victims, the effect of this poison will
Poisoned, halving their Resilience, and
replace that effect.
preventing them from rolling Determination.
Essence of Perfect Vitriol Value: 7 Rare
Perfect Vitriol is the universal solvent, a corrosive agent
capable of dissolving absolutely everything. No Keywords: DRUKHARI
substance is proof against this liquid’s fury, and it must Final Breath
be stored in magnetic suspension because no material A targeted paralytic agent that is derived from a plant
container exists that can hold it. Not to be stymied in native to a distant Death World, Final Breath causes
their quest to weaponise everything in their grasp, the rapid respiratory shutdown, swiftly making it
Drukhari cleverly use fields and other exotic impossible for the target to breathe. The Drukhari first
distribution systems to imbue their blades and discovered the effect of the plant when a group of
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slaves tasked with cleaning the pen of a Clawed Fiend Shock at the start of each of their turns, and
was discovered dying after inhaling its deadly pollen. doubles the amount of Shock they suffer from
They were most impressed by the agonising death that other sources.
this humble plant had inflicted upon their slaves, and Value: 7 Rare
so they immediately set about finding a way to turn the
plant’s toxic pollen into a weapon. Keywords: DRUKHARI
Nightmare Philtre
Effect: The target gasps for air while Poisoned, and This toxin creates terror in its victims, nothing more or
begins to suffocate, as described on page 201 less. Though the exact composition of this poison is a
of the Wrath & Glory rulebook. jealously guarded secret of those Haemonculi Covens
Value: 5 Uncommon and Shaimeshi Toxin-Cults who have mastered it. By
chemically influencing the “fight or flight” reaction, and
Keywords: DRUKHARI
then triggering it, an overwhelming sense of panic and
Heartfire
dread afflicts the victim, without obvious cause or
Heartfire is a substance produced by the razor-spined
reason—something that is arguably more terrifying
fungi that inhabit certain parts of the Gaelan Sphere,
than being afraid of anything specific. In many cases,
and is found in the greatest concentrations in those
the horrified psyche actually tries to invent some
specimens that have made their home in the shafts
fearful apparition to justify the terror, a feat of self-
that house the coolant for many of the sphere’s
delusion that only serves to act as a beautiful
mysterious processes. A defence mechanism against
accompaniment to the Dark Eldar feeding upon this
predators, this poison coats the spines and self-
unreasoning panic. Hard-won experience has taught
replicates within a victim’s body, polluting his blood
the Dark Eldar that this particular poison does not have
with a kinetically unstable chemical that may ignite at
an effect on all of their foes—even the most
any moment. Vigorous motion is often sufficient to set
concentrated dose does not influence a Space Marine
the poisoned blood off, consuming the victim with a
in any way, and it seems to merely enrage Orks.
fire within his own veins and arteries, burning up the
oxygen in his blood. Effect: The target is filled with dread while Poisoned;
the character is under the effects of Terror
Effect: The target’s blood becomes volatile while while Poisoned and they cannot recover from
Poisoned; whenever the character suffers Terror until after the Poisoned effect is ended.
damage, is knocked prone, runs, or sprints, Ork characters become Frenzied instead, while
they suffer 1d3 Mortal Wounds. Adeptus Astartes and Primaris Astartes
Value: 6 Uncommon characters are completely unaffected by this
poison.
Keywords: DRUKHARI Value: 7 Rare
Liquid Agony
Popular amongst nobles of the Kabal of the Splintered Keywords: DRUKHARI
Talon involved in realspace raids against particularly Sanguine Exodus
valuable targets and those fighting rivals at home alike, This toxin causes the victim to begin exsanguinating
Liquid Agony is a potent neurotoxin that amplifies rapidly, their blood pouring from every wound and
nerve conductivity to extreme levels, turning even the orifice as if seeking to escape the body. Sanguine
weight of clothing and the caress of the air into Exodus in part on the saliva of rare Xenos Haemovores
torturous sensations. Some Drukhari in the depths of common to a number of Death Worlds the Drukhari
Commorragh imbibe tiny quantities of Liquid Agony to raid, and it has become popular amongst many Wyches
heighten the sensations they experience, but as it allows them to kill with even greater elegance and
overdoses are all too common and leave the wretched conservation of motion.
beings in a state of perpetual agony just long enough
for a hungry soul to find the source of the screams and Effect: The target bleeds profusely while Poisoned and
drink deep of the self-inflicted pain. suffers the Bleeding condition while the
Poisoned effect lasts. Any attempts to remove
Effect: The target’s senses are overwhelmed with pain the Bleeding condition fail while the Poisoned
while Poisoned; the character suffers 1d3 effect remains.
Armour Rating: 2
Value: 10 (Unique)
Mark X armour is issued according to battlefield role, but some Primaris officers (Lieutenants, Captains, Librarians, etc)
can choose freely between Tacticus, Gravis, or Phobos armour depending on their mission.
Some of the armour below has the RELIC keyword. Armour with the RELIC keyword is ancient and harkens back to the
earliest days of the Imperium of Man, granting +1 to the Resolve of characters with the IMPERIUM keyword within
10m if worn by a loyal Space Marine. If worn by Traitor Astartes, it instead calls back to the start of the Long War, and
it adds +1 Resolve to characters with the HERETIC or HERETIC ASTARTES keywords within 10m.
Armour Rating: *4; Force Shield Armour Rating: *3; Force Shield
Symbol of Authority: A character wearing an Iron Halo Discharge: When you charge while wearing a
gains +Double Rank bonus dice on all Voltagheist Field generator, roll a d6 for each
Leadership tests to command characters with enemy within 2m of you when you finish the
the ADEPTUS ASTARTES keyword. charge. For each 6 rolled, that enemy suffers a
Value: 7 (Very Rare). Mortal Wound. Any enemy who rolls a 1 on
Keywords: FORCE FIELD, ADEPTUS ASTARTES their Wrath die when making a melee attack
against you also suffers one Mortal Wound.
Pentagrammic Wards Luminen Charge: A Voltagheist field generator will not
Sometimes known as a shield of faith, a Pentagrammic function unless you have a Luminen Capacitor
Ward is a collection of psychoreactive symbols and implant with one or more charges. If the
patterns, inlaid and inscribed using sacred materials, Capacitor has more charges than its normal
which repels daemons. The Inquisition regards amount, then add +1 to the Armour Rating of
knowledge of Pentagrammic Wards as extremely the field for every additional charge you have,
to a maximum Armour Rating of 6.
sensitive, as heretics can use the same techniques to
Value: 6 (Rare).
capture and bind daemons.
Keywords: FORCE FIELD, CULT MECHANICUS
Armour Rating: *5; Force Shield
Daemonbane: Any creature with the DAEMON
keyword attempting to attack or interact with
Pentagrammic Wards (or something warded
with them) must take a Terror test (DN 5).
Pentagrammic wards provide no protection—
not even Armour Rating—against attacks from
non-Daemons.
Value: 8 (Unique).
Keywords: WARD, ORDO MALLEUS
Sigil of Corruption
A blasphemous icon or talisman, defiled with profane
rites and horrific sacrifices, and then worn as an amulet
or worked into flesh or armour, can be a potent source
of protection for the servants of Chaos, turning attacks
away as reality recoils from the champion’s presence.
Squat Armour
Exo-Armour Ionclad Carapace Armour
During the Great Crusade, the Mechanicum of Mars While seeming like ordinary carapace armour—a suit
reverse-engineered the technology of ancient of thick plates of ceramite and plasteel—Ionclad
protective suits used in extremely hostile armour represents the cunning artifice of the Squats.
environments, such as starship reactor cores or debris- Each layer of the armour, crafted using alloys and
strewn orbits. They were not the only ones to do so, alchemical processes only Squat Engineers can
however. The Engineers Guilds of the Squats perform, is configured to conduct a potent
engineered Exo-Armour in much the same way, electromagnetic charge that hardens the armour and
creating a tough armoured suit that can withstand allows it to resist attacks more effectively than material
phenomenal punishment and extreme conditions, such strength alone would permit.
as those found upon the Squat Homeworlds. These
During the height of Squat civilisation, Ionclad armour
suits are lavishly decorated to display the honours and
was commonly used by elite soldiers such as
accomplishments of the wearer, and their
Hearthguard—at least, those who couldn’t afford Exo-
predecessors, and each suit has been handed down
Armour—and by the rank-and-file War-Pledged from
through the generations.
wealthier Strongholds.
Once, long before their slow decline or the cataclysm
Armour Rating: 5
that shattered their society, the Squats produced Value: 6 (Rare)
copious quantities of this armour in their forges. These Keywords: HEAVY, SQUAT
days, they are the prized possessions of the most elite
Hearthguard, and while a few of the surviving fleets can
still manufacture small quantities of the armour, many
who knew the secrets have been lost.
Every day a hundred new volumes of encoded Whenever an enemy attempts to attack a Culexus
holoscript are added to its number. Volume upon Assassin, they must pass a Willpower test (DN 5).
leather-bound volume sits upon rows of iron shelves Failure means that they refuse to believe the Culexus
that fill the Hall of Judgement. In this vast body of laws, exists and cannot continue their attacks. The Culexus
rulings and precedents compiled through the loses this ability while wounded.
Imperium's existence, the Judges find the resolution to
Value: 11 (Unique)
uphold the Lex Imperialis (Imperial Law) from the
Keywords: TEMPLUM CULEXUS
words of the Emperor himself from the days he walked
among men, to the most recent decrees of the High Force Matrix
Lords of Terra. The Force Matrix consists of a series of psychic conduits
Individual Arbitrators routinely carry around concise, which are made of a material similar to that used in the
abridged volumes. These are not binding legal texts, construction of Force Weapons. When connected to a
but serve as a symbol of the Arbitrator’s duty, and it is Culexus Assassin, the Force Matrix gathers excess warp
common to read passages from it during an arrest, energy drawn upon by nearby psykers, storing it so that
interrogation, or when passing judgement. it can be used to fuel the assassin’s Animus Speculum.
Value: 5 (Rare)
Keywords: ADEPTUS ASTARTES
Value: 3 (Uncommon)
Keywords: CHAOS, SCUM
A character who drinks a cup of recaff during a regroup When taken by a character with the Psyker keyword,
recovers 1d3 Shock and adds +1 bonus dice to any test spook adds a +2d bonus to all Psychic Mastery tests
to remain awake or resist the effects of fatigue or attempted in the next hour, but they also add +20 to all
sleeplessness for the next 1d3 hours. Each successive rolls on the Perils of the Warp table. At the end of the
cup of recaff reduces the duration of the benefit by 1 hour, the character must take a Corruption test.
hour, as sleep eventually catches up. A single purchase
When taken by a character who does not have the
contains enough to make 10 cups.
PSYKER keyword, the character must immediately take
Value: 1 (Common) a Corruption test, with failure adding 1d3 Corruption
Keywords: IMPERIUM, ASTRA MILITARUM instead of 1. If the character succeeds, they gain the
PSYKER keyword, and a Minor Psychic Power
Slaught (randomly determined using the table on page 258 of
Short for “onslaught”, this drug amplifies awareness the Wrath & Glory rulebook) for the next 1d3+2 hours.
and reaction time, speeding up the user but taking a A single purchase contains 1 dose.
nasty toll in the process. Taking a dose of slaught adds
+3 to the user’s Agility and Initiative for the next 3d6 Value: 4 (Rare)
minutes. Once the drug’s effects end, the user must Keywords: CHAOS, SCUM
pass a Toughness test (DN 3) or add +2 to the DN of all
Agility- and Initiative-based tests for the next 1d3+2
hours. A single purchase contains 3 doses.
Value: 4 (Rare)
Keywords: IMPERIUM, SCUM
Eldar Equipment
Agaith The wearer of an Agaith causes Fear (DN 3 +Rank).
All Harlequins wear a highly ornamented mask called
Value: 7 (Very Rare)
an Agaith (“false face”, in one Aeldari language), which
Keywords: HARLEQUIN
present a gruesome visage. During a performance,
these masks display patterns, colours, and features to Banshee Mask
support the Harlequin's role, but in battle, they take on A Banshee Mask is a war helm worn by the Howling
a darker purpose. Each mask is highly psychoreactive, Banshees Eldar Aspect Warriors in battle. Each Warrior
responding not only to the thoughts of the wearer, but Aspect has its own distinctive helmet, and within each
showing a different visage to all who look upon it, and shrine the helmet may vary in form slightly, with
in battle, this always displays some aspect of the correspondingly more elaborate versions for the
viewer’s worst fears. Some players within a masque shrine's Exarchs. A standard Howling Banshees Aspect
have stranger masks still, such as the skull visage of the Warrior's Banshee Mask is tall in profile, with long
Death Jester, the mirrored face of the Shadowseer, or flowing hair spilling from the top of it like a lion's mane.
the death-masks of Troupe Leaders, which depict the
dying moments of the wearer’s past victims.
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Their distinctive design contains psychosonic amplifiers tall or wide during their movement, and may stand up
that magnify the keening battle screams of their from prone as a free action at any time without
wearers into mind-destroying shockwaves. This inflicts penalty. In addition, a Harlequin wearing a flip-belt
severe damage to the central nervous system of an determines jump distance using their Agility instead of
Eldar warrior's foe, inspiring a feeling of mortal terror their Strength, and they do not suffer falling damage
and causing momentary paralysis. By custom, it is this unless unconscious.
helmet that marks the Howling Banshee Aspect
Value: 7 (Very Rare)
Warriors as the protectors and avengers of their
Keywords: HARLEQUIN
Craftworld. The helm traditionally bears the Howling
Banshees Aspect rune traced upon its forehead. Ghosthelm
When a Howling Banshee charges, all enemies within A Ghosthelm is an Aeldari device worn by Asuryani
3m of the Banshee’s target are paralysed by the war- Farseers. This helmet, fashioned in the typical Asuryani
cry; they cannot perform any Reflexive Actions and style, incorporates highly intricate, psychic circuitry
gain the Hindered 2 and Vulnerable 2 conditions. All the crafted from crystal that is capable of masking the
effects wear off at the end of the affected characters’ presence of the wearer's soul in the Immaterium.
next turn. This is a crucial protection for potent psykers like the
Value: 7 (Very Rare) Aeldari, whose souls shine like blazing beacons in the
Keywords: AELDARI, ASURYANI Warp, drawing the attentions of daemons and other
hostile Warp entities.
Dark Reaper Rangefinder
Any Daemon or other warp entity attempting to
The Dark Reaper Range Finder is a specialized Eldar
perceive, attack, or otherwise interact with a Farseer
targeting system used by Dark Reapers. Composed of a
wearing a Ghosthelm suffers a +2DN penalty to any
complex array of sensory and range-finding equipment
tests they attempt. In addition, the Farseer gains a +2d
incorporated into the helms of their Aspect Armour
bonus on any test made to resist any effects of Perils of
and tied directly into their weapon, Dark Reapers are
the Warp, and reduces all Shock suffered from Perils of
able to target their enemies swiftly and accurately
the Warp by 2, to a minimum of 0.
thanks to this equipment.
Value: 9 (Unique)
The Reaper Rangefinder allows the wearer to see even
Keywords: AELDARI, ASURYANI
in complete darkness or through fog with no penalty.
In addition, when a Dark Reaper aims before making a Hekatarii Combat Drugs
ranged attack, they add +3d to their attack. Though they dramatically reduce the lifespan of any
Value: 7 (Very Rare) Aeldari that uses them, performance-enhancing
Keywords: AELDARI, ASURYANI combat drugs are commonly used in the gladiatorial
arenas of the Hekatarii, as well as by Wyches entering
Flip-Belt real battle. The user may administer a single dose as a
A Flip Belt or Inertia Pivot (known as geirgilath or a free action, which will last for about an hour or until
"belt of speed" in the Eldar language) is an item worn the character takes a Regroup (after which, withdrawal
exclusively by the mysterious Eldar Harlequins. This symptoms set in, and the character is reduced to 0
device is a wonder of Eldar technology, a portable anti- Shock until they take a Respite). A single dose of any of
grav generator keyed to trigger upon the mental these combat drugs taken by anyone who is not Aeldari
command of its wearer. So incredibly lightweight are inflicts 1d6 Shock instead of their normal effect.
Flip Belts that they do nothing to hamper their wearer's Anyone using these combat drugs must also make a
natural agility. Instead, they heighten it to the point Corruption test. Taking a second dose of these combat
that Harlequins can leap clean over all but the most drugs, whether a second dose of the same drug or a
towering obstacles, springing and bounding through different drug, inflicts 1d6 Shock instead of having the
rubble and wreckage with supernatural ease. desired effect. The drug dispenser contains 3 doses, of
whichever of the drugs below the user wishes.
A Harlequin wearing a Flip-Belt ignores the effects of
difficult terrain, can ignore any obstacles less than 2m
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Adrenalight accelerates the user’s attacks into a Runes of Warding
blistering tempo. While under the drug’s Runes of Warding are special items used by Eldar
effect, whenever the character makes a Farseers. These tiny wraithbone runes allow the
successful attack, they may spend a point of Farseer to divine when an enemy psyker is attempting
Glory to make a second attack. to use his powers and then produce psychic
Grave Lotus massively heightens the tensile strength of interference strong enough to hinder them.
the user’s muscles, allowing them to exert
greater force. While under the drug’s effect, As a Reflexive Action, when an enemy psyker attempts
the character’s Strength is increased by +3. to use a psychic power within 18m, you may increase
Hypex augments the fast-twitch fibres in the user’s the DN of their Psychic Mastery test by +Double Rank.
muscles, allowing them to move at far greater
speeds. While under the drug’s effect, the Value: 9 (Unique)
character’s Speed is increased by +2. Keywords: AELDARI, ASURYANI
Painbringer alters the user’s pain receptors, increasing
their capacity for pain without dulling their Runes of Witnessing
experience of it. While under the drug’s effect, Runes of Warding are special items used by Eldar
the character’s Resilience is increased by 2, Farseers. These runes allow the Farseer to better guide
and they recover 1d3 Shock at the start of each their psychic perceptions along the twisting strands of
turn. fate, which improve their psychic abilities, reveals new
Serpentin amplifies the user’s killer instincts and flows and currents of power, and exposes enemies
sharpens their bloodlust. While under the hidden from their sight.
drug’s effect, the character adds +3d to all
melee attacks. Once per round, when you attempt to use a psychic
Splintermind help the user’s mind compartmentalise power, you may re-roll a number of dice on your
and disassociate from the parts which feel fear. Psychic Mastery test equal to Double Rank.
While under the drug’s effect, the character’s
Resolve is increased by +2. Value: 9 (Unique)
Value: 6 (Rare) Keywords: AELDARI, ASURYANI
Keywords: DRUKHARI
Seer’s Spirit Stone
Mandiblaster Helm Eldar Farseers often carry the spirit stone of a
Mandiblasters are an Eldar weapon system in the form venerated predecessor or long-dead ancestor. These
of pods built into either side of the helmets of Striking stones can be a source of wisdom and guidance during
Scorpions. Known also as the Scorpion's Sting or the times of strife, and a source of power in times of
Sting of the Scorpion, Mandiblasters are activated by desperation.
neural impulses to fire a hail of deadly metallic shards. When you attempt to use a psychic power, you may
These shards, while capable of cutting and lacerating draw upon the power of the soul within the stone. This
flesh, are not particularly powerful alone; they act as a grants one of two effects: either you gain +Double Rank
conductor to a follow-up intense laser burst. The laser bonus dice on a single Psychic Mastery test, or you may
flashes the slivers of metal into plasma, which can use the psychic power as a Simple Action. Once used,
cause significant injury or death. the stone’s inhabiting soul goes dormant until the next
When the wearer of a Mandiblaster Helm charges into Respite.
combat, and at the start of each turn they are engaged Value: 9 (Unique)
in combat, roll 1d6. On an Icon, one enemy within 2m Keywords: AELDARI, ASURYANI
suffers 1d3 Mortal Wounds.
Augmetics
NAME VALUE KEYWORDS
AUGMETIC IMPLANTS
Autosanguine 6 Very Rare ADEPTUS MECHANICUS, CULT MECHANICUS
Baleful Eye 8 Unique IMPERIUM, ADEPTUS MECHANICUS
Blade-Tines 5 Rare CHAOS, DARK MECHANICUS, DRUKHARI
Calculus Logi Implant 6 Very Rare IMPERIUM, ADEPTUS MECHANICUS
Chem Injector 5 Rare IMPERIUM, ADEPTUS MECHANICUS, ADEPTUS
MINISTORUM
Data-Tether 3 Uncommon ADEPTUS MECHANICUS, SKITARII
Enhanced Data-Tether 5 Rare ADEPTUS MECHANICUS, SKITARII
Interface Port 7 Rare ADEPTUS MECHANICUS
Luminen Capacitor 7 Very Rare CULT MECHANICUS
Maglev Coils 8 Very Rare CULT MECHANICUS
Memorance Implant 6 Rare ADEPTUS MECHANICUS
Neurostatic Projector 6 Rare ADEPTUS MECHANICUS, SKITARII
Omnispex 6 Rare ADEPTUS MECHANICUS, SKITARII
Scribe-Tines 4 Uncommon IMPERIUM, ADEPTUS MECHANICUS, ADEPTUS
ADMINISTRATUM
Voidskin 4 Uncommon IMPERIUM, ADEPTUS MECHANICUS, IMPERIAL
NAVY
ORK BIONIKS
Gyro-Stabilised Monowheel 5 Rare ORK
Spike Arm 5 Rare ORK
Squig Attack Arm 5 Rare ORK
Teleskopik Legz 5 Rare ORK
DRUKHARI FLESHCRAFT
Gnarlskin DRUKHARI
Osseous Barbs DRUKHARI
Vitriolic Humours DRUKHARI
Wings DRUKHARI
Value: 8 (Unique)
Keywords: IMPERIUM, ADEPTUS MECHANICUS
Value: 7 (Rare)
Keywords: ADEPTUS MECHANICUS
Value: 6 (Rare)
Keywords: ADEPTUS MECHANICUS, SKITARII
Scribe-Tines
The hand and lower forearm are replaced with
specialised and sensitive tools for page-turning,
autoscribing, data-slate manipulation, and other
invaluable activities for a sage. While disquieting in
appearance, they are a sign of significance amongst
scholars, lexmechanics, and others who must sift
through ancient tomes and archive slates for lore.
Value: 4 (Uncommon)
Keywords: IMPERIUM, ADEPTUS MECHANICUS,
ADEPTUS ADMINISTRATUM
"I've never grafted limbs this massive onto one of your kind before. I wonder if your spine can
support the weight of the additional musculature? I have my doubts, but we shall soon find out
conclusively. Feel free to express your discomfort as loudly as you find necessary."
The Drukhari do not use or make augmetics in any manner recognisable to most humans, Orks, or even other Aeldari.
Rather, the art and science of physical augmentation within the Dark City is dominated by the Covens of the
Haemonculi, ancient and depraved fleshsmiths and bioartisans who can cure (or inflict) any disease or injury, and even
resurrect the dead. Of course, such services come at a price, and the Haemonculi have little use for conventional forms
of wealth: the price of a Haemonculus’ aid may come in some gruesome and esoteric form, never the same twice.
Augmetic Reconstruction, and any Augmetic Enhancement or Augmetic Implant with the [ANY] Keyword can be
produced by Haemonculus fleshcraft by choosing the DRUKHARI keyword. These augmetics are biological in nature
rather than technological but provide the same effect.
An Exarch may purchase up to two of these powers, at the costs listed, so long as the Exarch meets the listed
prerequisites. Some of the powers in this section are distinct to Exarchs of particular Aspect Temples, and they may
only be selected by an Exarch of that aspect.
Many of the powers in this section affect the Exarch’s students (referred to in the powers below as “your squad”) as
well, granting a benefit to the Aspect Warriors under their command. This applies to the Devotees gained from the
Students of War benefit of the Exarch Ascension Package.
Ambush Blademaster
XP Cost: 30 XP Cost: 40
Prerequisites: Striking Scorpion aspect, Stealth rating Prerequisites: Weapon Skill rating 7+
5+
Your mastery of the blade is incomparable, and few
You have a perfect sense of precision and timing, and foes can overcome your defences or withstand your
your ambushes are virtually impossible to detect. You attacks. You double the bonus to Defence from
and your squad add +Rank to your Stealth Scores, and weapons with the Parry quality, and you add +2ED to
enemies may not spend Ruin to become aware of the damage with all melee weapons with the BLADE or
ambushing Striking Scorpions. POWER FIELD keywords.
Prerequisites: Dire Avenger aspect, Willpower 4+ Prerequisites: Dire Avenger, Ballistic Skill rating 6+
Little can withstand your cold fury when you avenge Little can withstand the tempest of blades that issues
the fallen. If your squad has taken any casualties during forth from shuriken weapons under your command.
the current day, then you and any remaining member When you or any member of you squad, scores a
of your squad add +Rank bonus dice to all melee and critical when making a ranged attack with a weapon
ranged attacks you make until your next Respite. with the Shuriken keyword, they may choose to make
a second attack with that weapon instead of inflicting
Battle Fortune a critical hit. These additional attacks may not generate
XP Cost: 25
extra attacks of their own.
Prerequisites: Dire Avenger aspect Bounding Leap
You are protected by fate, warded from death until XP Cost: 30
your purpose is done. You may roll Determination Prerequisites: Athletics rating 5+
against Mortal Wounds. In addition, when you Roll
Determination, you do not suffer Shock. Your speed and grace are superlative, and little can
match the pace at which you cross the battlefield. You
may use you Agility instead of your Strength for all
Athletics tests, and you use your Agility to calculate
how far you can jump. Finally, you may disengage as a
Simple Action.
Prerequisites: Fire Dragon aspect, Toughness 5+ Prerequisites: Dire Avenger aspect, Weapon Skill rating
6+
Enemies who close with you find their strength and
their will to fight sapped by searing, stifling heat. You are well-versed in the principles of unyielding
Whenever an enemy makes a melee attack against you defence, and your squad are well-drilled to ensure that
or a member of your squad, they add +2 to the DN no enemy can overcome them without great sacrifice.
required to hit. You and your squad increase Defence and Resilience by
+2.
Crack Shot
XP Cost: 30 Disarming Strike
XP Cost: 20
Prerequisites: Ballistic Skill rating 7+
Prerequisites: Weapon Skill rating 7+
The precision and lethality of your shots is legendary.
You may re-roll all rolls of 1 whenever you make a You do not leave battle to chance, for you eliminate
ranged attack or roll for damage with a ranged attack. your foe’s weapon at the first opportunity. You ignore
up to Double Rank of the normal DN penalty for a called
Crushing Blow
shot when making a melee attack, so long as you are
XP Cost: 25
making the called shot to disarm an opponent.
Prerequisites: Strength 5+
Distract
Your physical might is bolstered by your will to XP Cost: 20
overcome the foes arrayed before you, and little can
Prerequisites: Athletics rating 5+
withstand the impact of their blows. The base damage
of your melee attacks is increased by +Double Rank. The Exarch’s motions in battle are misleading, even
entrancing, leaving enemies off-balance and unable to
Deadly Touch
perceive when the true attack will come. You may
XP Cost: 35
make an Athletics Interaction attack as a Simple Action,
Prerequisites: Weapon Skill rating 7+ rather than a Combat Action.
You know the myriad ways in which living creatures can Dragon’s Bite
be slain, and with precision you can deliver death with XP Cost: 20
but a touch. Any melee weapon you wield, as well as
Prerequisites: Fire Dragon aspect, Weapon Skill rating
your unarmed attacks, gain the Mortal (1) trait.
5+
Decapitating Strikes
You and your squad are adept at bringing your
XP Cost: 30
weapons to bear even in the closest confines. You and
Prerequisites: Weapon Skill rating 7+ your squad may treat your Fusion Guns or any other
weapon with the Melta keyword, as if they had the
Your sweeping strikes seldom miss their mark, leaving
Pistol trait.
maimed and butchered foes in their wake mere
moments after the charge. When you inflict a critical Evade
hit with a melee attack, the severity of that critical hit XP Cost: 30
automatically increases as if two Glory had been spent.
Prerequisites: Swooping Hawk or Shining Spear or
You may still spend Glory to increase the severity
Crimson Hunter aspect, Agility 7+
further, if desired.
Your airborne movement is difficult for the eye to
follow or predict, making you and exceptionally
difficult target. When you fly—yourself, or while
operating a flying vehicle—add +2 to your Defence or
that of your vehicle until the start of your next turn.
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Expert Hunter Focussed Fire
XP Cost: 30 XP Cost: 30
Prerequisites: Weapon Skill or Ballistic Skill rating 5+ Prerequisites: Dark Reaper aspect
Like the heroes of old, you are foe to the mightiest You direct your attention—and your firepower—at a
enemies on the battlefield. When you make a melee single foe, seeking to eliminate them utterly, regardless
attack, or a ranged attack at close range, against a of other factors or distractions. You may nominate a
vehicle or a Monstrous Creature, add +3ED to the single enemy—not a mob, but any individual threat—
attack’s damage and re-roll any ED which result in within 36m as a priority target as a free action at the
failures. start of your turn. Until the start of your next turn, any
ranged attacks from you or members of your squad at
Fast Shot
that priority target may re-roll any dice which roll 1 on
XP Cost: 50
their skill test and on their damage roll. Further, the
Prerequisites: Ballistic Skill rating 7+ enemy may not use any Ruin abilities or other special
abilities which would redirect the attack to another
You are a master at making the most of your firepower,
target.
laying down lethally-accurate volleys of fire. When you
make a ranged attack, you may count their weapon’s Graceful Avoidance
Salvo value as twice its normal value, as long as the XP Cost: 30
weapon had a Salvo of at least 1. In addition, when
Prerequisites: Howling Banshee aspect
making a ranged attack, you may spend 1 ammo to
make a second attack with that weapon. Your motions make it almost impossible to land a
telling blow upon you. When you roll Determination
Fighting Fury
against damage inflicted by a melee attack, you or a
XP Cost: 40
member of your squad may use Agility instead of
Prerequisites: Weapon Skill 7 rating+ Toughness to Soak, and may roll Determination against
Mortal Wounds.
You remain in perpetual motion in melee, never
missing an opportunity to strike. When you make a Grim Visage
melee attack, you may spend 2 Glory to make a second XP Cost: 25
melee attack. In addition, when the Exarch makes a
Prerequisites: Willpower 6+
multi-attack with a melee attack, the penalty is
reduced by Double Rank. Your presence inspires feelings of foreboding and
dread in their foes. Characters within 12 yards of you
Flickering Assault
add +Rank to the DN of Resolve tests they are required
XP Cost: 30
to take. Your squad is immune to this effect.
Prerequisites: Warp Spider aspect
Immortal Endurance
You slip between reality and the Warp seamlessly, XP Cost: 30
stepping out to strike and then withdrawing to find a
Prerequisites: Toughness 5+
new target. When you, or any member of your squad,
makes a multi-attack as part of a melee attack, you may You are supernaturally resilient and wear your armour
count your Speed as double its normal value when like a second skin. Your Resilience and Determination
determining if they can reach their targets, and do not are both increased by +2.
provoke Reflexive Attacks for leaving engagements.
Characters benefiting from this ability must be wearing
Warp Spider Jump Generators.
You are a peerless aerial combatant, effortlessly You can channel all your fury and all your concentration
proficient at fighting opponents in the sky. When you, into well-placed blows which splinter armour and
or a member of your squad, makes an attack against a shatter bone. When making a melee attack, you may
flying enemy, they may re-roll any failures on their skill make a Mighty Strike, choosing to suffer Shock to
test. increase the damage; each Shock you suffer adds +1ED
to the attack’s damage; you may not suffer more Shock
Lancer
from one attack than your Tier. A Mighty Strike may not
XP Cost: 20
be combined with a multi-attack.
Prerequisites: Shining Spear aspect
Nerve-Shredding Shriek
You wield a lance as if it were an extension of your arm. XP Cost: 30
When you score a critical hit with an attack with a Laser
Prerequisites: Howling Banshee aspect
Lance, Star Lance, or similar weapon while charging,
you may choose to make an additional attack with the You lead your students in a war-cry that not only
weapon instead of inflicting a critical hit. This overwhelms foes’ minds, but also inflicts lasting
additional attack cannot produce further attacks. neurological and psychological harm. When you, or a
member of your squad, charges while using a Banshee
Long-Ranged Fire
Mask, roll 1d6 for each enemy affected by the mask; on
XP Cost: 30
an Icon, that foe suffers 1d3 Mortal Wounds in addition
Prerequisites: Dark Reaper aspect, Ballistic Skill 7+ to the mask’s other effects.
Prerequisites: Dark Reaper aspect, Ballistic Skill rating Prerequisites: Dire Avenger aspect
7+
You understand your weapons instinctively,
You are a master at delivering precision barrages that understanding the way to make the most from every
few enemies can escape. When the you use a Tempest shot. When you make a ranged attack with a SHURIKEN
Launcher or other Indirect ranged weapon to make a weapon, the weapon changes its AP to -3, but loses the
ranged attack, they may increase the Blast trait of the Rending (3) trait.
weapon by one step. In addition, enemies hit by the
Skilled Rider
blast must pass a Resolve test (DN = your Ballistic Skill
XP Cost: 25
rating) or become pinned.
Prerequisites: Shining Spear aspect, Pilot rating 7+
Rapid Assault
XP Cost: 30 You control your jetbike with effortless ease, dodging
and weaving between incoming attacks like a leaf
Prerequisites: Swooping Hawk aspect, Weapon Skill
caught in a summer’s breeze. You gain an automatic
rating 6+
Exalted Icon on all Pilot tests to operate an Aeldari
You hurtle into the fray, flitting between opponents Jetbike.
and delivering a storm of attacks. When you charge
Spider’s Bite
while flying, they may ignore up to Double Rank points
XP Cost: 20
of DN penalty when making a multi-attack. Further,
against a Mob, each Icon scored above the target’s Prerequisites: Warp Spider aspect, Weapon Skill rating
Defence strikes two additional members of the mob 5+
instead of one.
Your blades thrust and stab like the mandibles and
Scorpion’s Grasp forelimbs of a spider, scything through foes with
XP Cost: 30 ruthless efficiency. When you make a melee attack
using a pair of Power Blades or similar weapons, add
Prerequisites: Striking Scorpion aspect
the Brutal trait and increase the weapons’ damage by
Your claw is especially deadly, tearing foes apart in a +Rank ED.
spectacular fashion. When you wield a Scorpion’s Claw
Spider’s Lair
or similar weapon, add the Mortal (1d3) trait to the
XP Cost: 30
weapon.
Prerequisites: Warp Spider aspect
Scorpion’s Sting
XP Cost: 30 You are deadly in dense terrain, weaving tangles of
monofilament wire around their location to ensnare
Prerequisites: Striking Scorpion aspect
and eviscerate the unwary foes who stumble through
Through extensive training and profound combat the nearly-invisible wires. When the Exarch is in terrain
instinct, your charges are carefully planned to create as which provides cover, or which counts as difficult
many opportunities as possible for you and your terrain, you may spend 1 Glory as a Simple Action to
squad’s mandiblasters to fire. When you or a member trap that location. Characters other than the Exarch or
of your squad charges, and their Mandiblasters fire, roll their squad who enter that terrain must pass an
two d6 for the Mandiblaster Helm instead of one, Awareness Test with a DN of 5, or immediately suffer
inflicting 1d3 Mortal Wounds for each die which rolls 1d3 Mortal Wounds and the Restrained condition. A
an Icon. trap created dissolves at the start of the Exarch’s next
turn.
Prerequisites: Striking Scorpion aspect, Stealth rating Prerequisites: Striking Scorpion aspect, Weapon Skill
6+ rating 6+
You are evasive and shadowy, never directly observed, You are unrelenting, landing blow after ferocious blow
only ever glimpsed out of the corner of an enemy’s upon your foes. When you succeed at a melee attack
eyes; aiming at such a target is nigh-impossible. You and score a critical hit, you may choose to make a
and all members of your squad add your Rank to their second attack instead of inflicting a critical hit. This
Defence when in cover, in addition to of the normal second attack cannot generate further attacks.
bonus to defence for cover.
Swiftstep
Stand Firm XP Cost: 20
XP Cost: 30
Prerequisites: Agility 7+
Prerequisites: Willpower 5+
You lead your warriors across the battlefield at a
You possess absolute certainty and lead with tremendous pace, delivering them to battle swiftly.
unbreakable conviction: nothing short of death will see When you or your squad, takes the Run or Sprint
your duty unfulfilled. When you, or any of your Squad, action, increase your Speed by +3.
attempt a Resolve or Conviction test, you automatically
Swooping Barrage
succeed without needing to roll. In addition, any attack
XP Cost: 20
or effect which uses your, or a member of your Squad’s,
Resolve as a DN automatically fails. Prerequisites: Swooping Hawk aspect
Suppressing Fusillade Your munitions are always well-placed for maximum
XP Cost: 30 effect. When you, or a member of your squad, makes
an attack using grenades or a grenade launcher of
Your volleys are a staccato torrent of fire, carefully
some kind, add an automatic Exalted Icon to the attack.
timed and aimed to disorient and demoralise. When
you spend ammo to make a Suppressive Fire attack, Swooping Dive
you score one automatic Exalted Icon. Further, if a XP Cost: 25
target becomes Pinned as a result of this attack, they
Prerequisites: Shining Spear aspect
also become Staggered while they’re pinned.
You descend from the skies upon your shining steed, to
Surprise Assault
XP Cost: 40 tremendous effect. When you, or a member of your
squad, moves with their jetbike with the intention of
Prerequisites: Warp Spider aspect, Stealth rating 4+ charging into melee, you increase the normal charge
bonus to your melee attack to +3d, and ignore the DN
You are a master of capitalising on the ignorance of
penalty for moving faster than the vehicle’s cruising
your foes. The first time in a scene that you, or a
speed.
member of your squad, attacks an unaware enemy,
you may re-roll any failures on that attack.
You have an eye for the flaws in armoured targets and You know hidden paths through the Warp and Webway
can fine-tune the use of your weapons to exploit these and can lead your students to places where your skills
flaws easily. When you make an attack with a Firepike are most necessary. Once per scene, you may perform
or similar weapon, the weapon gains the Sniper (2) a warp jump by spending a point of Wrath and taking a
trait. If the weapon had the Blast (X) and/or Spread Full Action. You and your squad immediately vanish
traits, it loses them while it benefits from this ability. from the battlefield, reappearing anywhere within 500
metres, though you may not reappear within 10m of an
Turn Aside Blow
enemy.
XP Cost: 20
Whirling Blades
Prerequisites: Weapon Skill 6+
XP Cost: 30
You are a master of parrying and deflecting incoming
Prerequisites: Howling Banshee aspect
attacks and has even modified their armour to include
additional parrying surfaces on their hands and You are a razor-edged whirlwind in battle, slicing apart
forearms. When you use Full Defence against melee any foe who steps within reach. If you are wielding a
attacks, you may make a Weapon Skill test instead of pair of Mirrorswords or other Paired weapon, you may
simply rolling Initiative. ignore up to 4 points of DN penalty when making a
multi-attack in melee. Further, when making a multi-
Wall of Fire
action in melee, you may make up to three melee
XP Cost: 25
attacks with their Mirrorswords, each as separate
Prerequisites: Fire Dragon aspect actions within a multi-action.
Only Priests with the KHORNE keyword may purchase Only Priests with the NURGLE keyword may purchase
this Prayer. this Prayer.
XP Cost: 10 XP Cost: 10
Effect: If this Prayer is successful, then while the Prayer Effect: If this Prayer is successful, then while the Prayer
remains in effect, you add +Rank to your remains in effect, you add +Rank to your
Strength. Toughness.
Fury of Nocturne
Point Cost: 20
DN: 6
Activation: Action
Duration: Instant
Range: 18m
Multi-Target: No
Keywords: FIRE, PSYCHIC
Prerequisite: Psyker must have the SALAMANDERS
keyword.
Effect: You channel your powers into the
ground around you to create a microcosm of
Nocturne around your foes. The earth darkens
and begins to split, before towering flames and
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An Abundance of Apocrypha
Sanguinary Discipline Shield of Sanguinius
The Librarians of the Blood Angels combine the deadly Point Cost: 10
energies of the warp with the slivers of rage and DN: 6
bloodlust that lurk deep within their own psyches. They Activation: Action
Duration: 1 Round
can manipulate the minds, bodies, and souls of those
Range: 25m
around them with a mere thought or conjure golden
Multi-Target: Yes
barriers and bloody weapons from thin air through Keywords: KINETIC, PSYCHIC
sheer force of will. Prerequisite: Psyker must have the BLOOD ANGELS
Blood Boil keyword.
Point Cost: 15 Effect: You will a shimmering golden barrier
DN: Target’s Toughness into existence, shielding your brothers from
Activation: Action harm. If manifested, choose an ally within
Duration: Instant range. Until the start of your next turn, the
Range: 12m affected ally gains +1 Defence and +1
Multi-Target: Yes Resilience.
Keywords: PSYCHIC Potency:
Prerequisite: Psyker must have the BLOOD ANGELS [2] Bonus to Defence increases by +1
keyword. [1] Bonus to Resilience increases by +1
Effect: You drive your enemy’s lifeblood into
a seething frenzy, causing it to boil in the The Blood Lance
victim’s veins a split-second before bursting Point Cost: 15
from every pore with explosive force. You DN: 6
target an enemy with a psychic ranged attack. Activation: Action
If hit, the target suffers 1d3 Mortal Wounds Duration: Instant
and 1d6 Shock. Range: 25m
Potency: Multi-Target: No
[2] +1 Mortal Wound. Keywords: KINETIC, PSYCHIC
[1] +1 Shock. Prerequisite: Psyker must have the BLOOD ANGELS
keyword.
Quickening Effect: You conjure a mighty lance, infused
Point Cost: 20 with his innermost rage. Hefting this empyric
DN: 7 projectile, your hurl it with all of your
Activation: Action psychokinetic might, sending it hurtling
Duration: 1 Battle through the enemy ranks to maim and impale.
Range: Self This is a psychic ranged attack, which hits all
Multi-Target: No enemies along a straight line 25m long and 1m
Keywords: PSYCHIC wide, running from the psyker. Each enemy
Prerequisite: Psyker must have the BLOOD ANGELS along this line suffers 1d3 mortal wounds and
keyword. is staggered.
Effect: You channel your psychic might and Potency:
the deadly powers of the immaterium flow [3] +1 Mortal Wound to each target.
through you, heightening your speed and
lethality. While this power remains in effect,
your Speed is increased by +3, and you ignore
up to 2 points of DN increase when making a
Multi-Attack or Multi-Action.
Potency:
[2] Bonus to Speed increases by +1
[3] DN reduction for Multi-Attack and Multi-
Action increased by 2.
Unbind Souls
Point Cost: 20
DN: 5
Activation: Action
Duration: 1 Round
Range: 18m
Multi-Target: No
Keywords: AELDARI, PSYCHIC
Prerequisite: Psyker must have the YNNARI
keyword.
Effect: You reach out with your powers to
weaken the bond between soul and body. The
power affects all enemies in a Medium Blast
within range. Until the start of your next turn,
all attacks made against the affected enemies
gain +1ED and may re-roll any failures.
Potency:
*[1] The area affected is a Large Blast.
[1] +1ED to all attacks against the affected
enemies.