The Book of Magnus V3

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The Book of Magnus

A Collection of Homebrew for Wrath & Glory


By Magnus Kinghorn
Version 3

This document references content in several official Wrath & Glory publications as well as Nathan Dowdell's
Apocrypha homebrew series. Several lore and background excerpts from Lexicanum and the Warhammer 40,000
wiki 1
Contents
Factions ............................................................................................................................................................................. 4
Navis Imperialis ............................................................................................................................................................. 4
Astra Militarum [REGIMENT] ........................................................................................................................................ 5
Adeptus Astartes [CHAPTER] ........................................................................................................................................ 6
Asuryani [CRAFTWORLD] .............................................................................................................................................. 7
Archetypes ........................................................................................................................................................................ 8
Aeronautica Imperialis Pilot .......................................................................................................................................... 8
Chapter Serf .................................................................................................................................................................. 9
Imperial Guard Combat Engineer ............................................................................................................................... 10
Imperial Guard Rough Rider........................................................................................................................................ 11
Imperial Guard Tank Commander............................................................................................................................... 12
Penal Legion Trooper .................................................................................................................................................. 13
Gang Champion........................................................................................................................................................... 14
Kroot Kill-Broker .......................................................................................................................................................... 15
Kroot Tracker .............................................................................................................................................................. 16
Naval Armsmen ........................................................................................................................................................... 17
Secutarii ...................................................................................................................................................................... 18
Shadow Spectre .......................................................................................................................................................... 19
Cybernetica Datasmith................................................................................................................................................ 20
Lord Commissar .......................................................................................................................................................... 21
Talent .............................................................................................................................................................................. 22
Ascension Packages ........................................................................................................................................................ 23
Followed into Battle .................................................................................................................................................... 23
Transcended Beyond Flesh ......................................................................................................................................... 23
Wargear .......................................................................................................................................................................... 24
Melee Weapons .......................................................................................................................................................... 24
Ranged Weapons ........................................................................................................................................................ 25
Explosives & Other Weapons ...................................................................................................................................... 27
Armour ........................................................................................................................................................................ 28
Shields ......................................................................................................................................................................... 29
Tools and Equipment .................................................................................................................................................. 30
Autonomous Assistance .................................................................................................................................................. 32
Servitor Templates ...................................................................................................................................................... 32
Servitor Upgrades ....................................................................................................................................................... 38
Other Servitors / Automatons .................................................................................................................................... 41

2
Autonomous Ordnance ............................................................................................................................................... 46
Vehicles ........................................................................................................................................................................... 48
Vehicle Traits ............................................................................................................................................................... 48
Bikes ............................................................................................................................................................................ 48
Mounts ........................................................................................................................................................................ 49

3
Factions

Navis Imperialis
The Imperial Navy, or Navis Imperialis is one of the armed forces employed by the Imperium.
While the Imperial Guard is responsible for the Imperium's ground forces, the Imperial Navy is
responsible for the fleets of warships that soar between the stars and planets in the Imperium as
well as its aircraft, engaging threats both inside and outside the Imperium's borders.

Battlefleets [BATTLEFLEET]
These fleets are named after the Segmentum in which they are based, such as the Battlefleet Solar
and so on. These fleets are then sub-divided into smaller fleets patrolling individual sectors and
subsectors, again they are generally named after the area they are safeguarding, for example
Battlefleet Gothic will be protecting the Gothic Sector.
Players may fill their [BATTLEFLEET] keyword with their respective fleet and choose one of the
following bonuses based on their fleets home Segmentum:

Home Segmentum Bonus


Segmentum Solar Battlefleet Add +Rank bonus dice to influence Tests.
Segmentum Obscurus Battlefleet Add +Rank bonus dice to Conviction Tests
Segmentum Tempestus Battlefleet Add +Rank bonus dice to Resolve Tests
Segmentum Pacificus Battlefleet Add +Rank bonus dice to Leadership Tests
Segmentum Ultima Battlefleet Add +Rank bonus dice to Scholar Tests
Navis Imperialis Backgrounds
d3 Origin Gain +1
1 Field Promotion: Your current role was thrust upon you after the Initiative
unexpected opening of the position.
2 Act of Desperation: You turned to your current station as it the safest or Resolve
only one left to you.
3 Prodigy: Through some natural skill it seems these were the shoes you were Intellect
always meant to fill.
d3 Accomplishment Gain +1
1 Air Support: You came to the aid of another Imperial force at a key moment. Leadership
2 Head Hunter: You were responsible for the defeat of a notorious enemy Influence
leader.
3 Masterful Manoeuvre: You claimed victory with the use of a risky Cunning
manoeuvre or unorthodox tactic.
d3 Goal Gain +1
1 Vessel of Courage: You are filled with the desire to serve with a legendary Determination
imperial vessel or prove your current one worthy of the same status.
2 Vicious Rivalry: The same enemy has evaded your wrath on numerous Conviction
occasions, they will not do so again.
3 Set an example: You and your unit will be model servants of the emperor, Intimidation
whether they want to or not

4
Navis Imperialis Objectives
D6 roll Objective
1 Obliterate an enemy with overwhelming firepower.
2 Obey an order from your superior even if it involves significant risk.
3 Take an action to appease the machine spirit of your vessel.
4 Exploit a tactical weakness of the enemy.
5 Thank The Emperor for the protection of your vessel with prayer.
6 Successfully lead others to follow a plan of your design.

Astra Militarum [REGIMENT]


Elysian Drop Troops as well as the chance to get away from
The Elysian Drop Troop regiments make Savlar's highly toxic environment.
extensive use of aircraft and elite soldiers Add +Rank bonus dice to Cunning tests.
plunging from the skies directly into battle.
Tanith First and Only
These regiments' true advantage lies in their
Colloquially known as "Gaunt's Ghosts", after
speed, unpredictability and the unrivalled
their commanding officer, Colonel-Commissar
ability to attack anywhere on the battlefield,
Ibram Gaunt. Primarily light infantry, the
at any time.
name "Ghosts" referred to their superlative
Add +Rank bonus dice to Tests involving
stealth and reconnaissance skills, but it was
aerial manoeuvring
also a melancholy reminder of the fact that
Necromunda Spiders their homeworld, Tanith, was destroyed by
For centuries they have received arms from the forces of Chaos shortly after their initial
the Imperial Governor of Necromunda in Founding.
exchange for keeping rebellious gangs and Add +Rank bonus dice to Stealth tests.
other anarchic forces under control, having
even been paid to fight outside Necromunda.
When entering the ranks of the Guard, they
are organized into squads formed by a whole
gang; officers are prominent individuals
within a Clan, respected and feared by the
gangers.
Gain the Scum Keyword.

Savlar Chem Dogs


Composed of some of the most hardened
criminals and desperadoes in the Imperium.
Recruits are drawn from the prisons on the
planet Savlar by the promise to allow them to
keep anything they take from the battlefield,

5
Adeptus Astartes [CHAPTER] campaign. Squads of Mentors may be found
fighting alongside the Imperial Guard or even
Black Dragons (Salamanders successor)
other Chapters throughout the galaxy.
The Chapter was censured by
Leader of Mortals:
the Inquisition due to the mutation of the
Add Rank+1 to Leadership Tests involving
Black Dragons' gene-seed, which causes
humans.
certain Astartes of the Chapter to develop
blade-like outgrowths of bone on the head
and forearms.
Bone Spurs:
Equipped with natural weapons in the form of
retractable, bony spurs and or horns with the
stats of an Astartes Combat knife.

Lamenters (Blood Angels successor)


An unfortunate Loyalist Chapter of Space
Marines which, perhaps more than any other
Chapter of the present era, seems to have
been cursed by a dark shadow that has long
determined its fate. The Lamenters' accursed
and haunted legacy seems to have tainted
much of what they have achieved and their
victories often become bitter ashes in their
hands.
We Die In Glory:
When making a Test rolls of a 5 or 6 results
on the Wrath Die results in a Crit and rolls of
a 1 or 2 result in a complications, you cannot
gain Glory by Wrath Criticals.
The Red Thirst (Gene-Seed):
Whenever you are in melee combat and see
blood, you must make a DN3 Willpower Test.
If you fail, you are Frenzied.

Mentors (Ultramarines successor)


The Mentors do not engage in campaigns or
wars as other chapters do, but instead "loan"
squads of Marines to other Imperial forces for
the duration of a battle or sometimes a whole

6
Asuryani [CRAFTWORLD]

Altansar
A Craftworld once lost in the depths of the
Eye of Terror, the shadowy Aeldari of
Altansar were treated with open suspicion
and hostility, for it was believed that no
Aeldari could remain untouched by the
predations of Chaos for so many millennia.
Grim Survivors:
Your Survival is increased by +Rank

Mymeara
In bloody wars a great number of Mymeara's
people were slain, though they took many
millions of their enemies to the grave with
them. Alone and outnumbered, the
craftworld learned well the ways of stealth,
and mastered the art of concealing their
world-ship.
Lost Behind the Veil:
Your Stealth in increased by +Rank

7
Archetypes
Aeronautica Imperialis Pilot
Aeronautica Imperialis Pilot The might of the Imperial Navy is
XP unimaginably vast, the embodiment of the
TIER 1 SPECIES Human 38
COST Imperial Aquila spreading its adamantine
KEYWORDS: Imperium, Navis Imperialis, Aeronautica shadow across all of the Emperor's realm. If
Imperialis, [BATTLEFLEET]
the warships of the Imperial Navy are its
ATTRIBUTES: Agility 3, Initiative 2, Intellect 2 titanic wings, the combat aircraft of the
SKILLS: Pilot 4
Aeronautica Imperialis are its talons,
ARCHETYPE ABILITY: sweeping down to rend and tear the enemies
Flying against a Ghost
of Mankind.
Once per scene, when an aircraft you are piloting would Squadron upon squadron of aircraft darken
normally be destroyed by an attack restore it to one wound the skies as the Aeronautica Imperialis goes
remaining. This ability can be used additional times in a
scene at the cost of 1 Wrath per use. to war. Armoured fighter craft scream
through the upper atmosphere, fighting duels
Need for Speed
Add 1 icon to tests to acquire IMPERIUM aircraft or aircraft with their Heretic or xenos rivals. Lumbering
repairs. bombers thunder into whipping tracer fire
WARGEAR: Laspistol, Flak Armour, Pilot's License,
and billowing smoke, filling the air with the
Respirator howl of plummeting ordnance.

INFLUENCE: +2 To the rank and file of the Astra Militarum,


XP COST 52
SUGGESTED ATTRIBUTES such aspects of war are distant terrors, which
ATTRIBUTE S T A I WIL INT FEL leap into sudden focus when aircraft hurtle
RATING 2 2 4 3 2 2 1 down to bust bunkers wide open or riddle
SUGGESTED SKILLS XP COST 14 infantry with strafing fire.
Ballistic Skill 4, Pilot 5, Tech 3
Squadrons of Valkyries, and their sister
SUGGESTED TALENTS
Ever Vigilant, Trademark Weapon
gunships the Vendettas, operate in much
closer cohesion with the Astra Militarum.
Possessing sturdy armour, vectored-thrust
manoeuvrability and firepower equivalent to
a main battle tank, these versatile attack
craft are well-loved by the troops on the
ground.

Those pilots who make it through such


punishing airborne slaughters are soon hailed
as veteran aces, promoted to be squadron
leaders where their fervent faith and hard-
earned hatred of the enemy can best aid their
comrades in slaughtering the enemies of the
Imperium.

8
Chapter Serf
Chapter Serf
XP A Chapter serf is a Human bondsperson who
TIER 1 SPECIES Human 8
COST acts as the indentured servant of a Space
KEYWORDS: Imperium, Adeptus Astartes, [CHAPTER] Marine Chapter for life.
ATTRIBUTES: Willpower 2
SKILLS: Scholar 1, Tech 1
The battle-brothers themselves are far too
ARCHETYPE ABILITY:
few to fulfil all the tasks required to keep the
The Chapter above all: Chapter running at peak efficiency. It is the
You may take shock damage to add dice to tests involving
Adeptus Astartes technology or culture equal to the damage Chapter serfs who perform most of these
taken sometimes very menial but nevertheless vital
Mere Mortal:
functions, freeing up the Space Marines' time
You do not gain the faction bonus from the [CHAPTER] and allowing them to focus on training for
keyword.
and waging battle.
WARGEAR: Chapter robes, One ranged or melee
weapon of Value 3 or less of up to Common rarity Most Chapter serfs come into the service of
INFLUENCE: +1 their Chapter by being drawn from the
SUGGESTED ATTRIBUTES XP COST 12 Chapter's homeworld population, being
ATTRIBUTE S T A I WIL INT FEL selected as aspirants of the Chapter but
RATING 2 2 1 1 2 2 1 found wanting to become full-fledged Space
SUGGESTED SKILLS XP COST 6 Marines, or being born into that status as the
Ballistic Skill 2, Scholar 2, Tech 2
child of prior Chapter serfs.
SUGGESTED TALENTS A minority of Chapter serfs are Humans who
Dig in Deep, Fast Draw
have been rescued by the Space Marines on
the field of battle and allowed to accompany
and serve their saviours out of gratitude. A
Chapter's fortress-monastery is home to a
large population of these hereditary servants
and while they occupy a humble position,
they are loyal members of the Chapter.
The serfs are inducted into the Chapter cult
and customs, and do not generally begrudge
the status they could have obtained if they
were once aspirants, nor their lowly station,
as they are always aware that their godlike
masters could not fulfil their sacred duty of
prosecuting the Emperor of Mankind's wars
and defending Humanity without their
humble but necessary assistance.

When Space Marines go to war, their serfs


maintain the fortress-monastery and defend
it from attack. Chapter serfs are normally
never deployed in battle alongside their
Space Marine masters, whose battle prowess
they could never hope to match with their
frail, mortal frames.
9
Imperial Guard Combat Engineer
Imperial Guard Combat Engineer A Combat Engineer is a specialist in siege
TIER 1
SPECIE
Human
XP
20
warfare techniques and sabotage who serves
S COST
in the Imperial Guard regiments. Combat
KEYWORDS: Imperium, Astra Militarum, [Regiment]
ATTRIBUTES: Willpower 2, Intellect 2 Engineers are infantrymen who specialise in
SKILLS: Ballistic Skill 2, Stealth 1, Tech 1, Weapon Skill 1 the techniques required to wage
ARCHETYPE ABILITY: Sapper subterranean and trench warfare, including
Deployment, instillation or dismantling of relevant
equipment takes half the normal amount of time (e.g.: digging shafts, tunnels and extensive
mines, explosive charges, digging trenches).
trenchworks intended to undermine a heavily
WARGEAR: Flak armour, Combat shotgun, 9-70 fortified enemy's strong points and to allow
Entrenching Tool, 3 Remote mines, Breaching ladder, Razor
wire, Sandbags, Munitorum issue mess kit, 3 ration packs, allies to launch surprise raids behind enemy
Uplifting Primer.
lines.
SUGGESTED ATTRIBUTES XP COST 40
FE As adept of the defence as on offence it is the
S T A I WIL INT
ATTRIBUTE L job of combat engineers to set up trenches,
RATING 3 3 2 3 2 3 1
defensive emplacements, mines, artillery and
SUGGESTED SKILLS XP COST 18
Awarness 1, Ballistic Skill 3, Investigation 1, Stealth 2, other constructions to halt an enemy
Tech 2, Weapon Skill 1 advance.
SUGGESTED TALENTS
Tenacious, Bombardier
Squads of Combat Engineers often carry a lot
of highly technical equipment into battle,
such as geo-thermic Auspexes, surveyors,
Breaching Torpedoes and Melta-charges, as
well as equipment that can be used by hand
to dig or extend subterranean fortifications.
They also have access to heavier cutting
equipment for boring deep tunnels and mines
and even a Mole Launcher which is a special
type of Missile Launcher that fires burrowing
torpedoes that are capable of digging through
enemy obstacles and detonating on the other
side.

10
Imperial Guard Rough Rider
Imperial Guard Rough Rider
Rough Riders are specialised mounted cavalry
XP
TIER 1 SPECIES Human
COST
34 units commonly found among numerous
Astra Militarum regiments from Feral and
KEYWORDS: Imperium, Astra Militarum, [Regiment]
ATTRIBUTES: Agility 3, Initiative 2 Frontier Worlds where riding animal mounts
SKILLS: Pilot 3, Survival 1, Weapon Skill 2
remains a commonplace military skill. Many
ARCHETYPE ABILITY: primitive cultures from such worlds retain the
Scything Momentum: use of such mounted units in warfare. The
Ignore rough terrain while piloting Mount or Bike.
Imperial Guard often employs these mounted
Horse Master:
While you are in control of an Imperium Mount it is cavalry units on the field of battle, where
immune to Fear and Terror. they are especially suitable for uneven terrain
WARGEAR: Flak Armour x2, Hunting Lance (3 Frag that is unsuitable for tracked vehicles. They
grenades, 3 Krak grenades), Las Pistol, Steed, Grooming Kit,
Uplifting Primer, Ration Pack x3, Animal Feed x3
also act as scouts, patrols, and fast response
troops, able to operate on their own for
SUGGESTED ATTRIBUTES XP COST 38 extended periods of time deep behind enemy
ATTRIBUTE S T A I WIL INT FEL lines.
RATING 2 2 4 3 1 1 3

XP COST 32
Since the days of ancient Terra, the cavalry
SUGGESTED SKILLS
charge has been one of the most impressive
Athletics 1, Awareness 1, Pilot 5, Survival 2,
Weapon Skill 3 displays of battlefield power available to
SUGGESTED TALENTS humankind. Be they oddly armed
Death or Glory, Furious Charge, Augmetic mercenaries on barely trained horses, or
ranks of gleaming knights atop sturdy
thoroughbreds, the ancient warriors of old
could smash through infantry like a Melta
charge through hull plating, and the sheer
psychological effect of such a charge could
end battles as quickly as the damage it
inflicted. In the endless wars of the late 41st
Millennium, where tanks and God-Machines
stride the battlefield and voidships with
thousands of crew hang in orbit unleashing
megatons of explosive death, the cavalryman
and his trusted steed still have a vital role to
play.

11
Imperial Guard Tank Commander
Imperial Guard Tank Commander
Mechanised Orders
SPECIE XP
TIER 1
S
Human
COST
18 All references to Rank in the orders below refer to the
Rank of the character giving the order. A character
KEYWORDS: Imperium, Astra Militarum, [Regiment] may only benefit from one order at a time, and an
ATTRIBUTES: Willpower 2, Fellowship 2
order’s effects last only until the start of the Tank
SKILLS: Ballistic Skill 1, Leadership 2 Pilot 1 Commander’s next turn.
ARCHETYPE ABILITY: Mechanised Command Pound Them to Dust The ally may +Rank to the
As a Combat Action you may issue an order to allies number of members of mob hit by next ranged attack
operating a vehicle with the Astra Militarum keyword who
are able to hear you. Issuing orders requires a DN 1 made with a vehicle weapon.
Leadership test to order a single ally, adding +2 DN for each Full Throttle The Ally adds double rank to the number
additional ally. Orders can be found on the sidebar below. of meters moved by the vehicle they are piloting while
using breakneck speed.
WARGEAR: Flak Armour, Las Pistol, Munitorum issue mess Gunners, Kill on Sight The Ally may Reroll Rank Dice
kit, 3 ration packs, Chimera or Leman Russ. on ranged attacks made with vehicle weapons.
Blitz Them The Ally adds +Rank ED to ramming
INFLUENCE: +1
attacks for vehicles they are piloting
SUGGESTED ATTRIBUTES XP COST 38
Shock and Awe Enemies attacked by the Ally's vehicle
FE
ATTRIBUTE
S T A I WIL INT
L this turn add rank DN to resolve tests.
2 3 2 2 4 1 2
Pinning Fire Ally adds +Rank to the salvo of the next
RATING
ranged attack made with a vehicle weapon.
SUGGESTED SKILLS XP COST 36

Awareness 1, Ballistic Skill 2, Leadership 4, Pilot 3, Tech 2


SUGGESTED TALENTS A Tank Commander is an officer of the Astra
Combat Driving, Gunnery Crew Militarum who commands the armoured
companies or regiments of the Imperial
Guard depending upon his given rank in the
command hierarchy. A Tank Commander
most often rides to battle in the cupola of a
mighty Leman Russ main battle tank. These
grizzled Guard officers are virtually one with
their machines, possessing an implicit
knowledge of mechanised warfare in all its
forms. Granted their pick of the armoured
fighting vehicles available to their regiment,
they are further entitled to select their crew
from the finest veterans. The average Tank
Commander is therefore a steely-eyed ace,
heading up a crew of the very best their
regiment has to offer.

12
Penal Legion Trooper
Penal Legion Trooper
A Penal Legion, one of the Legions Penetante,
XP
TIER 1 SPECIES Human 6
COST as they are known in Imperial High Gothic,
KEYWORDS: Imperium, Scum, Astra Militarum are drawn from Astra Militarum and
ATTRIBUTES: Willpower 2
Planetary Defence Force troops who have
SKILLS: Cunning 1
committed capital crimes, and had their
ARCHETYPE ABILITY:
Fear for your life sentences commuted to life service.
Add Rank to your defence when under the effects of Fear or
Terror and not within cover. Double this bonus if the source is In a desperate universe justice is often harsh
an "ally".
and instant, with little consideration given to
Inadequately Motivated:
If you complicate while effected by Fear you become afflicted miscreants and misfits. In the struggle for
with Terror. survival there is no room for individuals who
WARGEAR: Lasgun, Knife, Frenzon (3 doses), Halo (3 doses), transgress the rigid structures of Imperial
Penal Uniform, Explosive Collar.
society. Such people face servitude for life in
SUGGESTED ATTRIBUTES XP COST 28
the Penal Legions.
ATTRIBUTE S T A I WIL INT FEL

RATING 3 3 2 2 2 1 1 There are a great many capital crimes in


SUGGESTED SKILLS XP COST 36 Imperial Law, so the supply of potential
Athletics 1, Ballistic Skill 3, Cunning 3, Survival 2, troops for the Penal Legions is never-ending.
Weapon Skill 2
The Legions are home to killers and
SUGGESTED TALENTS
psychopaths, to fraudsters and cheats, and to
Death or Glory, Flagellant, Paranoid
the insane and the fanatic. Pick-pockets and
petty thieves rub shoulders with brutal
murderers, cackling madmen, and religious
zealots.

The Penal Legions provide a massive


expendable source of manpower for the
Imperial armies. Thrown into desperate
battles to hold back surprise offensives, or
cast against fortifications to test the enemy's
strength, the Penal troops are disposable and
they know it. Most die in their first battle,
driven like cattle into the heart of the
fighting.

13
Gang Champion
Gang Champion
Gang Champions are leaders or respected
XP
TIER 2 SPECIES Human
COST
12 individuals among violent, territorial groups
that can be found throughout the Imperium.
KEYWORDS: Scum [ANY]
SKILLS: Cunning 2, Leadership 2 Hive Worlds are known for their extensive
ARCHETYPE ABILITY: Best of the Worst amount of gangs. Even Terra has a huge
When purchasing a Talent that has a Skill or Attribute
requirement you may use Rank instead of that Skill or
number of gangs formed from the destitute
Attribute. non-adept population.

WARGEAR: 1 ranged weapon, 1 melee, weapon and 1 piece Hive world gangs are often part of the
armour each with a Value of 4 or less, Gang colours, Bedroll,
Canteen. powerful rival families or clans of the hives.
Some gangs (known as brat gangs) are from
INFLUENCE: +2
the young nobility of hive world cities, which
SUGGESTED ATTRIBUTES XP COST 82
descend to attack the lower-level gangs.
ATTRIBUTE S T A I WIL INT FEL
Powerful lower level gangs are sometimes
RATING 3 3 3 3 3 3 3
legitimized by the Planetary Government as
SUGGESTED SKILLS XP COST 78
the hive world's planetary defence forces, in
Athletics 1, Ballistic Skill 3, Cunning 4, Insight 2,
Intimidation 2, Leadership 3, Pilot 1, Survival 2, order to keep down the most anarchic
Weapon Skill 3
elements, and even to defend the planet if it
SUGGESTED TALENTS
is attacked.
Brutalist, Bulging Biceps, Imposing Presence, Fast Draw Champions are often some of the powerful,
skilled or cunning individuals in their groups
often leading or performing key roles for their
gang. Such positions often give such
champions access to rare and often illegal
weaponry, tools and influence or command
of powerful assets and territory.

14
Kroot Kill-Broker
Kroot Kill-Broker Kroot Kill-Brokers act as both leaders and
XP
TIER 2 SPECIES Kroot
COST
78 diplomats for their Kinband.
KEYWORDS: Kroot, Tau Empire, [ANY]
ATTRIBUTES: Strength 2, Toughness 2, Initiative 3,
Kroot mercenaries can be found across the
Willpower 2, Fellowship 3 length and breadth of the galaxy in the
SKILLS: Ballistic Skill 2, Cunning 1, Deception 1,
Insight 1, Leadership 1, Persuasion 2, Survival 1,
employ of a uncountable variety of species
Weapon Skill 1 and factions and it is the role of a Kinband's
ARCHETYPE ABILITY:
Contract Hunter:
Kill-Broker to secure the most lucrative
Add Rank dice to social tests involving a current or potential partnerships.
client.

Call the Kill: Equally skilled when it comes to diplomacy,


Once per scene you can select a single enemy, allies may re- combat and leadership it is not uncommon
roll 1 Dice to Hit against that enemy or 1+Rank Dice if the
ally has the Kroot Keyword. for Kill-Brokers to be favoured for elevation
to roles in the upper echelons of Kroot
WARGEAR: Farstalker Armour, Cut Skin Blade,
2 Photon grenades, either a Kroot rifle, Pulse Carbine or society such as shapers or commanders of
Pulse Rifle
Kroot Warspheres.
INFLUENCE: +2
SUGGESTED ATTRIBUTES XP COST 72
Kill-Brokers are among the few Kroot skilled
ATTRIBUTE S T A I WIL INT FEL
3 3 2 5 3 2 5
and trusted enough to lead expeditions of
RATING
SUGGESTED SKILLS XP COST 34 Farstalkers in search of new prey and genetic
Awareness 1, Ballistic Skill 3, Insight 2, Intimidation 1, material for their Warsphrere.
Leadership 2, Persuasion 3, Stealth 1, Survival 2,
Weapon Skill 2
SUGGESTED TALENTS
A feast in Famine, Devotees

15
Kroot Tracker
Kroot Tracker
SPECIE XP
Kroot Trackers play an essential role within a
TIER 2 Kroot 108
S COST Kroot Kinband as it is they who locate and
KEYWORDS: Kroot, Tau Empire, [ANY] hunt the best prey and thus the best genes
ATTRIBUTES: Agility 3, Willpower 3, Intellect 2
SKILLS: Awareness 3, Ballistic Skill 3, Cunning 2, Insight 1 for their Kin.
Investigation 3, Stealth 3, Survival 2
ARCHETYPE ABILITY: Cunning and crafty hunters, Kroot Trackers
Nowhere to Hide: have mastered identifying and perusing their
Add +Rank Dice to tests to track a target,
Re-roll 1 Dice if you have fought a enemy that shares a chosen prey with specialised tools, skills or
keyword the target before,
Re-roll 1 Dice if you have eaten an enemy that shares a the keen senses of the Kroot species or even
keyword with the target. rare biological adaptations. These abilities
Marked for the Hunt: also aid in the activities of their Kinband, be
Once per scene nominate an enemy, that enemy receives -1
to the Defence bonus from Cover. they fulfilling mercenary contracts or
If you have tracked the target, the enemy cannot not receive defending their species, Kroot Trackers are an
a Defence bonus from Cover.
invaluable asset in an ambush situation be it
WARGEAR: Farstalker Armour, Kroot Rifle,
Cut-Skin Blade
on offence or defence.
INFLUENCE: +1
SUGGESTED ATTRIBUTES XP COST 65
ATTRIBUTE S T A I WIL INT FEL
RATING 3 3 3 3 5 4 1
SUGGESTED SKILLS XP COST 86
Ballistic Skill 5, Cunning 3, Investigation 5, Stealth 5,
Survival 4, Weapon Skill 1

SUGGESTED TALENTS
Bloodhound, Identify Weakness

16
Naval Armsmen
Naval Armsman
XP
The warships of the Imperium's vast navy are
TIER 2 SPECIES Human 48
COST as varied as the shipmasters that command
KEYWORDS: Imperium, Navis Imperialis,
[BATTLEFLEET] them, but inside their stout hulls, they all
ATTRIBUTES: Strength 3, Toughness 4, Agility 2, have one thing in common -- an armed
Intellect 2
military force ready and willing to respond to
SKILLS: Awareness 1, Ballistic Skill 2, Tech 1
ARCHETYPE ABILITY: Coordinated Entry
any threat. Known formally as "Voidsmen-at-
At the end of your first turn in combat you can nominate a Arms," these naval personnel range from
single ally within (Rank*2) metres, they may take their
turn as if they had Seized the Initiative. common ratings to gun-commodores in
WARGEAR: Naval Void Armour, charge of vast broadsides and master officers
Varonia Honorbound pattern Shotgun
who command entire armies of lesser
INFLUENCE: +2
Armsmen.
SUGGESTED ATTRIBUTES XP COST 45
ATTRIBUTE S T A I WIL INT FEL These naval soldiers are regularly drilled, both
RATING 4 5 3 2 3 2 1
to keep themselves sharp during long voyages
SUGGESTED SKILLS XP COST 42
Awareness 3, Ballistic Skill 4, Intimidation 1, Investigation and also to ensure the indentured toiler-class
1, of workers that service the many needs of the
Leadership 2, Tech 3
SUGGESTED TALENTS
starship are kept in line. Armsmen form the
Bullet Hell, Tenacious last line of protection should their ship be
breached, but are not just defensive in
nature. They are trained to conduct boarding
exercises and act as escorts to naval officers
or specialists should they decide to make
planetfall.

When a Voidsman-at-Arms is assigned to


their host ship, there is no going back. From
that day on they are part of that vessel, and
that vessel is a part of them.

In many ways the Armsman's life is a simple


one, shorn of moral ambiguity and the doubt
that haunts the higher ranks of the Imperium.
Their imperative is clear: the ship -- along
with its crew, cargo and passengers -- must
be protected against all enemies, be they
Traitor forces, xenos pirates or even
the daemons of the Warp.

17
Secutarii
Secutarii
The Secutarii, also known as the Corpus
TIER 3 SPECIES Human XP COST 42
Secutarii, are Tech-Guards: cybernetically
KEYWORDS: Imperium, Adeptus Mechanicus, Skitrarii, augmented warriors that serve in the armies
[Forge World], Collegia Titanica of the Adeptus Mechanicus. Although they
share many common roots with
ATTRIBUTES: Strength 2, Toughness 3, Willpower 2
the Skitarii that form the bulk of the Adeptus
SKILLS: Ballistic Skill 2, Tech 1, Weapon Skill 2 Mechanicus' cybernetic armies, the Secutarii
play a very different role on the battlefield,
ARCHETYPE ABILITY:
Kyropatris Field Generator: for they serve as support infantry for
If an enemy rolls a complication when attacking you, add the Titan Legions of the Collegia Titanica
+Rank to your defence for that attack.

Titan Guard:
As much warriors as guards, the Secutarii are
Reroll failed dice as part of Resolve Tests when in the entirely devoted to the protection of the
presence of an allied Titan or commanding titan crew Titans under their care, which is why they are
member.
also known as the "Titan-Guard."
WARGEAR: Skitarii Auto-Cuirass, Galvanic caster or Arc
lance and Mag-inverter shield Similar to the Skitarii, Secutarii undergo a
INFLUENCE: +2
high level of cybernetic augmentation, with
the majority of their organs either replaced
SUGGESTED ATTRIBUTES XP COST 61 by bionics or enhanced through other
ATTRIBUTE S T A I WIL INT FEL
implants of circuitry, bio-plastic and metal.
This augmentation is not only designed to
RATING 3 5 2 3 3 3 1 improve their capacities in combat, but is also
SUGGESTED SKILLS XP COST 52
perceived as a manifestation of their faith in
the Omnissiah, each augmentation bringing
Athletics 2, Ballistic Skill 4, Intimidation 1, Tech 3, them closer to the perfection of the living
Weapon Skill 4
avatars of the Machine God: the Titan-
SUGGESTED TALENTS engines in whose shadow they serve.

Conqueror Imperative, Armour-Monger,


Munitionsmith
The Titans they protect are also the focus of
many rites of veneration and submission
which the Secutarii hold daily. Whilst the
modifications of their form, the configuration
of their armament and the variety of their
cybernetic implants vary greatly, the Secutarii
all share one common augmentation which
the Skitarii are bereft of: the Kyropatris Field
Generator. This obscure protective device
visually resembles a backpack, but the
Kyropatris Field Generator is actually fully
incorporated into a Secutarii's ribcage and
chest cavity.

18
Shadow Spectre
Shadow Spectre Aspect Warrior
The Shadow Spectres are a recently re-
XP
TIER 3 SPECIES Aeldari
COST
98 discovered group of Eldar Aspect
KEYWORDS: Aeldari, Asuryani, [CRAFTWORLD], Aspect Warriors who specialise in the deployment of
Warrior
highly-mobile, infantry-based anti-armour
ATTRIBUTES: Strength 3, Agility 4, Willpower 3 firepower who are experts at striking at
SKILLS: Athletics 2, Ballistic Skill 5, Stealth 3
enemy vehicles from concealment and
ARCHETYPE ABILITY: Shade of Twilight
Up to rank times per scene, you may render action associated extreme long-range. Armed with Prism Rifles,
with an item with the Asuryani keyword silent. each a potent anti-tank weapon, and
WARGEAR: Aspect Armour, Prism Rifle, Jump Pack, equipped with Jetpacks, their mobility allows
3x Plasma Grenade, Spirit Stone them to hunt down their chosen targets with
INFLUENCE + 2 the implacable patience of the dead,
SUGGESTED ATTRIBUTES XP COST 43 materialising seemingly from the very air to
S T A I WIL INT FEL unleash their overwhelming firepower. The
ATTRIBUTE
3 3 5 2 4 2 1 Shadow Spectres represent the Eldar God of
RATING
XP COST 38
War Kaela Mensha Khaine in his aspect as the
SUGGESTED SKILLS
Awareness 2, Ballistic Skill 6, Leadership 1, Scholar 1, Stealth 5 Eternal Warrior, for whom death is no release
Weapon Skill 1
from duty.
SUGGESTED TALENTS
Deadshot, Eliminator, Legacy of Sorrow
Shadow Spectres are equipped and armed
with Jetpacks, Holofield emitters, and Prism
Rifles, which are infantry versions of the
massive Prism Cannons deployed on
Eldar Fire Prism grav-tanks. These weapons
release highly focused blasts of laser energy
that can vaporise the armour of even the
heaviest vehicles. The Shadow Spectres use
their Jetpacks to remain highly mobile across
the battle space and to find the most
advantageous terrain from which to strike
against enemy armoured vehicles.

19
Cybernetica Datasmith
Cyebrnetica Datasmith

XP
TIER 4 SPECIES Human 95
COST A Cybernetica Datasmith is a specialist rank
KEYWORDS: Imperium, Adeptus Mechanicus, Cult
Mechanicus, Legio Cybernetica, [FORGE WORLD] of Adeptus Mechanicus Tech-priest who
programs the robots of the Legio
ATTRIBUTES: Intellect 5
Cybernetica at the maniple level, often having
SKILLS: Scholar 5, Tech 5
ARCHETYPE ABILITY: Field Reprogramming The player to do so in the thick of battle.
controls any ROBOT entities assigned to them (as they
would devotees). As a combat action the Datasmith can Since the aftermath of the Warmaster Horus'
change the protocols of an allied ROBOT within 1m.
rebellion, the Legio Cybernetica's robots have
been controlled completely by their masters -
WARGEAR: Power Fist, Radium Pistol, Refractor Field,
Any 1 augmetics, Skitarii Auto-Cuirass, Kastelan Robot - not by the bio-plastic cerebra and nerve-like
tendril webs of the ancient Mechanicum's
INFLUENCE +3 constructs, but by sanctified doctrina wafers,
SUGGESTED ATTRIBUTES XP COST 113 fusions of bio-matter and electronics often in
ATTRIBUTE S T A I WIL INT FEL even shorter supply than the robots
2 4 2 3 1 8 1
themselves. No bigger than the cards of
RATING
the Emperor's Tarot, these slivers of wetware
SUGGESTED SKILLS XP COST
are entrusted to the Cybernetica Datasmiths
Awareness 2, Ballistic Skill 5, Intimidation 2, Investigation 3,
Scholar 7, Tech 7 that accompany the robot maniples to war.
Inserted into the dataslot hidden behind each
SUGGESTED TALENTS robot's chestplate, the wafer's command
Augmetic, Binary Chatter, Lobotomised Efficiency protocol will dictate every iota of the host's
behaviour, usually optimising its ability to
destroy its foes in a spectacular fashion.

If the accompanying Datasmith wishes to


change the behaviour of his charges -- for
instance to the assault-oriented Conqueror
protocol -- he must manually remove the first
doctrina wafer and insert a new one in its
place. Should a maniple of robots find itself in
battle mode without a Datasmith, it will
continue to prosecute its last doctrina
protocol until it runs out of power --
something that usually takes solar weeks of
unbridled slaughter to achieve. Such risks and
limitations are willingly accepted by the Cult
Mechanicus, for the act of hardwiring
independent thought into a battle automaton
is strictly forbidden.

20
Lord Commissar

Lord Commissar
Prefectus Orders
SPECIE XP
TIER 4 Human 91 All references to Rank in the orders below refer to
S COST
KEYWORDS: Imperium, Astra Militarum, Officio the Rank of the character giving the order. A
Prefectus character may only benefit from one order at a time,
ATTRIBUTES: Strength 4, Willpower 5 and an order’s effects last only until the start of the
SKILLS: Ballistic Skill 2, Intimidation 3, Leadership 3, Lord Commissar's next turn.
Weapon Skill 2 Forwards, for the Emperor! The ally does not suffer
ARCHETYPE ABILITY: Prefectus Command the DN penalty from sprinting and attacking with
As a Combat Action, you may issue an order to allies with Assault weapons nor can they fall prone from
the ASTRA MILITARUM keyword who are able to hear you. complicating when using Heavy weapons.
Issuing orders requires a DN 3 Leadership test to order a
single ally, adding +1 DN for each additional ally . Orders can Duty and Honour! The ally may perform a ranged
be found on the sidebar attack even if they have taken Fall Back action
WARGEAR: Plasma Pistol, Power Sword, Flack Coat,
Get Back in the Fight! The ally may perform a Charge
Refractor Field
action even if they have taken Fall Back action
INFLUENCE: +4
SUGGESTED ATTRIBUTES XP COST 79 At All Costs!
WI FE Add +Rank to the Ally's Tests to resist or remove
S T A I INT
ATTRIBUTE L L
status effects on themselves
RATING 5 4 2 3 5 4 3
Show Them Steel, Show them Contempt! The ally
SUGGESTED SKILLS XP COST 68 does not suffer penalties from being Wounded
Ballistic Skill 4, Insight 2, Intimidation 4, Leadership 5,
Persuasion 2, Scholar 1, Weapon Skill 4 Remain Vigilant! Add +Rank to the ally's awareness
SUGGESTED TALENTS
Amongst the ranks of the Officio
Deevotees, Duty Until Death, Fear, Tenacious
Prefectus there are many heroic individuals
who have become legend through their
deeds. Some of those paragons may achieve
the rank of lord commissar. Where a
commissar will be attached as an ancillary
officer to an Astra Militarum regiment's
company, fulfilling their charge under the
tactical direction of the company
commander, a lord commissar will often lead
the soldiers they oversee into battle directly.
In this role they are more than capable --
after solar decades of service within multiple
regiments, a lord commissar has experienced
first-hand the various ways in which the
strengths of the Astra Militarum can be put to
effective use.
A lord commissar may be placed in command
of soldiers about to enter a particularly
nightmarish war zone. At other times, they
will assume the position of senior officer after
executing the standing company commander,
whom they have judged and found wanting.

21
Talent
of Morkai personify the Vlka Fenryka's disdain
for sorcery.
Additional Marks of Chaos
Choose either Defence or Resilience, you add
These Keywords can be taken as options for +rank to it against psychic attacks. You make
the Mark of Chaos talent found in the Core purchase this talent a second time to gain the
Rulebook. other bonus.

- Be'lakor: You gain +1 Defence when being


attacked from a weapon's long range.
Unnumbered Son
- Vashtorr: You gain +1 Dice to tests involving
XP Cost: 20
invention of creation.
Prerequisites: Primaris Astartes species
- Malice: You gain +1 Dice to attacks against
You were among the first of the primaries
entities with the CHAOS keyword.
breed of Astartes and have become familiar
with marines of different lineages you fought
alongside.
Hound of Morkai
You may re-roll dice as part of social Tests
XP Cost: 20 with members of the Primaris Astartes
Prerequisites: SPACE WOLVES keyword species.

Equipped with a variety of runes, totems and


talismans to ward off evil magics, The Hounds

22
Ascension Packages
Followed into Battle Transcended Beyond Flesh
Your deeds have gathered a small but You have been augmented into a form some
dedicated band of trusted warriors, advisors would recognize as no longer human and the
or other useful Disciples who swear Machine God has blessed you for it.
themselves to you and your cause.
XP Cost: New Tier X 20
XP Cost: New Tier X 40 Keywords: Cult Mechanicus
Keywords: [ANY] rerequisites: Tier 3+
Prerequisites: no Devotees Influence Bonus: +2 per Tier Ascended.
Influence Bonus: +2 per Tier Ascended
Story Element:
Story Element:
Your augments and upgrades increase your
You are followed by a mob of up to Rank
size category by 1 and allow you to sustain 1
Disciples. Disciples can either be Troops or
additional Traumatic Injury before perishing.
Elites (at GM's discretion) or NPCs with skills
and attributes equal to Tierx2. You have been granted an additional set of
Augmetic Legs that your body can now
Disciples function similarly to Devotees (limits
support or some other method of locomotion
such as the their Attributes cannot be higher
that replaces your lower half such as
than your own still apply) with a few
reinforced limbs that make forcing you prone
exceptions:
more difficult or tracks that ignore rough
Your Disciples are a mob even though they terrain (at GM's discretion) or even a
can be made up of and are counted as Elites. hovering Abeyant
Despite being a mob they must be targeted as
Your body can support up to 2 additional arm
individuals.
augmetics or mechadendrites.
Each Disciple selects a Skill to specialize in,
when performing the help action they may
re-roll up to their master's rank dice as part of
the Test.

Replenishment or Replacement of Disciples


should be decided by the GM and the players.

You cannot take this Ascension package more


than once. You cannot gain Devotees if you
have taken this Ascension package.

23
Wargear
Melee Weapons
Melee Weapons
Name Damage ED AP Range Salvo Traits Value Rarity Keywords
Cut-Skin Blade Str+4 3 0 Melee ~ Parry, 4 Uncommon (+1) Kroot,
Paired Primitive,
Blade
Hunting lance* * * * Melee(2m) ~ 3 Common(+0) Imperium,
Astra Militarum
Kroot Ritual Blade* Srt+5 4 0 Melee ~ 7 Unique (+4) Kroot,
Primitive,
Blade

Arc Lance*
Name Damage ED AP Range Salvo Traits Value Rarity Keywords
Arc 5 3 0 5m/10m/15m 1 Arc(1), 4 Vary Rare Arc, Adeptus
Lance(Shooting) Haywire(1) (+3) Mechanicus,
Collegia
Titanica

Arc Lance(Melee) Str+5 5 -2 Melee(2m) ~ Arc(1),


Haywire(2)

Arc Lance* Kroot Ritual Blade*


Wielded by Secutarii Hoplites, this powerful A ceremonial dagger wielded by Kroot
spear is akin to the Arc Mauls used by their Shapers for both combat and ritual purposes.
Skitarii Legion counterparts as well as the far
If a kill is made with this weapon, All Kroot
larger version wielded by Cerastus Knight
within 6m automatically succeed at Resolve
Lancers. The arc lance inflicts damage
tests until the end of their next turn.
through short range blasts of coruscating
energy augmented by an inversion field Hunting Lance*
mounted in the paired Mag-inverter Shield. The Hunting lance is effectively a nine foot
Thus the weapon is capable of both making a long shaft with an explosive tip. When the
melee and projectile attack. lance impacts with an enemy the tip
explodes, increasing the killing power already
Each time an attack in made with this
behind the lance.
weapon, select one of the profiles shown
This weapon can be equipped with a grenade
which is detonated upon a successful melee
attack. If a grenade is not equipped than it
Cut Skin Blade
has the damage profile of a spear. If the user
A Lightweight weapon that allows an attacker
attacks from a moving vehicle, the user and
to keep up a brutal and persistent offence
vehicle are not harmed by damage and
effects from this weapon.
24
Ranged Weapons

Ranged Weapons
Name Damage ED AP Range Salvo Traits Value Rarity Keywords
Dvorgite skinner* 10 1 1 4m/8m/12m 3 Flamer, 3 Very Rare Kroot,
Heavy(5), (+3) Dvorgite
Rending

Kroot Hunting 13 2 2 20m/40m/60m 1 Sniper(4), 4 Very Rare Kroot,


Rifle Heavy(4), (+3) Primative,
Careful Projectile
Kroot Pistol 12 1 1 7m/14m/21 1 Pistol 3 Rare(+2) Kroot,
Primative,
Projectile
Kroot Scattergun 8 1 0 6m/12m/18m 2 Assault, 2 Very Rare Kroot,
Spread (+3) Primative,
Projectile
Londaxi Tribalest 12 3 2 10m/20m/30m 1 Heavy(4), 3 Very Rare Londaxi,
Brutal (+3) Kroot,
Projectile
Accelerator Bow*
Profile Damage ED AP Range Salvo Traits Value Rarity Keywords
Fused Arrow 9 2 1 12m/24m/36m 0 Brutal

Kroot,
Glide Arrow 8 2 0 15m/30m/45m 0 Silent Very
4 Primative,
Rare(+3)
Projectile
Voltaic Arrow 8 1 0 12m/24m/36m 0 Blast(5),
Hawwire(1)
Prism Rifle*
Profile Damage ED AP Range Salvo Traits Value Rarity Keywords
Diffuse 7 2 1 18m/35m/50m 1 Blast(5)

Las. Aeldari,
6 Rare(+2)
Focused 15 3 3 18m/35m/50m 1 Asuryani

Galvanic Caster*
Name Damage ED AP Range Salvo Traits Value Rarity Keywords
Flechette 8 2 0 6m/12m/18m 2 Rapid Fire(3) 5 Very Rare (+3) Projectile,
Adeptus
Mechanicus,
Collegia
Titanica
Hammershot 10 1 -1 10m/20m/30m 2 Rending(2)
Accelerator Bow* Each time an attack in made with this
A Crossbow type weapon of Kroot weapon, select one of the profiles shown.
manufacture with the ability to dish out a
variety of payloads based on the arrow's
material.

25
Dvorgite Skinner* Kroot Pistol
An energy weapon used by the Dvorgite Utilising similar technology to the Kroot Rifle,
blood-party that charges biological matter to this pistol is a trustworthy side-arm used by
devastating effect. Kroot all over the galaxy.

This weapon does not Inflict "On Fire" as part


of its Flamer trait.
Quill Grenade
A Kroot-crafted anti-personnel grenade
serving a similar purpose to that of imperial
Galvanic Caster*
frag grenades.
Wielded by Secutarii Peltasts, this electro-
galvanically driven projectile weapon is akin
to a Combi-weapon. With its main weapon
Kroot Scattergun
mechanism, it is able to fire rapid bursts of
A common alternative to the Kroot Rifle that
low velocity razor-edged flechettes, or with
trades out range and melee capability for
its secondary discharger, attack concealed
spread and mobility.
targets with retina-burning ignis charges.

Each time an attack in made with this


weapon, select one of the profiles shown. Londaxi Tribalest
Crafted by the technologically gifted Londaxi,
this weapon fires solid shells that are
Kroot Hunting Rifle effective against a variety of targets.
Most often seen in the hands of Farstalker
Long-Sights, though few who see them live to
tell about it. Prism Rifle*
The Prism Rifle is an antiquated weapon, an
artefact lost to most of the remaining Eldar
race. Using the same technology as the far
larger Prism Cannon.

Each time an attack in made with this


weapon, select one of the profiles shown.

26
Explosives & Other Weapons

Explosives and Other


Name Damage ED AP Range Salvo Traits Value Rarity Keywords
Kroot Quill Grenade 10 4 0 Srt*4 ~ Blast(6m) 2 Common(+0) Explosive, Kroot,
Primitive

Remote Mine* 10 4 0 1m ~ 2 Uncommon (+2) Imperium,


Explosive
Blast(6m)

Kroot Quill Grenade


A Kroot-crafted anti-personnel grenade
serving a similar purpose to that of imperial
frag grenades.

Remote Mine*
An explosive connected to a remote
detonator that allows the mine to be
activated at the flick of a switch.
The mine must be set up within 20 metres of
the detonator in order to be triggered.
The detonator can be triggered as a Simple
Action, the mine explodes using the profile of
a Frag Grenade.
(Based on Remote Mine item from Bloody
Gates p18)

27
Armour
Armour
Name Armour Rating Traits Value Rarity Keywords
Farstalker Armour 3 2 Rare (+2) Kroot, Primative, Light
Naval Void Armour* 5 Bulk(1) 8 Rare(+2) Imperium, Navis Imperialis

Farstalker Armour
Used by Kroot Farstalkers on hunts on
unknown worlds or perilous mercenary
contracts, it is armour for any occasion.

Naval Void Armour*


Commonly used by Navy breacher forces,
Naval Void Armour is fully pressurized and
equipped with mag-boots making the armour
is well suited for the close quarters fighting
common in boarding actions.

Includes built in Void Suit, Respirator And


Mag-Boots.
Add 2 Resilience against attacks with the Blast
or Flamer traits.

28
Shields
Sheilds
Name Armour Rating Traits Value Rarity Keywords

Mag-inverter 1 Shield, Power 10 Very Rare Adeptus Mechanicus, Collegia


Shield* Field (+3) Titanica, Force Field

Mag-inverter Shield*
The Mag-inverter Shield carried by the
Secutarii is a highly sophisticated relic
technology incorporating a powerful
inversion generator at its core. This generator
is sufficient to enhance the resilience of the
shield far beyond the limits of its material
strength, so it may resist blows which would
otherwise slay its bearer instantly.

Add 1 to the defence bonus given the


"Kyropatris Field Generator" ability when it
activates

29
Tools and Equipment A single deck contains 20 cards. Once per test
a psyker may spend a card to add one wrath
Breaching Ladder dice to the test for a Divination psychic power
(the GM may wish to have the particular card
These simple, handmade steel ladders are
drawn influence the result).
three metres long and designed to help Astra
Militarum soldiers scale wreckage or Value: 3, Rarity: Uncommon(+2)
barricades to advance on their target. Keywords: Imperium, Astra Telepathica
You can use a Breaching Ladder to walk over
a gap of three metres or less, or aid in
climbing as described on page 180 of Wrath & Fenrisian Ale
Glory. A drink known as Mjød to the Space Wolves is
(Based on Breaching Ladder item from Bloody toxic enough to intoxicate even the warriors
Gates p13) of the Astartes

Value: 1, Rarity: Rare(+2) A single purchase contains 3 doses. If the


Keywords: Imperium, Astra Militarum consuming character is not part of the
Adeptus Astartes or Primaris Astartes species
or does not have other means of toxin
resistance then they take 2d6 mortal wounds
Chain of Zeal
Used in several groups of Astartes, ritual and are inflicted with poisoned(2) for the next
hour.
chains are used to fix a weapon to the users
armour to prevent them from being If consumer is of the Adeptus Astartes or
disarmed. Primaris Astartes species then they gain +2
resolve and lose the use of their Oolitic
You may use this weapon attatchment to link Kidney (or equivalent) for 1 hour, this may
a weapon to your armour. You are Imune to also lead to other side effects such as
being disared (GM's discression) but are dizziness and impaired decision-making
unable to unequip the chained weapon.
Value: 2, Rarity: Uncommon(+2)
Value: 2, Rarity: Rare(+3) Keywords: Space Wolves
Keywords: Black Templars, World Eaters,
Khorne

The Emperor's Tatrot


A pack of cards that are linked to the
thoughts of the Emperor. The Tarot,
commonly believed to have been designed by
the Emperor himself, is used throughout the
Imperium as a form of divination as well as
for games and other purposes.
30
Razor Wire An Agent can use a Full- Round Action to
Coils of bladed metal wire which can be stack enough sandbags for two metres of half
quickly set up over a battlefield rendering cover. Any half cover created by a Combat
movement an unappealing prospect for one's Action can be reinforced to full cover using a
enemies. Combat Action and additional Sandbags.
(Based on Sandbags item from Bloody Gates
5 metres of Razor Wire which can be set up
p18)
or moved with a Full-Round Action.
Anyone attempting to cross through the razor Value: 3, Rarity: Common (0)
wire must make a DN 3 Athletics (S) Test or Keywords: [ANY]
suffer 1 Mortal Wound.
Cutting the wire with bolt cutters takes a
single Combat Action, and some weapons Tanna Tea
(notably meltas) can be used to create a path Leaves from a plant native to the ice caverns
through the wire. of Valhalla. The leaves can be brewed into a
(Based on Razor Wire item from Bloody Gates bitter drink that is calming to those who can
p18) stand its unique flavour.

Value: 4, Rarity: Common(0) A single purchase contains 6 doses.


Keywords: Imperium, Astra Militarum A dose can be consumed during a Regroup to
recover 1 shock.

Value: 2, Rarity: Common(0)


Sandbags
Keywords: Valhallan Ice Warriors
Bags of sand or the local planetary equivalent
can be moved into a tactically advantageous
position to create cover.

31
Autonomous Assistance

Servitor Templates
Servitor Templates are basic Servitors that have yet to be given a purpose and the augments and
equipment to facilitate that purpose. Templates can be acquired on their own or with a purpose
upgrade which will grant abilities and/or augments to allow the Servitor to perform that purpose
in addition to altering the Servitor's value and rarity.

Human Servitor Template


Tier 1 2 3 4
Threat T T T T
Keywords IMPERIUM, ADEPTUS MECHANICUS, SERVITOR
S T A I Wil Int Fel
Attributes
4 2 2 2 1 1 1
Defence Resilience Armour Wounds Shock
1 3 ~ 4 ~
Passive
Conviction Resolve Aware Speed Size
1 1 2 5 Average
Skills
Default 4
Bonuses
Iron Soul: This entity is unaffected by abilities that target the mind, and never needs to make a Resolve Test to
continue fighting.
Failure of Flesh: This entity cannot be healed.
Abilities
COMPLICATION: Error: The Servitor is Exhausted for 1 Round. This can be negated by an ally succeeding on a DN3
Tech(Int) Test.
Value: 6, Rarity: Common(+0)

Servitors are mindless drones of flesh and


metal used to carry out simple, manual tasks.
They are one of the few tolerated forms of
robotics in the Imperium as they are simply
surgically enhanced cyborgs, not true artificial
intelligence.While many are vat-grown, often
a criminal, particularly one who has offended
the Cult Mechanicus, will be sentenced to
"Servitude Imperpituis" and will be handed
over to the Tech-priests to be mind-wiped,
reprogrammed, and cybernetically-enhanced
to serve some specific, rudimentary function.
Servitors are mindless, possessing only the
most basic of instincts. Their brains are
programmed to perform only the task they
were designed for.
32
Ogryn Servitor Template
Tier 1 2 3 4
Threat E T T T
Keywords IMPERIUM, ADEPTUS MECHANICUS, SERVITOR, ABHUMAN
S T A I Wil Int Fel
Attributes
5 5 1 1 1 1 1
Defence Resilience Armour Wounds Shock
1 6 ~ 9 ~
Passive
Conviction Resolve Aware Speed Size
1 1 2 5 Large
Skills
Default 3
Bonuses
Iron Soul: This entity is unaffected by abilities that target the mind, and never needs to make a Resolve Test to
continue fighting.
Failure of Flesh: This entity cannot be healed.
Abilities
COMPLICATION: Error: The Servitor is Exhausted for 1 Round. This can be negated by an ally succeeding on a DN3
Tech(Int) Test.
Value: 7, Rarity: Uncommon(+1)

These servitors were usually criminals who


fell afoul of Imperial Law, particularly a
person who has offended or damaged the
Adeptus Mechanicus in some fashion. The
infamously low intellect of the average Orgyn
can make avoiding what is usually an
accidental offence difficult but their
repurposed brawl can be a valuable asset
compared to their brain after some intrusive
rewiring.

The size of the Ogryn grants more room for


augmetics while their size allows them to be
fitted with ever larger equipment for a variety
of roles from heavy cargo transport to
weapons platform.

33
Servo-skull Template
Tier 1 2 3 4
Threat T T T T
Keywords IMPERIUM, ADEPTUS MECHANICUS, SERVITOR
S T A I Wil Int Fel
Attributes
1 1 2 4 2 3 2
Defence Resilience Armour Wounds Shock
5 2 ~ 3 ~
Passive
Conviction Resolve Aware Speed Size
2 1 3 10 (Flight) Tiny
Skills
Default 5, Stealth 7
Bonuses
Iron Soul: This entity is unaffected by abilities that target the mind, and never needs to make a Resolve Test to
continue fighting.
Failure of Flesh: This entity cannot be healed.
Abilities
Value: 6, Rarity: Rare(+2)

Often made from respected if low-ranking mechanical appendages, other designs have
servants of The Emperor, Servo-skulls are also been utilised.
most strongly associated with the Adeptus
Mechanicus, but are used throughout the The roles they fulfil include Librarium
organizations of the Imperium to perform functionaries, medical assistants, lumen-
specific tasks for which they are installed with bearers, proclaimers or scroll-carriers. Some
the basic equipment required, usually a pair are designed for military roles, and among
of simple manipulator pincers, a weapon, a these some are built with enhanced optical
Pict Recorder, a projector, surgical implants, sensors to allow them to fulfil a scouting role
stab-light, loudhailer, or various other devices
for the many roles that exist. Though they
typically take the form of skulls with various

34
Cherub Template
Tier 1 2 3 4
Threat T T T T
Keywords IMPERIUM, ADEPTUS MECHANICUS, SERVITOR
S T A I Wil Int Fel
Attributes
1 1 2 4 1 2 1
Defence Resilience Armour Wounds Shock
5 2 ~ 3 ~
Passive
Conviction Resolve Aware Speed Size
2 1 3 10 (Flight) Small
Skills
Default 5, Stealth 7
Bonuses
Iron Soul: This entity is unaffected by abilities that target the mind, and never needs to make a Resolve Test to
continue fighting.
Failure of Flesh: This entity cannot be healed.
Value: 7, Rarity: Uncommon(+1)
priests, cardinals and Inquisitors across the
Imperium.
The Cherubim are a unique form of construct
created by the Adeptus Mechanicus for the The Orders Militant of the Adepta Sororitas
Imperium. In appearance they are small are often accompanied to battle by cherubim,
angelic children, with the intentional effect of where they fulfil a number of duties. Through
symbolizing purity. Although cherubim are the use of loaded doctrines, cherubim can
assist the battle-sisters with front-line
specially-built for many purposes, some
weapon maintenance, purification rituals, the
psychic Inquisitors utilize them as
bearing of relics and any number of other
familiars.[Needs Citation] roles.
Vat-grown and enhanced with bionics and
A cherub's flesh can even be integrated with
anti-grav technology they often swoop and different mechanical appendages and daubed
chatter about the sepulchres and cathedrals with unique unguents, allowing it to better
of the Ecclesiarchy and act as sycophants to perform its purpose.

35
Kataphron Template
Tier 1 2 3 4
Threat A E E T
Keywords IMPERIUM, ADEPTUS MECHANICUS, SERVITOR
S T A I Wil Int Fel
Attributes
5 5 1 1 1 2 1
Defence Resilience Armour Wounds Shock
4 (Ballistic
5 10 Armour 10 ~
Plating)
Passive
Conviction Resolve Aware Speed Size
1 1 2 6 Average
Skills
Default 3, Ballistic Skill 5, Weapon Skill 5
Bonuses
Iron Soul: This entity is unaffected by abilities that target the mind, and never needs to make a Resolve Test to
continue fighting.
Failure of Flesh: This entity cannot be healed.
Heavy Duty: This entity uses vehicle rarity penalties for acquisition.
Abilities
COMPLICATION: Error: The Servitor is Exhausted for 1 Round. This can be negated by an ally succeeding on a DN3
Tech(Int) Test.
Value: 10, Rarity: Rare(+3)

A Kataphron Battle Servitor is a type of


heavy Battle Servitor used by the military There are two variants of the Kataphron
forces of the Adeptus Mechanicus. Battle Servitor normally employed depending
Though they possess a once-human brain like on the tactical objective of the controlling
all servitors, the Kataphron Battle Servitor has Tech-adepts -- the Kataphron Breacher and
been severed from all emotion and the Kataphron Destroyer.
independent thought, and serves as little
more than a living weapon controlled by the
orders of the Mechanicus' Tech-priests.
They are much larger and more powerful
than the standard servitors employed for
multiple tasks across the Imperium of Man.

36
Servo-Automata Template
Tier 1 2 3 4
Threat E E T T
Keywords IMPERIUM, ADEPTUS MECHANICUS, LEGIO CYBERNETICA
S T A I Wil Int Fel
Attributes
4 5 1 2 1 2 1
Defence Resilience Armour Wounds Shock
1 7 ~ 5 ~
Passive
Conviction Resolve Aware Speed Size
1 1 2 6 Average
Skills
Default 5
Bonuses
Iron Soul: This entity is unaffected by abilities that target the mind, and never needs to make a Resolve Test to
continue fighting.
Failure of Flesh: This entity cannot be healed.
Repair Assistant: Their master may reroll 1 Dice per Servo-Automata within 1m for Test to repair Imperial technology.
Value: 9, Rarity: Rare(+2)

These robots were neither true Battle Deployed onto the battlefield as elite shock
Automata nor servitors, due to the absence troops or as bodyguards to Magos, these
of a cybernetica-cortex, nor could they be automata have been adapted with a wide
classified as a Servitor due to having nearly no variety of mechandenrites and servo-arms
organic components. configured for a variety of tasks from combat
to repairs to logistics.

37
Servitor Upgrades its value in exchange for new abilities,
During acquisition a Servitor Template may weapons or other benefits. Some Upgrades
be given an upgrade that adds a modifier to are only compatible with certain templates.
Armorium Augmentation
Value Modifier: +1,
Censer
Compatibility: Cherub Template
Value Modifier: +1
Effect: The Servitor can carry 1 reload and, if
Compatibility: Cherub Template
within 1m, can reload their master's weapon
Effect: Allies within 5m receive +1 Dice to
as a combat action.
Corruption rolls.
Servitor gains the Adeptus Ministorum
Keyword.
Assistive Subroutine
Value Modifier: +2
Compatibility: Servo-Skull Template
Cleaner
Effect: Once per scene the Servitor can grant
Value Modifier: 0
+2 Die to the next test of an ally within 2m.
Compatibility: Human Template
Effect: Servitor in equipped with tools for
cleaning a variety of materials and surfaces.
Breacher Configuration
Value Modifier +3, Compatibility: Kataphron
Template
Data Carrier
Effect: The servitor is equipped with Hydraulic
Value Modifier: +1
Claw and a Heavy Arc Rifle.
Compatibility: Servo Skull Template
Hydraulic Claw: Effect: This servitor has an integrated Data-
9+2ED/ Brutal, Unwieldy(1) Slate and a Holo-Projector to display
information.
Heavy Arc Rifle:
14+1ED / AP-2 / Sal1 / 18m-23m-54m /
Arc(2) / Rapid Fire(1), Heavy(4)
Destroyer Configuration
Value Modifier: +3
Compatibility Kataphron Template
Body Guard
Effect: Servitor is equipped with a Grav-
Value Modifier: +1
Cannon and either a Phosphor Blaster or a
Compatibility: Human Template, Ogryn
Flamer.
Template, Servo-skull Template, Cherub
Template. Grav-cannon: 8+2ED / AP-3 / Sal4 /
Effect: As a reflexive action this servitor can 12m-24m-36m / Grav, Heavy(8)
make a DN5 initiative test to intercept an
Phosphor Blaster: 8+2ED / AP-1 / 12m-24m-
attack intended for their master within 5m.
36m / Rapid Fire(2)

38
Flamer: 10+1ED / 4m-8m/12m / Assault, Grafted Armour: This Servitor gains +4
Flamer resilience
Combat Cogitation: This Servitor has Weapon
Skill 5.
Fabrication Purpose
Value Modifier: +2
Compatibility: Human Template, Ogryn Pilot
Template, Servo-Automata Template Value Modifier: +2
Effect: Heat Resistant plating: the Servitor's Compatibility: Human Template
armour counts as Invulnerable to weapons Effect: This Servitor is configured to pilot a
with the PLASMA, MELTA or FIRE Keywords. single basic human vehicle and gains a
Fabrication Tools: The Servitor is equipped Piloting skill of 4.
with Fabrication Tools.

Fabrication Tools: 8+2ED / AP-3 / Melta


Pistol Mounting
Value Modifier: +2
Compatibility: Human Template, Servo Skull
Lifter Upgrades
Template, Servo-Automata
Value Modifier: +1
Effect: Pistol Mount: This Servitor can equip a
Compatibility: Human Template, Ogryn
single Pistol weapon.
Template, Servo-Automata Template
Effect: Servitor is equipped with Servo-Arms
and can lift heavy objects.
Power Supplier
Servo Arm: 9+2ED / AP-3 / Brutal. Unwieldy Value Modifier: +2
Compatibility: Human Template, Ogryn
Template
Medicae Augmentation Effect: Onboard Generator: Once per scene
Value Modifier: +3 this servitor may provide power to a piece of
Compatibility: Human Template, Skull IMPERIUM technology or machinery at the
Template GM's discretion.
Effect: Servitor can use an action to make a Meltdown: Upon death the generator begins
Medicae(int) Test with a dice pool of 5 (6 if on to over load, the following round it explodes
Servo Skull Template). with 9+4ED Blast(4) if on a Human Template
and 10+5ED Blast(6) in on an Ogryn Template.
Melee Combat Augmentation
Value Modifier: +2 Ranged Combat Augmentation
Compatibility: Human Template, Ogryn Value Modifier: +2
Template, Servo-Automata Template Compatibility: Human Template, Ogryn
Effect: Melee Weapon Mount: Servitor can Template
equip a single melee weapon Effect: Ranged Weapon Mount: Servitor can
equip a single Ranged weapon
39
Grafted Armour: This Servitor gains +4 Effect: Choose 2 languages you know or have
resilience knowledge of, this Servitor can attempt to
Combat Cogitation: This Servitor has Ballistic translate spoken or written word of either of
Skill 5. those languages.

Scanner Drone Warding Sacrifice


Value Modifier: +3 Value Modifier: +1
Compatibility: Servo Skull Template Compatibility: Cherub Template
Effect: This Servitor is equipped with an Effect: This Servitor's Life can be spent to
Auspex. block a psychic power targeting it's master if
it is within movement range of them.
This Servitor gains the Inquisition keyword.
Skulker
Value Modifier: +1
Compatibility: Human Template, Cherub Vox Assistant
Template Value Modifier: +1
Effect: Upon witnessing the servitor, enemies Compatibility: Servo Skull Template
must make a DN4 fear Test. Effect:
This Servitor's master gains +1 dice to vocal
Leadership tests.
Targeting Assistant
Value Modifier: +2
Compatibility: Servo Skull Template Weapon Bearer
Effect: As an action this Servitor can make a Value Modifier: +3, Compatibility: Cherub
Ballistic Skill Test against an enemy. If Template
successful this Servitor's master gains +1 icon Effect: This Servitor can transport one of their
to Ballistic Skill Tests against that target for master's weapons. As a combat action the
the remainder of the scene. servitor can allow their master to swap
weapons as a free action if within 1m.
Translator
Value Modifier: +1
Compatibility: Human Template, Servo Skull
Template

40
Other Servitors / Automatons

Arco-Flagellant
Tier 1 2 3 4
Threat E E T T
Keywords ADEPTUS MINISTORUM, IMPERIUM, INQUISITION, SERVITOR
S T A I Wil Int Fel
Attributes
5 3 3 4 3 1 3
Defence Resilience Armour Wounds Shock
3 4 ~ 5 3
Passive
Conviction Resolve Aware Speed Size
3 2 1 7 Average
Skills
Default 3, Awareness 2, Weapon Skill 6
Bonuses
Pacifier Helm & Penitent Augmetics:
While the Pacifier Helm is active, the Arco-Flagellant is effectively a non-combatant able to do little but shuffle around in a
blissfully ignorant state. When the Pacifier Helm is deactivated, the Arco-Flagellant is Frenzied. The +1 Strength from
frenzied is already applied above. The Arco-Flagellant is immune to Exhausted, Fear and Pined Conditions and any
Fellowship based Skill Tests, including Interaction Attacks.
Abilities
ACTION: Berserk Killing Machine: If an Arco-Flagellant if Frenzied, it must move towards its nearest enemy and make
an All-Out Attack on each of its turns until it's Pacifier Helm is re-engaged .When an Arco-Flagellant makes an All-Out
Attack with its Arco-Flail, its Weapon Skill (I) dice pool is 8, and its Defence is reduced to 1 until the start of its next turn.
ACTION: Arco-Flail: 10+4ED / AP-2 / Agonizing, Brutal.
ANNIHILATION: Redemption in Death: When an Arco-Flagellant dies, it makes a final All-Out Attack against a target it
is Engaged with, if possible.
Value: 9, Rarity: Rare(+2)

An Arco-flagellant is a specialised form of


Servitor, created from an Imperial citizen who
has been condemned to the capital
punishment of arco-flagellation.

In battle, Arco-flagellants are pumped full of a


cocktail of narcotic stimulants that transforms
them into frenzied whirlwinds of destruction
utterly impervious to wounds.

An Arco-flagellant is unleashed on the enemy


in a suicidal charge that causes a maximal
amount of damage. They are used
individually or in packs by Inquisitors of the
Ordo Hereticus and the Sisters of Battle as
disposable terror shock troops.

41
Castellax Robot
Tier 1 2 3 4
Threat A A A E
ROBOT, ADEPTUS MECHANICUS, LEGIO CYBERNETICA,
Keywords IMPERIUM
S T A I Wil Int Fel
Attributes
9 8 4 2 5 1 1
Defence Resilience Armour Wounds Shock
8 (Castellax
1 15 20 ~
Plating
Passive
Conviction Resolve Aware Speed Size
4 3 3 5 Large
Skills
Default 8, Awareness 5, Ballistic Skill 7, Weapon Skill 8
Bonuses
Automatic Shielding: A Castellax Robot's armour has the Invulnerable trait against ranged attacks
Iron Soul: This Threat is unaffected by abilities that target the mind, and never needs to make a Resolve Test to
continue fighting.
Cybernetic Construct: A Castellax Robot recover wounds through Repair in the same manner as vehicles.
Unburdened By Intelligence (Castellax Protocols): A Castellax Robot must have one of its protocols active:
Protector Protocol: Able to move at half speed but may make ranged attack actions with Boltguns (or replacements),
may shoot while engaged in melee with +2DN, ranged multi-attacks reduce the DN penalty by 2
Conqueror Protocol: May make melee actions, melee multi-attacks reduce the DN penalty by 2
Siege Protocol Unable to move but may attack with Heavy Bolter (or replacement), increase salvo of the Heavy Bolter
(or replacement) by 1
Standby Protocol: Robot will follow an assigned target and can perform basic, non-combat tasks
Abilities
ACTION:.
Power Fists: - 14+5 ED / AP -3 / Brutal
Heavy Bolter: 18m/36m/54m / 12+2 ED / AP-1 / Salvo 3 / Brutal, Heavy(4), Rapid Fire(4)
Boltguns (x2):12m/24m/36m / 10+1 ED / Salvo 2 / Brutal, Rapid Fire(2)

COMPLICATION: Logic Error: This Castellax Robot changes to a random protocol after rolling a complication
ANNIHILATION: Explodes 10 damage medium (3m radius) explosion upon death
Value 18: Rarity: Unique(+5)
Weapon Options:
Both Boltguns may be replaced with a 2 Flamers
4m/8m/12m / 10+1 ED / Salvo 1 / Assault, Flamer

Heavy Bolter may be replaced with a Multi-Melta


12m/24m/36m / 16+3 ED / AP-4 / Salvo 1 / Heavy 8, Melta

Both Power fists may be replaced with 2 Automata Power Blades


4+5 ED / AP-2 / Rending

The Castellax-class Battle-Automata was the


most common pattern of the widespread
Castellan-type Battle-Automata in service to
the mysterious Legio Cybernetica and served
as a general robotic battle unit developed
during the Great Crusade but has since
become rare and revered.

42
Cyber Mastiff
Tier 1 2 3 4
Threat T T T T
APEPTUS MECHANICUS, ADEPTUS ARBITES, IMPERIUM,
Keywords SERVITOR
S T A I Wil Int Fel
Attributes
3 3 3 4 2 2 2
Defence Resilience Armour Wounds Shock
3 8 ~ 5 3
Passive
Conviction Resolve Aware Speed Size
3 2 2 8 Average
Skills (attributes already included)
Default 4, Stealth 9, Weapon Skill 6
Abilities
BATTLECRY: Go For the Throat! The Cyber Mastiff Charges at the nearest target and uses it's Plasteel Bite. If it deals
one or more Wounds, the target suffers the Bleeding and prone Conditions.
ACTION: Plasteel Bite 6+4ED / Rending(3)
Value: 8 Rarity: Uncommon(+1)

Cyber-Mastiffs are mechanical creatures that


resemble a metal hound, who are guided by
the brain and nervous system of a hunting
creature after such components have been
integrated by members of the Adeptus
Mechanicus. It is also not uncommon,
however, to see purely biological canines who
have received some form of cybernetic
upgrades. Cyber-Mastiffs are usually
deployed under the control of Adeptus
Arbites Patrol and Enforcer units for hunting
down their prey and to catch criminal
fugitives who attempt to escape.

Commonly known as kill-dogs, razorfangs and


rending rovers, Cyber-Mastiffs have an in-
built hunting and attack instinct and can only
respond to the simplest of commands from
their assigned handler, but are still fully
capable of defending themselves and their
masters.

Cyber-Mastiffs are a fearsome extension of


the Emperor's Law, and a truly terrible sight
to see unleashed.

43
Grapplehawk
Tier 1 2 3 4
Threat T T T T
Keywords ADEPTUS MECHANICUS, ADEPTUS ARBITES, IMPERIUM, SERVITOR
S T A I Wil Int Fel
Attributes
1 3 5 5 2 1 1
Defence Resilience Armour Wounds Shock
4 2 ~ 1 3
Passive
Conviction Resolve Aware Speed Size
2 1 4 12 (Flight) Small
Skills
Default 4, Awareness 8 (Passive 4), Weapon Skill 5
Abilities
ACTION: Talons: 5+1ED
Grapple Prey: Melee attack against a target but instead of dealing damage, the target is staggered for 1 round.

Value: 5, Rarity: Uncommon(+1)

Although most commonly employed by the


Arbites, Grapplehawks are also used by some
bounty hunters, Rogue Traders and Adeptus
Mechanicus Magos. Grapplehawks are
technically a type of servitor and take the
form of elegant shining steel hawks. Their
glittering crania contain the transplanted
instincts of avians trained to seize moving
targets without damaging them. These
instincts, transferred to mechanical
constructs fitted with powerful suspensors
and talons capable of tearing through cast-
iron, enable Arbites handlers to arrest
suspects quickly (if brutally) on the streets of
crime infested hive cities. They are designed
to be carried on the hip, or to perch
elsewhere on the handler's armour.

44
Kastelan Robot
Tier 1 2 3 4
Threat A A A E
Keywords ROBOT, ADEPTUS MECHANICUS, LEGIO CYBERNETICA, IMPERIUM
S T A I Wil Int Fel
Attributes
10 8 4 2 5 1 1
Defence Resilience Armour Wounds Shock
8 (Kastelan
1 15 Battlehide 20 ~
)
Passive
Conviction Resolve Aware Speed Size
4 3 3 6 Large
Skills (attributes already included)
Default 6, Awareness 6, Ballistic Skill 8, Weapon Skill 8
Bonuses
Iron Soul: This Threat is unaffected by abilities that target the mind, and never needs to make a Resolve Test to continue
fighting.
Cybernetic Construct: A Kastelan Robot recover wounds through Repair in the same manner as vehicles.
Unburdened By Intelligence (Kastelan Protocols): A Kastelan must have one of its protocols active:
Protector Protocol: Unable to move but may make ranged attack actions, may shoot while engaged in melee with +2DN,
ranged multi-attacks reduce the DN penalty by 2
Conqueror Protocol: May make melee actions, melee multi-attacks reduce the DN penalty by 2
Aegis Protocol: up to 2 allies of a smaller size then the Kastelan Robot within 1m may add 5 to their Resilience as well as
the gain Power Field armour trait. Unable to attack
Standby Protocol: Kastelan robot will follow an assigned target and can perform basic, non-combat tasks
Abilities
ACTION:.
Kastelan Fist (x2) - 15+5 ED / AP -3 / Brutal
Heavy Phosphor Blaster - 14+2 ED / Range 18 - 36 - 48 / Salvo 4 / Flamer, Rapid Fire(3)
COMPLICATION: Logic Error This Kastelan Robot changes to a random protocol after rolling a complication
ANNIHILATION: Explodes 10 damage medium (3m radius) explosion upon death
Value: 15, Rarity: Very Rare(+4)
Weapon Options: any Kastelan Fists may be replaced with Phosphor Blasters
8+2ED / AP - 2 / Range 12 - 24 - 36 / Salvo 2 / Rapid Fire(2)

A nearly unstoppable robotic warrior, their


only flaw is that of any mere machine; they
will follow instructions to the letter, even if
this results in their own demise. A specialist
Tech-Priest - the Cybernetica Datasmith -
must constantly update and reprogram the
Kastelan via doctrina wafers, which placed in
the chest slots of this machines, lest this
enormous, clanking robot simply stride
blindly into a nearby chasm.
Kastelan Robots are armed to the teeth with
arm-mounted Power Fists or Phosphor
Blasters in addition to carapace-mounted
weaponry.

45
Autonomous Ordnance

Cyclops Demolition Vehicle


The Cyclops Remote Demolition Vehicle is a Tarantula Turret
small, unarmed remote-controlled tank used An automated mobile weapons system used
by the Imperial Guard that can be guided to by the Astra Militarum, various Planetary
its target and then self-destruct, destroying Defence Forces, the Adeptus Arbites, and
itself and its target. the Adeptus Astartes. The Tarantula Sentry
A Cyclops can be fitted with a explosives of Gun is operated by a Machine Spirit
varying kinds (grenades, Melta bombs, etc) at controlled logic engine capable of operating
GM's discretion. When deployed moves entirely without Human input.
towards it's assigned target until as close as This entity comes equipped with one of the
possible before detonating. following:
Speed: 15, Size: Large Twin-Linked Heavy Bolters, Twin-Linked
Keywords: Imperium, Astra Militarum, Lascannons, Multi-Melta, Twin linked Assault
Explosive Cannons.
Value: 5, Rarity: Uncommon(+2) When attacking this entity must target the
closest enemy.
Ballistic Skull: 5, Size: Large
Keywords: Imperium, Adeptus Mechanicus,
Astra Militarum, Adeptus Astartes, Building
Value: 10, Rarity: Common(+1)

46
Turret Emplacement This static emplacement comes equipped
These static emplacements are commonly with one of the following:
used to defend important strategic locations, Battle Cannon, Twin-linked Twin-Linked
along with providing protection for their own Heavy Bolters, Multi-Laser, Lascannon, Twin-
mounted weapon. These emplacements are Linked Autocannons, Plasma Cannon, Multi-
usually placed near locations that require Melta, Demolisher Cannon, Vanquisher
static defences, such as Adeptus Cannon, Heavy Flamer.
Administratum structures, Adeptus To attack with a Turret Emplacement it must
Astartes forward command bases and be piloted following vehicle rules.
strategic locations, bridges, Size: Huge
starports, Adeptus Arbites precincts, Keywords: Imperium, Astra Militarum,
munitions storehouses, and fuel depots. Building
Turret Emplacements can also form integral Value: 12, Rarity: Uncommon(+2)
parts of defence lines and trench works.

47
Vehicles

Vehicle Traits
Mount
Entities with this Keyword functions as a threat/npc and a vehicle using information from either
stat block based on the situation.

Bikes
Combining the Speed and manoeuvrability of
Raptor Jetbike the elegant Aeldari Jetbike with the capacity
Spd Man Res W Size for both a pilot and gunner the Raptor Jetbike
80 8 11 8 Large is an invaluable tool of Aeldari ranger
Keywords
scouting parties.
Aeldari, Asuryani, Raider
Crew Complement Shroud Runners are Raptor jetbikes ridden
1 Pilot, 1 Passenger into battle by a pair of Aeldari Rangers. While
Traits the pilot uses the machine’s swiftness to
Bike, Gyro-Stabilised, Hover, Open Topped,
Turbo Boost (6)
easily outmanoeuvre enemies, the pillion
rider enters a marksman’s trance** so that
Weapons Wargear they can harass their foes with pinpoint
Scatter Laser
sniper fire, even while travelling at incredible
Rarity: Rare(+3) Value: 11
speeds.

48
Mounts

Cybercanid (creature)
Tier 1 2 3 4
Threat E T T T
Keywords Imperium, Adeptus Mechanicus, Skitarii, Servitor, Mount, Raider
S T A I Wil Int Fel
Attributes
5 5 5 3 1 1 1
Defence Resilience Armour Wounds Shock
3 (Armour
4 9 9 -
Plating)
Passive
Conviction Resolve Aware Speed Size
1 1 2 35 Average
Skills (attributes already included)
Default 4, Athletics 6, Awareness 4
Bonuses
Iron Soul: This Threat is unaffected by abilities that target the mind, and never needs to make a Resolve Test to
continue fighting.
Serberys Bonding: This Threat cannot attack unless mounted by its master
Cybernetic Construct: A Cybercanid recover wounds through Repair in the same manner as vehicles.
Abilities
ACTION: Clawed Limbs 9+3ED, Range: melee
Value: 9 Rarity: Very Rare(+4)

Cybercanid (vehicle) Skitarii aspirants to the Serberys Corps are


Spd Man Res W Size given Cybercanids and the bond between the
35 8 9 9 Average
Keywords
two is among the things they are judged
Imperium, Adeptus Mechanicus, Skitarii, Servitor, upon. If after several cycles a Magos-Haptic
Mount, Raider determines the aspirants have passed the
Crew Complement Corps' requirements, they will be accepted
1 Pilot into the Serberys. Afterwards, their
Traits
Cybercanid will be modified based on which
Bike, Open Topped, Mount, Walker
Weapons Serberys cavalry they join. Raider Cybercanids
Wargear
Clawed Limbs are given advanced suites of sensors, which
Very their riders use to identify enemy interlopers.
Rarity: Rare(+4) Value: 9
Meanwhile Sulphurhound Cybercanids are
Equipment Options
Auspex or Hand Flamer given the ability to breathe gouts flame.

49
generations ago, but instead, they
Krootox (vehicle)
Spd Man Res W Size arecommon sight all over the T'au Empire and
7 4 11 14W/6S Large beyond.
Keywords
Kroot, T'au Auxiliaries, Beast After consuming the flesh of some
Crew Complement particularly strong and barbarous creature,
1 pilot these unfortunate Kroot kindreds devolved
Traits
into bestial, unthinking brutes, incapable of
All-Terrain, Amphibious, Bike, Mount,
Open Topped, Walker rational, independent thought.
Weapons Wargear
Kroot Gun
Muscular, ape-like beasts, the Krootox would
Uncommon likely have been hunted to extinction had the
Rarity: (+2) Value: 8 other Kroot not found them useful as beasts
of burden and war. After taming these
Krootox are the result of a dead-end branch creatures, the Kroot saddle them and lash
of Kroot evolution, but like the Kroot Hound large, unwieldy guns to their backs—
they are used by their more intelligent essentially oversized Kroot rifles.
humanoid cousins' mercenary forces as fire (for the threat stats for the Krootox see "
support weapons. Abundant Apocryphal Adversaries - The T'au
If not for the Kroot using them as beasts of Empire")
war, the Krootox might have died out

50
Steed (creature)
Tier 1 2 3 4
Threat T T T T
Keywords [ANY], Mount, Raider
S T A I Wil Int Fel
Attributes
4 3 4 3 1 1 1
Defence Resilience Armour Wounds Shock
3 5 0 6 3
Conviction Resolve Passive Aware Speed Size
1 1 1 28 Average
Skills (attributes already included)
Default 4, Athletics 5
Value: 4, Rarity: Common(+1)

Steed (vehicle) Many species on many worlds make use of


Spd Man Res W Size
cavalry, many adapted for their specific
28 6 5 7 Average
Keywords environment.
[ANY], Mount Raider
Crew Complement
From Imperial Rough Riders to Aeldari
1 Pilot, 1 Passenger Exodite Dragon Knights or Ork Squighog Boyz
Traits or followers of Chaos riding tainted
Bike, Open Topped, Mount, Walker monstrosities it seems that no culture is
Weapons Wargear
immune to the desire to join the cavalry
Rarity: Common(+1) Value: 5
charge alongside a dependable beast.
Equipment Options
Flak Armour, Respirator

51

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