Savage Heresy - SWADE
Savage Heresy - SWADE
By Facelotion
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com.
Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with Permission. Pinnacle
makes no representation or warranty as to the quality, viability, or suitability for the purpose of this product.
This game references Warhammer 40,000. Warhammer 40,000 and all associated characters, vehicles, logos, and trademarks are
copyrights of Games Workshop.
This game references Dark Heresy Second Edition. Dark Heresy is the copyright of Fantasy Flight Games.
These rules are based on Dark Heresy 2 and other Savage Worlds settings.
For setting information please refer to Dark Heresy 2nd Edition. For basic rules, refer to SWADE.
CHARACTER CREATION
Origin: Choose your homeworld (add one Hindrance, edge and one skill to your character
sheet).
Attributes:
• Attributes start at d4. You have 5 points to distribute among them. Each step costs 1 point.
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• Attributes may not be raised beyond d12 unless your hero’s racial bonus states otherwise.
Skills
• Athletics, Common Knowledge, Notice, Persuasion, and Stealth are core skills and start at
d4 for free.
• You have 12 points to put into these or any other skills.
• Each die type costs 1 point up to and equal to the linked attribute; then 2 points per step
after that.
Derived Statistics
• Standard Pace is 6″, but may be changed by racial abilities, Edges, or Hindrances.
• Parry is 2 plus half of Fighting.
• Toughness is 2 plus half of Vigor, plus any Armor.
Note the amount of armor in parentheses like this—Toughness: 11 (2). This means 2 points of
the total 11 Toughness comes from Armor. An Armor Piercing attack could bypass those 2
points but not the other 9.
• Wealth is d6, unless modified by Hindrances or Edges.
• Sanity starts at 2 plus half a character’s Spirit.
• Corruption starts at 0, unless specified by the GM.
Divination: Add the result to either Hindrances or Edges. Divination does not count against
those points.
Gear:
• Available items from AB to AV.
HOMEWORLDS
Choose a homeworld from the list table below, you will also choose one Hindrance and
pick one of the following skills and add to your character as d6 instead of d4.
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Homeworld Hindrance Homeworld Edge Homeworld Skills
Illiterate (Minor)
Outsider (Minor or
Major)
ARCHETYPES
Sometimes you may want to quickly create a character or want some help getting a
character that fits a certain profile.
Chirurgeon
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Chirurgeons are medical and anatomical specialists of the Inquisition, Imperial Guard, Orders
Hospitaller, and Officio Medicae. Often serving in the Retinue of Inquisitors, these servants
specialize not only in the art of healing but also the art of repentance, interrogation, and the
yielding of information through torture. Knowing the intricacies of human anatomy, they know
the exact amount of punishment they can inflict on their subjects before it expires. They can
inflict the maximum amount of pain for the least amount of effort, and then nurse their
subject's shattered body back to health in order to begin the process again.
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Fighting d6, Healing d8+2, Notice d6,
Persuasion d4, Science d6, Shooting d4, Stealth d6, Survival d4
Pace: 6; Parry: 5; Toughness: 7 (2); Sanity 6; Wealth: d6; Homeworld: Feral world
Hindrances: Habit (minor),Heroic (major), Outsider (minor)
Edges: The Old Ways (homeworld), Healer, Team player, Dodge (divination)
Gear: Autopistol, Short sword, Flak Helmet, Flak Coat, Medi-kit(2), Glow-globe(2),
Lho-sticks
Ganger
Life in the Imperium is a fight for survival, but there is strength in numbers. Overworked
citizens band together, rising from the slums and sewage to take what they can with threats
and violence. A Ganger fights for their found family. Though some break the Pax Imperialis for
profit, many are normal citizens taking up arms to find justice. The Rust Hounds battle over
the operation of a Promethium refinery on Avachrus, while the Pious Fangs of Enoch run
protection rackets and drug rings to fund their witch hunts. Gangers leap at any chance to
improve their position by abandoning their former ‘family’. Smugglers, assassins, and bounty
hunters are often former Gangers, hired whenever nobility, Inquisitors, or Rogue Traders need
access to the criminal underworld. If their low cunning, high wit, and thirst for violence
impresses their new employer they might even get a new, more permanent job.
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d4
Skills: Athletics d6, Common Knowledge d4, Fighting d6, Intimidation d6, Notice d6,
Persuasion d4, Shooting d8, Stealth d6, Survival d4, Thievery d6
Pace: 6; Parry: 5; Toughness: 5 (1); Sanity 6; Wealth: d6; Homeworld: Hive World
Hindrances: Habit (major), Terminally Ill (major)
Edges: Teeming Masses in Metal Mountains (homeworld), Brave, Keen Intuition (divination)
Gear: Lasgun, Flak Helmet, Heavy Leather, Tranq (5), Lho-sticks (10)
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Hierophant
Hierophants are servants in an Inquisitorial retinue. These are pious holy men of the
Ecclesiarchy such as Priests or Banishers, able to join the Inquisitor in prayer and boost his
enchantments against Daemons. They also spread the word of the Imperial Cult to whoever
the Inquisitor may come across. When priests take to the battlefield they lead the righteous
charge, invigorating allies with hymns and litanies of zealous hatred, armed only with small
arms and their faith. A priest’s respected position will open doors; few pious citizens will turn
away a priest, as to do so is to turn away from the light of the God Emperor Himself. But
beneath the warp-torn shadow of the Great Rift, some citizens of the Gilead System see
priests as charlatans.
Attributes: Agility d4, Smarts d6, Spirit d10, Strength d4, Vigor d6
Skills: Academics d6, Athletics d4, Common Knowledge d4, Intimidation d6, Notice d6,
Occult d4, Performance d6, Persuasion d6, Research d6, Shooting d6, Stealth d4
Pace: 5; Parry: 4; Toughness: 6 (1); Sanity 7; Wealth: d6; Homeworld: Shrine World
Hindrances: Elderly (major), Hatred (Mutant) (major), Mutation without, corruption within
(divination), Ugly (minor)
Edges: Faith in the creed (homeworld), Environmental Resistance (psychic powers),
Connections (ecclesiarchy)
Gear: Laspistol, Staff, Imperial robes, writing kit
.
Judge
The Adeptus Arbites are the police force of the Adeptus Terra, devoted to enforcing Imperial
law throughout the entire Imperium. Utterly dedicated and without mercy, the Arbites are
feared throughout the galaxy, for they are the agents of a harsh law, where failure and
incompetence are crimes, and the only punishment is death. Arbites are empowered to act as
judge, jury and executioner – citizens have no rights, and only members of the Priesthood of
Terra or the Inquisition could claim anything so elaborate as a trial. The Adeptus Arbites
enforce the Lex Imperialis, embodied within the great Book of Judgement. Their organization
represents the soldiers and police of the Adeptus Terra. The Arbites concern themselves only
with the enforcement of the broader laws to which the entire Imperium is subject. The
common duty of the Arbites is to oversee that the Governor of each world is regularly paying
his planets Tithe. In the event of a rogue Governor or a major revolt which threatens Imperial
rule, the Arbites will brutally intervene to restore order. As a result of their constant oversight
the presence of Arbites is often a source of discontent for Governors, but something they
must nonetheless tolerate.
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Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Academics d4, Athletics d6, Common Knowledge d4, Driving d4, Fighting d6,
Intimidation d6, Notice d6, Persuasion d6, Shooting d8, Stealth d4
Pace: 6; Parry: 4; Toughness: 7 (2); Sanity 5; Wealth: d6; Homeworld: Highborn
Hindrances: Delusional (minor), Impulsive (major), Intolerant (minor)
Edges: Breeding counts (homeworld), Streetwise (divination), Danger Sense
Gear: Shock Maul, Shotgun, Flak Coat, Flak Helmet, Dataslate, Stablight, Manacles
Mystic
A very small number of humans have any psychic potential, fewer still are strong willed
enough to keep their sanity as the Chaos powers try to take over their minds. These few
humans are unfortunate enough to be chosen by the Inquisition for their ability to sense the
presence of daemons before they materialize from the warp into real-space. Often
accompanying Inquisitors that lack any psychic abilities of their own, they can also serve as
advisors, psychic shields or even a decoy as the daemons are attracted to the psychic mind
of the Mystic.
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Athletics d4, Common Knowledge d6, Electronics d6, Notice d6, Occult d6,
Persuasion d6, Psionics d8, Shooting d6, Stealth d6
Pace: 6; Parry: 4; Toughness: 6 (1); Sanity 6; Wealth: d6; Homeworld: Void born
Hindrances: Voidborn (major), Wanted (major)
Edges: Child of the Dark (homeworld), Dodge (divination), Latent Psyker, Sanctioned
Psyker
Powers: Hallucination, Psychic Shriek
Gear: Laspistol, Imperial Robes, Soma, Magnoculars, Psy focus
Sage
The Sage (or Savant) is an Inquisitorial Henchman. They are biologically augmented with
increased mental storage and processing power. They are used to aid the Inquisitor in
tracking down their foes. Often they are also useful for calculating trajectories, communicating
with local populations and translating ancient texts. They are also used to predict enemy
movements. The reason that Sages are of such use to the Inquisitor is that there is no secret
so veiled, no archive so sealed, and no mystery so impenetrable that the truth cannot be
revealed. Sages are utterly dedicated to the unearthing of every last fact, no matter how
apparently obscure. They display a dedication to the unearthing of trivia so far beyond the
abilities of a normal Man that it is commonly held that they must be gifted, or indeed cursed,
by some form of genetic predisposition not unlike that which allows a Navigator to guide a
vessel through the Warp. A Sage is capable of penetrating the machine systems of any
archive, navigating strata of millennia-old data, accessing files long sealed, and unlocking
ciphers intended to be unbreakable.
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Attributes: Agility d4, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Academics d6, Athletics d4, Common Knowledge d4, Electronics d6, Native
Language d6, Notice d4, Occult d6, Persuasion d4, Research d8, Science d6, Stealth d4
Pace: 6; Parry: 4; Toughness: 6 (1); Sanity 6; Wealth: d6; Homeworld: Forge World
Hindrances: Curious (major), Driven (major)
Edges: Omnisiah’s Chosen (homeworld), A suspicious mind is a healthy mind (divination),
Scholar, Team Leader
Gear: Dagger, Stub Revolver, Imperial Robes, Dataslate, Pict Recorder
Tech-priest
Tech-Priests are Adepts of the Cult Mechanicus. The premiere engineers and technological
specialists in the Imperium, they accompany nearly every branch of the Imperium to maintain
machinery. Tech-Priests will provide religious rites, anti-corruption wards, and repairs to
Machine Spirits to any machine they are qualified to oversee.
Many within the Cult Mechanicus aspire to become as close to the Machine God as possible,
slowly enhancing their bodies with mechanical components until they are more metal than
flesh. This can make them devoid of emotion, as they embrace the cold logic of the Machine
God they serve, and sometimes put them at odds with others around
them. Just as it relies on psykers, the Imperium could not function without the presence
of the Adeptus Mechanicus, and whether its citizens favor a servant of the Omnissiah or
merely tolerate him, they could not survive without his knowledge and skills.
Attributes: Agility d4, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Academics d8, Athletics d4, Common Knowledge d4, Electronics d8, Notice d8,
Persuasion d4, Repair d6, Shooting d6, Stealth d4
Pace: 6; Parry: 4; Toughness: 6 (1); Sanity 5; Wealth: d6; Homeworld: Forge World
Hindrances: Overconfident (major), Stubborn (minor), Technophilia (minor)
Edges: Omnisiah’s Chosen (homeworld), Suffering is an unrelenting instructor (divination),
Adeptus Mechanicus, Macgyver
Special Abilities: Utility Mechadendrite
Gear: Utility Mechadendrite, Lasgun, Imperial Robes, Dataslate, Stummer
Warrior
A Warrior is part of an Inquisitorial retinue, used by more militant Inquisitors. Often they are
Veteran Guardsmen, Combat Servitors, Gun Servitors and Crusaders. They are generally
there to provide the Inquisitor with covering fire or combat support and form the Inquisitor's
bodyguard.
The duty of a Crusader is to protect a specific Inquisitor, to whom he is bonded by a solemn,
unbreakable oath. However, they are more than mere bodyguards. A Crusader is the
Inquisitor’s right hand which delivers the coup de grâce or parries the attacks of his foe. To
have been inducted into a Crusader House, the warrior must have been judged nigh
incorruptible, at least insofar as any mortal can be judged so.
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Crusaders study every aspect of the arts of close combat, excelling in the use of melee
weapons. As a matter of dogma, they eschew ranged weapons, believing that the pure
essence of duty is only to be found in the clash of steel on steel, where blood is shed and bone
hewed asunder.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Driving d6, Fighting d8, Intimidation d8, Notice
d6, Persuasion d4, Stealth d4, Survival d6
Pace: 6; Parry: 4; Toughness: 6 (1); Sanity 6; Wealth: d6; Homeworld: Forge World
Hindrances: Mean (minor), Enemy (minor), Penitent (major)
Edges: Breeding Counts (homeworld), Ignorance is a wisdom of its own (divination),
Berserk
Gear: Short Sword
SKILLS
The standard SWADE skill list is appropriate for Savage Heresy, but we advise special
consideration for the following:
Academics – This reflects knowledge on the many Imperium institutions and factions, Sector
information, navigation, Rogue Traders and History of the Imperium. Ecclesiarchy members
would have knowledge about Saints, the Emperor, Shrine worlds and prayers against Chaos
and heresy.
Electronics- Knowledge of Machine Code is needed to accomplish anything too complex for
the Repair skill. Without this skill, understanding the texts of the Adeptus Mechanicus is a
largely futile task.
Language - There are many different languages in the galaxy, and having a language skill
does not automatically mean that the character knows them all. What he knows is based on
his background. All know Low Gothic, and some (especially highborn) might know High
Gothic as well. This skill allows the character to learn languages such as Chapter Runes,
Chaos and Xenos Marks, High or Low Gothic, Xenos languages and Techna-Lingua.
Occult – When finding out whether a particular cult is heretical, it pays off to know a thing or
two about it beforehand. This also allows you to acquire information on Archaeotech,
Daemons and Traitors, Criminals and Pirates, Inquisition, Mutants,Officio Assassinorum,
Psykers, Xenos and the Warp.
Psionics (Smarts) – The skill psykers use to bend the powers of the Warp to their will.
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Research - Reading texts, maps and other written materials for clues and information.
Science – Sometimes you need to identify the chemical compound, sometimes you need to
do some calculations and sometimes it’s just useful to be able to go undercover as an
innocent scholar. This reflects knowledge on Astromancy, Biology and Chymistry.
NEW HINDRANCES
Expensive Taste (Minor)
It's not like this character specifically chooses to buy only the most expensive
equipment. It's more that the items that he likes have a tendency to be the most expensive
ones available. Whenever the character buys equipment, he adds a -1 to the items Availability
modifier.
Hatred (Specialization)(Major)
A group, organization, or race has wronged the character in the past, fuelling this
animosity. When fighting opponents of that group in close combat, the Acolyte gains a +1
bonus to all combat rolls made against them. He also finds it difficult to back down from a fight
with his hated foe, and must make a -4 Spirit roll to retreat or surrender when fighting them,
unless suicidally outnumbered or outclassed.
Specializations: Chaos Space Marines, Daemons, Mutants, Psykers, Xenos
(specific), Administratum, Adeptus Arbites, Adeptus Astartes, Adeptus Astra Telepathica,
Adeptus Mechanicus, Adepta Sororitas, Astropaths, Chartist Captains, Collegia Titanicus,
Criminal Cartels, The Deathwatch, Ecclesiarchy, Heretics, Heretical Cults, Imperial Guard,
Imperial Navy, Inquisition, Navigators, Officio Assassinorum, Planetary Defence Forces,
Rogue Traders, Schola Progenium, Scholastica Psykana, Traitor Legions, Warlords.
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Motion Sickness (Minor)
Whenever the character makes a trip by plane, boat, car, or other fast moving vehicle
for more than an hour, he must make a Vigor roll. If he fails, he suffers a point of fatigue. A
character cannot suffer more than one point of fatigue in this way and the fatigue is removed
once he has a few calm minutes off the vehicle.
Penitent (Major)
The character has been sentenced to penitence by the Inquisition. This is a chance to atone
for your crimes. The character is forbidden from wearing armor or using any weapon other
than a sword. He can also expect to be put on point and used to set off enemy ambushes
every time he goes into the field. This Hindrance is removed after 1d6+4 months and the
character repented.
Technophilia (Minor)
As Xenophilia, but you are fascinated by everything technological in nature. Members
of the machine cult are often technophiles.
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Voidborn (Major)
The character was born in a world with no gravity. He subtracts 2 from all Strength rolls
(including damage).
NEW EDGES
Adeptus Mechanicus [Background]
Requirements: Smarts d8+, Electronics d8+
The Adeptus Mechanicus – the Tech Priests – are one of the forces holding the Empire
together in these dangerous times. Every lasgun issued and every spaceship launched was
built by their hands, and their most dangerous weapons are the Tech Priests themselves, who
augment their bodies until they are indistinguishable from Battle Titans themselves. The
character is a servant of the Machine-God, and has been entrusted with a suite of specialized
Mechanicus Implants:
Cranial Circuitry
Cranial circuitry is a series of linked processors, implants, and cortical circuits that enhances
mental capacities. Most sit within a housing bolted onto the skull, whilst others nestle within
the brain itself.
Cyber-mantle
The Cyber-mantle is a framework of metal, wires, and impulse transmitters bolted onto the
spine and lower ribcage. As the initiate gains further cybernetics such as mechadendrites, the
mantle acts as a sub-dermal anchorage point. Many in the Mechanicum often refer to it as
“the true flesh.”
Electro-graft
This small device is grafted into the nervous system, allowing the adept to better commune
with the many holy mechanisms that are now part of his life. It comes in many forms, such as
skull shunts, finger probes, or spine jacks, depending on the forge world.
Electoo inductors
Electoo Inductors are palm-sized metal skin grafts that appear much like tattoos to the
uninitiated. They are wired into the nervous system, where they derive power from the
bioelectrical emanations of the flesh and the sacred mysteries of the Potentia Coil. With
training, they can be used to emit or siphon power in many ways.
Potentia Coil
Cradled within the cyber-mantle is a power unit known as the Potentia Coil. This mass can
store energy and produce various types of fields. Coils come in many types, from small
crystal stack affairs to bulky electrical galvinators, and a trained user can manipulate the
stored energy into a variety of attacks and unique effects.
Mechadendrites
The maximum number of mechadendrites he can have installed upon his body is equal to his
Vigor divided by 3.
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Environmental Resistance (element) [Background]
Requirements: Novice, Spirit d8+
Either through intense experience or training, your character has developed resistance
to one of the following hazards (Cold, Disease, Drowning, Electricity, Falling, Fear, Fire,
Hunger, Poison, Psychic Powers, Radiation, Sleep, Thirst, Vacuum). Damage from the source
is reduced by 4, and the being adds +4 to resist matching Hazards or powers with a similar
Trapping.
Inquisitor [Background]
Requirements: Heroic, GM approval
To be an Inquisitor is to know tremendous power and responsibilities impossible to
imagine. An Inquisitor acts not to save a world, or a sector, or even the institutions of the
Imperium; his actions are in the defense of humanity as a whole. They serve none but the
Emperor of Mankind, and account for their actions to no one. Though an Inquisitor need not
be individually powerful in arms, his authority is supreme. Each is unique and fights to defend
Mankind in his own manner, and without them humanity would surely perish.
GM Guidance: This Edge can impact the group dynamic and the roleplaying experience as
well. One or more characters playing an Inquisitor can have a range of effects on any
campaign narrative, and the GM should carefully consider whether having an Inquisitor PC
fits with the campaign he wants to run.
If this is a new character, then it has 12 Advances and is Born a Hero. This character
is affected by the following Setting Rules: Dumb Luck and Heroes Never Die.
Homeworld [Background]
Each homeworld influences the character to hone certain skills. The edge will have a
distinct name and a list of related skills. The chosen skill will be added as d6 instead of d4.
The Homeworld edge does not cost any points and can only be added during character
creation.
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Psychic Mutation [Background]
Requirements: Spirit d6
Arcane Skill: Psionics (Smarts)
Other: +1 corruption
Humans who – despite not being full psykers – develop psychic abilities typically do so
due to close proximity to Chaos. This creates mutants who are outwardly human, but possess
strange and unnatural powers. Though they are not always servants of chaos, they are
invariably dangerous and feared by righteous servants of the Emperor.
You gain access to one novice Psychic power from the list below.
Psyker [Background]
Requirements: Novice, Smarts d8+, Spirit d8+, Latent Psyker
Arcane Skill: Psionics (Smarts)
Starting Powers: 2
Whether due to unnatural influences, the study of forbidden lore, or simply sheer force
of will, this individual is a psyker. Psykers are beings with the ability to manipulate the power
of the Immaterium, bending the chaotic energy to their will to manifest potent psychic powers.
Savage Heresy uses the No Power Points rule.
Psykers fall into five general disciplines: Biomancy, Divination, Pyromancy, Telekinesis,
and Telepathy. A psyker may manifest his full power points only within his discipline.
Untouch [Background]
Requirements: Novice
You're a psychic blank; there's no way psychic powers can have any influence on you
(directly). However, your unnatural aura is very disturbing, and gives you a -2 to Persuasion
or Performance. You cause fear to psykers as well.
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as well, giving them psychic immunity too. Psykers can't use their powers inside the aura. You
cause Fear to Psykers with a -2 penalty.
Flock [Professional]
Requirements: Seasoned, Spirit d8+
Whether of the Ecclesiarchy or the most heinous cult, priests and prophets are
attended by followers. These men and women have found salvation of sort or another in their
blessed leader and devoted their lives to his cause.
Flock gives the character 5 average human followers (statistics determined by the GM,
but use soldiers on pg. 99 of the Savage Worlds Explorer's Handbook as a guideline). They
come with no significant equipment, but can be given equipment and learn skills over time.
If any followers die, they are gradually replaced by new recruits. Characters may only
select the Flock edge once before becoming Legendary, at which point they may select it as
often as they like.
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Team Player [Social]
Requirements: Novice, Spirit d8
Team players know how best to assist and benefit from their fellow heroes in the midst
of battle. A team player counts as an additional adjacent ally for purposes of determining
Gang Up bonuses as long as one other ally is present. If a foe has some way to ignore Gang
Up bonuses, a team player always provides at least a +1 bonus for Gang Up.
DIVINATION
Beyond the choices that have led a character into service for his Inquisitor, that
character’s strange and twisted destiny has played a large part in his life. To represent the
effects of this winding fate on the character’s life, each character must roll 1d100 during
character creation and compare the result to the Divinations table below, immediately
applying the listed effects. These can be added as Hindrances or Edges.
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D100 Prophecy Effect
16
D100 Prophecy Effect
Malignancy.
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D100 Prophecy Effect
96-99 Even one who has nothing When this character burns
can still offer his life. Conviction to survive a lethal
injury, roll 1d6. On a
result of 6, he survives
whatever grievous wound
would have killed him but
does not reduce his
Conviction tokens.
THEMES
Savage Heresy deals with mature themes and concepts. Demons, insanity, death,
violence, corruption, and despair are all integral elements of Warhammer 40,000, and players
should expect their characters to face these often in their games. These are all part of the
world the Game Master creates, using the rules in this book as tools and guidelines to craft
adventures, settings, and opposing characters. All these, including the characters, are
imaginary creations designed to enable an enjoyable game for all the players. Savage Heresy
takes place in a grim and dark setting, but everyone should keep in mind the goal of the game
is to have fun!
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TREACHERY IS EVERYWHERE
A mythic betrayal marked the birth of the Imperium and laid low its architect, and
countless more have followed over the millennia. Those GMs who wish to emphasize this
theme can do so by playing up previous allegiances and also rivalries from the Acolytes’
backgrounds.
NPCs might appeal to the Acolytes’ loyalty to those from their earlier lives, or an
Acolyte might seek to gain control over an NPC through displaying devotion to their shared
service.
All these and more can not only develop strife within the warband, but also open up
areas for betrayal and treachery as the Acolytes delve deeper into Imperial factions. Other
unrelated NPCs might profess loyalty, but actually serve as alien thralls, profane cultists, or
simply agents of their own ruthless ambitions. These NPCs should be difficult to spot, with
their malice perhaps indistinguishable on the surface from the petty rivalry and obstruction the
Acolytes find enclosing them on all sides.
By the same token, the Acolytes should be lucky enough to occasionally find an NPC
who is worthy of their respect. Without other characters they can value, the Acolytes might
find themselves questioning the worthiness of their task. Including characters of integrity
amidst the sea of self-interest and treachery goes a long way to keeping the Acolytes on task,
but the GM must take care not to undermine the more general themes of the campaign. After
all, treachery is most reviled and devastating when it comes from an unexpected quarter.
This theme works in plots focused around the Enemy Within, where the opponent
works inside the Imperium and undermines it using its own tools. Such plots do not even need
to focus on outright treason, but can revolve around internal rivalry or obstruction grown to an
unmanageable scale.
The Imperium is a bloated edifice, stretching over countless stars and worlds across
the galaxy. It is also the desperately besieged bastion of a near-doomed species, assaulted
on all sides by every manner of enemy imaginable. Even the strongest Imperial settlement is
surrounded by countless light-years of Wilderness Space containing an unknowable number
of threats and perils, while at the same time being undermined from within by treachery,
corruption, and the shirking of duty.
The PCs are the Imperium’s last, best line of defense against the final death of
Mankind, but they can only do so much, and their fire can only burn for so long. GMs who
wish to emphasize this theme should remember that the Imperium is always in dire straits,
and that what would be an apocalypse for a lesser civilisation is simply another day under the
grinding gears of galactic survival. For every crisis the PCs seek out and thwart, the GM
should make them aware of several others that were barely staved off or that breached the
Imperium’s crumbling defenses.
It is important to strike a balance between emphasizing the desperate, doomed
struggle of the Imperium’s defenders, and making the actions of the PCs feel meaningful. The
PCs should still feel like avoiding the monstrous alternative was something worth fighting for.
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This theme works well with campaigns concerning the Enemy Without, such as
infiltration or assault from xenos forces. Contrasting the Imperium with the inhuman prowess
and hunger of its foes serves both to emphasize its desperate struggle and its value to
Mankind’s survival. Such threats are not only concerning physical conquest, for the xenos
also taints souls and flesh. A man who begins to think as a xenos is no longer a man, and
thus his soul is befouled and lost. Alien races can also taint human bodies into twisted
mockeries, and contaminate entire populations without the need for overt battle.
The citizens of the Imperium are largely ignorant of anything that might resemble the
truth of the galaxy. If the general populace truly understood their precarious position in the
galaxy, or the brutal necessities that are required to secure even that much for Mankind, the
stability of the Imperium would collapse. However, this same ignorance that protects the
Imperium makes it vulnerable. The safe falsehoods that comfort its citizens are easily
supplanted with traitorous or heretical lies.
GMs who wish to emphasize this theme should strive to include consequences for all
the Acolytes’ actions. This is not the same as punishing the Acolytes for making certain
decisions, and it most definitely should not involve punishing the players for playing the game
in a certain way. Instead, the GM should show that choices are not made in a vacuum. He
should consider the alliances built and broken—and the methods used and avoided over the
course of each adventure— and incorporate the effects of these choices into future sessions.
The consequences the GM provides should follow logically from their causes and
engage the players in the game, but they do not need to be the ones the Acolytes intended to
bring about.
This theme matches plots focused around the Enemy Beyond, as Daemons and
Warpcraft represent the ultimate in deception. With the power of the Warp, even the stable
laws of reality can cease to be true, and perception cannot be trusted. Daemons also find it
an easy matter to ensnare and bewitch the ignorant, building a profane and blasphemous cult
out of the most innocuous components and unwitting accomplices.
RULES
CRITICAL DAMAGE
This setting uses the Gritty Damage rule.
INFLUENCE
Influence represents an Acolyte’s reputation, connections, resources, and other factors that
allow him to obtain desired results from the citizens and institutions of the Imperium. The
higher a character’s Influence, the better he is able to exert control over others, and hence the
easier it is for him to get items delivered, services performed, and other actions taken at his
request. In game terms consider the section under Networking. All Acolytes can start with a
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certain amount of Influence, through Persuasion or Intimidation, which they can increase
through gameplay.
USES OF INFLUENCE
Social Interaction: Dropping the right names or invoking a fearsome reputation can go far in
convincing others to reveal information or acquiesce to a character’s wishes. Indeed, merely
invoking the name of the Inquisition is enough to have many loyal citizens falling over
backwards to obey. An Acolyte can use his Influence to manipulate others into doing his
bidding, revealing information, or otherwise offering assistance. He can also use this to
generate local currencies as needed for bribes or other social actions where monetary
lubrication would be beneficial.
Investigation: In the course of an investigation, Acolytes often need to access resources and
information beyond their personal abilities and assets. Characters can use their Influence to
cast a wider net and expedite the investigation. This can include leaning on contacts for
information, gaining access to restricted archives, or ensuring cooperation by local authorities.
INQUISITOR INFLUENCE
In the performance of their duties, Acolytes often invoke the authority of their master in
order to succeed. Using the Inquisitor’s influence can be of great benefit to an Acolyte,
granting him access to resources otherwise far out of reach. Before attempting an Influence
roll (Intimidation or Persuasion), an Acolyte can choose to name drop his Inquisitor, which
would act as Support.
Using their Inquisitor’s influence can be greatly beneficial to the Acolytes, but comes at
the risk of angering the Inquisitor. Some Inquisitors prefer to see their Acolytes succeed on
their own merits, but even one who encourages his servants to wield his authority openly
cannot abide damage to his reputation, which has likely taken decades—or longer—to build.
If the Acolytes repeatedly misuse or harm his reputation, an Inquisitor should take action to
show his disapproval and remind them of the consequences for repeated failure. The forms
this may take are as varied as Inquisitors, but some possible punishments include the
following:
• Stripping one or more Acolytes of the ability to use the Inquisitor’s Influence.
• Ceasing all direct communication and support.
• Removing a finger, toe, eye, limb, or other body part, possibly with the promise to
replace it once the Acolyte has redeemed himself.
• Sending an assassin or kill-squad after the Acolyte as a warning to improve his
service.
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• Consigning the Acolyte to excruciation or an act of dedicated penance.
SANITY
There are a myriad of foul influences that can cause a man to go mad. In game terms,
Sanity starts at 2 plus half a character’s Spirit. If his Spirit increases permanently, his Sanity
increases by +1 as well. If his Spirit decreases permanently, it’s reduced by 1. Sanity is never
affected by temporary changes to Spirit, such as the effects of a boost/lower Trait spell.
High Sanity means a character is well-grounded and stable, while lower numbers mean he’s
mentally fragile and prone to depression, paranoia, or delusions.
Losing Sanity
Characters in Savage Heresy are at the center of terrible events: battling indescribable
horrors, uncovering shocking truths, and engaging in desperate struggles where countless
lives and souls hang in the balance. Such are the stresses and terrors involved that the slow
slide into insanity is a constant threat. No human mind, not even one hardened by the harsh
rigors of life in the Imperium, is immune to the slow erosion of sanity by the horrors of the 41
st Millennium, and Acolytes are no exception.
Any time a character fails a Fear check he suffers the usual effects and loses one point
of Sanity as well. Characters with a Sanity of 2 or less are noticeably odd. People don’t feel
comfortable around them, and they have a hard time fitting in. The player should pick a Minor
Habit Hindrance to play until the character’s Sanity is 3 or higher.
If a character’s Sanity drops to 0, he becomes genuinely deranged and must roll on the
Mental Disorders table. The disorders are considered Hindrances and begin as Minor unless
the GM believes otherwise.
Sanity cannot go below 0. If it would normally be lost, the character rolls again on the
Mental Disorders table. If duplicate results are rolled, the problem becomes worse.
All disorders are rated as Minor or Major, in ascending order of effect.
• Minor Disorder: The effects of the disorder manifest rarely or exhibit a fairly weak
compulsion.
• Major Disorder: The effects of the disorder are very strong and will trigger at the slightest
stimulation.
Characters with 0 Sanity are no longer affected by Fear modifiers.
Recovering Sanity
Three situations allow a victim a chance to recover Sanity, as listed below. In any of
these situations, a character who’s lost Sanity may make a Smarts roll. If he’s successful, he
regains a point, or two with a raise. A character’s Sanity can never exceed his normal
maximum.
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The three conditions that allow a victim to recover Sanity are:
• Triumphing Over Evil: The character participated in the defeat of a terrible threat.
• A Month of Rest: Thirty days of rest and relaxation—away from detrimental stimuli—allows
a victim’s mind a chance to heal and cope with what he’s seen. If the character has access to
a qualified psychiatrist, he may add +2 to the roll. (This typically is a Scarce or Very Rare
resource)
• The Healing Spell: Automatically recovers one point of lost Sanity if cast within an hour of
its loss (two with a raise). Greater healing automatically restores all lost Sanity and corrects
Mental Disorders.
Mental Disorders can be removed in the same way as regaining Sanity, only the
Smarts roll is at -4. On a success, one affliction is removed, and on a raise two are removed.
Note these options can never remove psychological Hindrances a character chose at
character creation as those are considered too deeply ingrained in their psyche.
D20 roll
Mental Disorders
1-3 Superstitious: The victim has found something that helps him deal with the
terrors he faces. Pick a simple routine or object to be the focus of this disorder.
As long as the focus is undisturbed, this character is fine. If the focus is lost or
disturbed all Trait rolls are made at –1.
4-6 Obsession/Compulsion: The character is compelled to perform some action
over and over again. Examples include counting objects, kleptomania,
self-flagellation or being obsessed with surgical modification or bionic
replacement.
7-8 Delusion: The character becomes convinced of the truth of some irrational
claim. Examples include conspiracy theories, invulnerability, personal infallibility
or righteousness.
9-10 Eccentricity: The character has one or more odd habits which reduce his
Persuasion or Performance by 2. Examples include talking to oneself, nervous
twitches, or only referring to oneself in the third person.
11-12 Hallucinations: In stressful situations, the victim is overwhelmed by images of
past encounters and dead Acolytes. He draws two Action Cards and acts on the
worst of the two. Characters who draw more than one initiative card (such as
Level Headed) draw one less card than normal instead. Reroll if the character
already has the Slow Hindrance.
13-14 Paranoia: The victim feels every mystery has a deeper meaning and goes to
great lengths to fit them into his skewed perception of the world around him. He
trusts only his close friends (barely), and gains the Delusional Hindrance (Major),
as well as a –2 to his Persuasion.
15-16 Major Phobia: The character has an irrational fear of something or other.
Examples include fear of water, corpses, or medical treatment. He gains a Major
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D20 roll
Mental Disorders
Phobia Hindrance associated with his fears.
17-18 Horrific Nightmares: The character is wracked by horrific nightmares. For each
night of sleep, they must roll Vigor. If unsuccessful, they awake with a level of
Fatigue .
18-19 Marked for Death: The character’s will is battered to a bloody pulp by all he’s
seen. He receives one less Benny at the start of each session.
20 Terminally Insane: The character has suffered a shock from which he will never
recover. He spends his days drooling and drawing pictures of strange creatures,
when he isn’t strapped into a straight jacket and screaming at the top of his
lungs—about daemons, that is.
Gaining Corruption should always be a significant event for an Acolyte. While Insanity
represents his mind failing to withstand the horrors of life in the 41st Millennium, Corruption
represents his soul slowly falling to Chaos—the very force he strives to combat—piece by
piece. For one who knows the hidden, terrible truths of what Chaos represents, there can be
no more hideous fate than to feel his soul’s destruction and the terrible future that awaits him.
As such, this should be an important part of how the player conducts his character in games
of Savage Heresy.
Mutations and malignancies are manifestations of Corruption; even when they are not
visible or even present, though, the character is always suffering, as his soul is being torn
apart in spiritual torment. A player should not wait for actual mutations or malignancies to
occur before looking for ways to represent even slight accumulations of Corruption.
Corruption: Corruption points (CP) operate much like Sanity points, except they are gained
through exposure to the Warp, dark rituals, cursed artifacts, and daemonic influence. The
more Corruption points a character has, the more afflicted he becomes. Whenever a
character is subject to dramatic exposure they must make a Spirit roll. If failed, the character
gains points of Corruption.
The exact level of Corruption points inflicted by a particular event, revelation, or encounter is
determined by the GM. The roll to determine how many Corruption points a character has
received can Ace.
Warp Shock: If the character loses Sanity points resulting from a failed Fear roll involving a
Warp entity, he suffers a number of Corruption points equal to the being’s Fear modifier. Fear
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(2), for example, would mean the Acolyte gains 2 CP.
Rending the Veil: Characters caught in a full-blown intrusion of the Warp into corporeal
reality gain Corruption points from the experience. The severity of the Warp breach affects
how many Corruption points Acolytes exposed to it suffer (1d4 for a minor Warp intrusion, or
1d8 or more for a larger tear in reality).
Sorcery: Practicing sorcery, witnessing dread rituals, or invoking even the least of Daemons
are all causes of Corruption. Minor sorcerous rituals inflict 1d6 Corruption points, while larger
rituals inflict 1d8 or more.
Blasphemous Lore: Knowledge itself can corrupt. The study of certain foul tomes, malignant
texts, or ancient pict-logs can cause an Acolyte to gain Corruption points even if he does not
comprehend the unholy words or images.
Dark Deeds: Evil acts done in the furtherance of a malignancy, in pursuit of forbidden lore, or
to appease a Daemon always cause the perpetrator to gain 1d6 or 1d8 Corruption points,
depending on the actions or Daemon involved.
Profane Relics: Chaos devices and amulets are steeped with terrible energy. Merely
handling a rune-encrusted weapon or wearing gore-soaked armor that a servant of the
Ruinous Powers once used can corrupt. Minor instances should inflict 1d6 Corruption points,
while prolonged use can inflict 1d8 or more.
Vile Persuasion: Many Daemons and cult leaders are masters of insidious temptation and of
sowing the seeds of doubt in a faithful heart. Their words and arguments can corrupt where
force alone would fail. Holding an extended conversation with such a being, or losing
Opposed Social rolls against him, can inflict 1d6 or more Corruption points on a character, at
the GM’s discretion.
Removing Corruption
The insidious touch of the Ruinous Powers represents a permanent taint on the soul,
and is normally impossible to remove. It is this permanence that makes Chaos so difficult to
combat, for once it is within someone, it grows and festers like a tainted wound. It is possible
though, in very rare situations, for the effects of corruption to be lessened. This is always an
extraordinary occurrence, and might happen once in a campaign at most. It could represent a
visitation from a Living Saint after her shrine was successfully purged of foul cultists eager to
perform a ritual desecration, or some similarly powerful and singular event.
This can only reduce Corruption by a small measure, usually no more than 1 or 2
points, though the GM can modify this depending on the nature of the event.
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The Corruption Track
01-30 Tainted 0 -
D100
Malignancy
1-10 Palsy: The character suffers from numerous minor tics, shakes, and
tremors with no medical cause. Reduce his Agility by -1.
11-15 Dark-hearted: The character grows increasingly cruel, callous, and
vindictive. Reduce his Smarts by -1.
16-20 Ill-fortuned: Chance seems to mock this Acolyte at the most crucial of
opportunities. Whenever this character uses a Benny, roll d6. On a result of
1–2, the Benny has no effect but is spent anyway.
21-25 Skin Afflictions: The character is plagued by boils, scabs, weeping sores
and other disgusting features across his body. He suffers from the Ugly
(Minor) hindrance.
26-30 Night Eyes: Light pains the character, echoing the growing stain on his
soul. Unless he shields his eyes, he suffers a –1 on all Notice rolls made in
an area of bright light.
31-33 Morbid: The character finds it hard to concentrate as his mind turns
increasingly macabre and he becomes prone to tortured, gloom filled trains
of thought. Reduce his Intelligence by -2.
34-45 Witch-mark: The character develops some minor physical deformity or
easily concealable mutation. It is small, but perhaps enough to consign him
to death if found out by a fanatical witch hunter.
46-50 Fell Obsession: This functions like the Obsession/Compulsion on the
Mental Disorders table, but in this case the character is obsessed by
something sinister or malign (such as collecting finger-bone trophies, ritual
scarification, carrying out meaningless vivisections, etc.).
51-55 Irrational Nausea: The character feels sick at the sight, sound, or smell of
something otherwise innocuous (such as prayer books and holy items, bare
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D100
Malignancy
flesh, human laughter, fresh food, etc.). When he encounters an object of
his revulsion he must make a Vigor roll or suffer a –2 penalty to all rolls as
long as he remains in its presence.
56-60 Wasted Frame: The character’s pallor becomes corpse-like and his
muscles waste away. Reduce his Strength by -1.
61-63 Night Terrors: The character is plagued by daemonic visions in his sleep.
This functions identically to the Horrific Nightmares on the Mental Disorders
table.
64-70 Poor Health: The character constantly suffers petty illnesses and phantom
pains, and his wounds never seem to fully heal. Reduce the character’s
Toughness by -1.
71-75 Distrustful: The character cannot conceal the distrust and antipathy he has
for others. He suffers a –1 penalty to Persuasion rolls when dealing with
strangers.
76-80 Malign Sight: The world seems to darken, tarnish, and rot if the character
looks at anything too long. Reduce the character’s Perception by -2.
81-83 Ashen Taste: Food and drink taste foul and provide little sustenance to the
character, and he can barely stomach eating. Recovering from Fatigue
takes twice as long for him than normal.
84-90 Bloodlust: Murderous rage is never far from the character’s mind. After
suffering damage in combat, he must succeed at a Spirit roll to allow his
enemies to flee, be captured, or incapacitated, rather than killing them
outright, even if his intent is otherwise.
91-93 Blackouts: The character suffers from inexplicable blackouts. When they
occur and what happens during them is up to the Game Master, who should
inform the player the details of what (if anything) he remembers on
awakening.
94-100 Strange Addiction: The character has a near-uncontrollable craving for
some bizarre and unnatural substance (such as rose petals, fresh blood,
widows’ tears, etc.). This acts like a Minor Hindrance for Compulsion (see
Mental Disorders table), but is freakish enough to cause serious suspicion if
discovered.
Mutation: A character’s Corruption points total is also used to determine the terrible effects of
Chaos upon his body. For every 30 Corruption points a character gains, he must make a roll
against Spirit or Vigor - his choice. Note that the GM can alternatively select specific
mutations and malignancies, to represent unique daemonic energies or the influences of
Warp-tainted artifacts. He can also choose to simply apply specific traits as a mutation
result.
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D100
Mutation
1-6 Bestial Hide: The character’s skin becomes toughened with layers of thick
scales or chitin, and he gains the Natural Armor (2).
7-11 Unnatural Arms: Twisted appendages (shriveled arms, hooked talons, or
fleshy tendrils) emerge from this character’s spine or torso. He gains the
Tentacles special ability.
12-17 Sightless Orbs: This character’s eyes become sightless, cracked windows
into a soul afflicted with a growing corruption. He gains the Blind hindrance
and can perceive its surroundings using senses other than sight or hearing,
such as special organs, fine hairs, or some other disturbing ability.
18-25 Swollen Brute: This character becomes bloated, his muscles expanding
and his form becoming excessively corpulent or disturbingly muscular (or
perhaps both). This character’s Toughness and Strength are permanently
increased by 1, but his Pace is reduced by 1.
26-30 Deathsight: This character’s mind becomes twisted, his eyes showing him
countless possible annihilations of anything or anyone he gazes upon for
more than a few moments. Once per game session, this character may
increase the damage of one attack he has made by 3. If he does so, he
gains 1 Corruption point.
31-36 Cursed Fleshmetal: This character’s armor and cybernetic implants
become fused with his flesh, and even regenerate. Removing any of these
items requires a Healing roll; if the roll fails, he suffers 1d6 damage to a
randomly selected limb that ignores Armor. He can make a Healing roll to
repair items merged with him, in the same manner as a Repair roll to repair
the same equipment, but suffers 1 Corruption point.
37-43 Razor Fangs: This character’s teeth grow long, turning into tearing fangs.
This character gains the Bite special ability.
He permanently reduces his Persuasion by 1 die type.
44-49 Excessive Legs: This character develops extra legs that support his form,
suspending his upper torso above a centauroid lower body. This character
gains the Tentacles special ability Trait with a number of extra legs equal
half to his Corruption value (tenths), rounded up.
50-54 Wings: Massive feathered or leathery wings erupt from this character’s
spine, and he gains the Flight special ability.
55-60 Serpentine Tail: This character’s legs wither while his spine elongates into
a serpentine tail that supports his body. He gains the Constrict special
ability.
61-69 Searing Blood: This character’s veins are filled with searing acids in place
of blood, though somehow the corrosive effects do not burn his own flesh.
Whenever he suffers a Wound, the foul liquid erupts and inflicts 1d6
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D100
Mutation
damage to each other character within a Small template.
70-77 Witch-Curse: A small stigma in the shape of a maddening rune appears on
this character’s body, marking him as touched by Chaos. He gains the
Psyker edge (or adds 1 to an existing psy rating) and freely learns any 1
Psychic Power that costs 2 pp or less. Whenever he attempts to use this
power, he gains 1d6 Corruption points.
78-84 Bone-Blades: This character’s bones grow long, twisted spurs that sprout
painfully from his flesh on his command. This character gains a natural
weapon that inflicts 1d6 damage. Whenever he makes an attack with this
weapon, this character suffers a Wound unless he passes a Vigor roll.
85-89 Cannibalistic Urge: Blood and marrow become as wine and bread to this
character, and normal food no longer satiates the hunger of his soul. Once
per game session, he can roll Vigor to remove a Wound by consuming
human flesh. Each time he does so, he gains 1 Corruption point.
90-92 Corrupted Flesh: Instead of blood, when this character’s flesh is torn
asunder, horrific insects, worms, or flitting creatures spill forth. Whenever
he suffers damage, this character gains the Fear (1) special ability for 1d6
rounds.
93-94 It Will Not Die!: This character is touched by the power of the Warp, and
fortune twists to keep him alive regardless of the terrible wounds he suffers,
as if it is the will of some dark being that resides beyond the veil of reality.
He can no longer use Bennies to soak lethal injuries. Whenever this
character would die, he instead survives by the narrowest margin as if he
had used a Benny and gains 1d10+5 Corruption points.
95-97 Warp Gaze: Whatever this character looks upon burns with the fire of the
Warp, and all who see his eyes despair. This character gains a 12’ ranged
attack that strikes with 1d8 damage. Each time he uses this attack, he
gains 1d6 Corruption points. Characters struck with this attack must make a
Fear (1) roll.
98-99 Warp Regeneration: Corruption seethes through this character’s flesh,
sewing his body back together time and time again whether he wills it or
not. Whenever this character suffers damage, he makes a Vigor roll. If he
succeeds, he does not suffer Wounds for 1 round and gains 1d4 Corruption
points.
100 The Warp Made Manifest: This character becomes a Daemon-like
creature, capable of reshaping reality itself at his whim. He gains the +2
Toughness, Undead, Fear (2), immunity to mental controls, and if he suffers
a Wound he must succeed a Spirit roll or be sent to the Warp. He can also
use his Spirit Trait in place of any other characteristic for any roll he is
called upon to take.
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PSYKERS
When a psyker reaches into the Warp, there is always the chance of the Empyrean
bleeding into reality. Sometimes this manifestation is unique to the psyker, but in general it is
as unpredictable as the Warp itself. Some effects can include a drop in temperature, ghostly
voices, feelings of unease, or nearby vegetation shriveling and dying. In rare instances, even
full-scale Warp breaches can occur.
If the psyker would receive a Backlash, a phenomenon occurs and the psyker must
roll on the Psychic Phenomena table. Particularly high rolls on this table can result in the
psyker having to also roll on the Perils of the Warp table. A few powers, as noted in their
descriptions, cause other effects upon the material world when they manifest.
PSYCHIC PHENOMENA
2d6 Manifestation (lasts for 1 round unless otherwise specified)
Dark Foreboding: A faint breeze blows past the psyker and those near him, and
2-3 everyone gets the feeling that somewhere in the galaxy something unfortunate just
happened.
Altered senses: Roll an additional 1d6.
1-2 For a few moments, all noises cause echoes, regardless of the surroundings.
4 3-4 The air around the psyker becomes permeated with a bizarre and foul smell.
5-6 The temperature plummets for an instant, and a thin coating of frost forms to
cover everything within LBT.
Psychic Tremors: Roll an additional 1d6.
1-2 The psyker suffers a –1 penalty to Smarts rolls, and related skills, until the start
of his next turn as his own inherent phobias, suspicions, and hatred surge to the
surface of his mind in a wave of unbound emotion.
3-4 For a fleeting moment, the psyker takes on a daemonic appearance and gains
5
the Fear (1) Special Ability until the start of the next turn. However, he also gains 1
Corruption point.
5-6 Blood weeps from stone and wood within LBT of the psyker. If there are any
paintings, pict-displays, statues, or other representations of people inside this
area, they appear to be crying blood.
The Furies: Roll an additional 1d6.
1-2 Ghostly apparitions fill the air within LBT around the psyker, flying about and
howling in pain for a few brief moments. Each character in the radius (except the
psyker himself) must roll against Fear (1).
3-4 A shrill keening rings out across the immediate area, shattering glass and
6
forcing each living creature able to hear it (including the psyker) to pass a -3 Vigor
roll or be deafened for 1d8 rounds.
5-6 The Psyker is assailed by unseen horrors. He is slammed to the ground and
suffers 1d6 Impact damage, ignoring Armor, and he must roll against Fear (2). This
damage can Ace.
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2d6 Manifestation (lasts for 1 round unless otherwise specified)
Unnatural Phenomena: roll an additional 1d6.
1-2 All plant life within LBT of the psyker withers and dies.
3-4 Howling winds erupt around the psyker and inflict a -4 penalty on all actions,
7
and all characters must succeed at an Agility check or be knocked prone.
5-6 The ground suddenly shakes, toppling objects and people alike. All characters
within LBT, including the psyker, must pass an Agility roll or be knocked prone.
Shadow of the Warp: For a split second, the world changes in appearance, and
everyone within 1d100 meters has a brief but horrific glimpse of the shadow of the
8
Warp. Each character in the area (including the psyker) must make a -3 Smarts
roll or gain 1d6 Corruption points.
Tech Scorn: The machine spirits reject these unnatural ways. All un-warded
technology within LBT malfunctions momentarily, and all ranged weapons jam.
9 Each character (including the psyker) within that range with cybernetic implants
must pass an -1 Vigor roll or suffer 1d8 damage, ignoring Armour.This damage
can Ace.
Warp Madness: A violent ripple of tainted discord causes all characters (except
10 the psyker) within MBT to make a -3 Smarts roll; each character who fails gains
1d6 Corruption points and becomes Berserk for 1 round.
11-12 Perils of the Warp (roll again on Perils chart)
31
2d6 Perils of the Warp (lasts for 1 round unless otherwise noted)
Whether or not the psyker passes the roll, he suffers 1d8 damage. The damage
can Ace.
7 Dark Summoning: The Empyrean buckles and tears at the arrogance of the
psyker, and a Plaguebearer or another lesser Daemon at the GM’s discretion rips
its way into existence. The pestilent fiend appears within MBT of the psyker, for a
number of 1d8 rounds. The psyker’s turn immediately ends, and the Daemon
takes its turn immediately. It detects the psyker and focuses all of its attacks upon
the fool who unwittingly summoned it. It does not attack anyone else, even if
others attack it; if the psyker is slain, it returns back to the Warp, satisfied with its
kill.
8 Blood Rain: A psychic storm erupts, covering an area of 5d10 meters. Each
character in range (including the psyker) must make a -3 Agility roll or be knocked
Prone. In addition to howling winds and rains of blood, any psychic powers used
in the area for 1d6 rounds automatically invoke Perils of the Warp, in addition to
any Psychic Phenomena caused. The psyker gains 1d8 Corruption points.
9 Mass Incursion: Chaos Furies emerge from the Warp, hungry for souls. Each
character within 1d100 meters of the psyker (including himself) must succeed a -2
Smarts roll or gain 1d10 Corruption, lose 1d6 Sanity points, and suffer 1d10
damage, which can Ace. Each character who succeeds is attacked physically by a
Fury, which departs after 1d6 rounds.
10 Reality Quake: Reality buckles around the psyker, and an area radiating out 3d10
meters from him is sundered: solid objects alternately rot, burn, and freeze, and
everyone and everything in the area suffers a single hit for 2d10 damage that
ignores Armour and can Ace. Warded objects, Daemons, and Untouchables halve
the damage they would suffer.
11 Grand Incursion: A great and terrible Warp entity takes an interest in the
psyker's flesh. Use the profile for Putricifex, Herald of Nurgle (or another suitably
powerful Daemon) to represent the attacker, who instantly makes an Opposed
Smarts roll against the psyker. If the Daemon wins, it possesses the psyker's body
for 1 hour per Raise by which it won the roll. The psyker loses 1d10 Sanity points
and gains 2d10 Corruption points and is controlled by the Daemon until the effect
ends. If he dies while possessed, the Daemon physically manifests for the
remainder of the effect's duration. If the psyker wins the roll, he suffers 2d10
damage, and forever adds +2 to all rolls on the Psychic Phenomena table and the
Perils of the Warp table, as his polluted body now serves as a Warp conduit.
12 Annihilation: The psyker is immediately burned to ashes by the screaming fires
of the Immaterium or dragged into the deepest maelstrom of the Warp. He cannot
Benny to avert this death and is irrevocably destroyed. There is a chance that a
daemonic entity of some sort appears in his place—the type of Daemon is
determined by the GM, based on how powerful the psyker was, as more
powerful psykers draw more powerful Daemons. Roll 1d6, on a 1 the Daemon
appears).
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PSYCHIC POWERS
Psychic powers work in much the same way as skills, and allow a psyker character to
manifest unnatural effects and abilities. Psykers access their profound (some say
blasphemous) power from the Warp, using an innate connection to this wellspring of energy to
create effects capable of incredible greatness or ruinous destruction.
Sanctioned Psykers begin their servitude aboard the dreaded Black Ships of the
Adeptus Astra Telepathica. Once on Terra, they are examined and tested to see what use
they can be to the Emperor.
Other psykers, though, escape the notice of the Black Ships, either through ruse,
disguise, or even the protection of an Inquisitor eager to utilize their powers for his own ends.
Having never undergone the Sanctioning process, and lacking any formal training to protect
their minds, each represents a huge danger to friend and foe. An unsanctioned psyker is
sometimes capable of manifesting greater psychic powers, but without mental and spiritual
rigor he is also easier prey to the ravenous entities of the Warp. The Ruinous Powers always
thirst for souls, and few shine as brightly and are so easily devoured as an unsanctioned
psyker.
Biomancy
Artists of living flesh, Biomancers can push their own bodies beyond human limits, and
even control the biological processes of others. These powers allow a psyker to enhance his
own abilities and aid his allies, but can also be used to stop a foe’s heart with but a thought.
Endurance - (Healing)
Focussing his mind on the injured bodies of his allies, the psyker energizes their biology,
initiating rapid cell growth. In moments, shattered bones re-knit, gaping wounds close and
heal, and the effects of combat damage disappear.
Hemorrhage - (Blast)
Drawing on his mastery of the living body, the biomancer accelerates his victim’s heart rate
beyond the bounds of biological possibility. Betrayed by his own body, the target’s blood boils
over, flooding his brain and bursting his overtaxed veins. Those nearby have their own hearts
caught in the unnatural rhythm, suffering the same fate.
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Invigorate - (Relief)
The psyker draws upon the energies of the Warp to galvanize the flesh, a possibly hazardous
endeavor but one that can be essential to continue the warband’s efforts. Newly empowered,
the Acolytes can continue afresh.
Life Leech
Rank: Veteran
Power Points:4
Range: 5/10/20
Duration: Instant
Description: The psyker latches on to his target’s life force and tears it from the hapless
victim’s body. The psyker absorbs this stolen essence, using it to reinvigorate and bolster
his own flesh.
With a gesture, the psyker draws a portion of the target’s life force out of her body and this
life energy can immediately be redirected to heal the psyker or one of her allies.
The Psionics skill roll to cast the spell is opposed by the target’s Spirit. Success causes the
target to lose a wound, which the caster may immediately apply to heal a lost wound on
herself or an ally within the spell’s range. Each raise causes the target to lose an additional
wound, which may also be redirected. All wounds stolen from the subject must be
transferred to the same recipient.
Divination
Perhaps the most ancient of psychic disciplines, divination foretells the future. Though
diviners may seek answers by scattering animal entrails or studying the movement of stars, it
is in fact the timeless realm of the Warp to which they turn. The powers of divination are of
inestimable use to an Inquisitor and his Acolytes in the pursuit of their duties, both in the
frenzied arena of combat and while undertaking investigative pursuits.
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Foreboding
Rank: Novice
Power Points: 3
Range: Smarts
Duration: 5
Description: The psyker or his target gains an unnatural sixth sense. With this inexplicable
insight, he knows how and where his enemies will attack, dodging blows and lasblasts with
contemptuous and frightening ease.
Forewarning - (Deflection)
Foreseeing his foes’ intentions, the psyker taps into the Warp and, like dropping a small
pebble into a pool, sends ripples to slightly shift the course of events. Without moving a
muscle, the psyker saves his ally from certain injury and leaves his enemy baffled.
Misfortune
Rank: Novice
Power Points: 2
Range: Smarts
Duration: Instant
Description: Twisting fate, the psyker focuses his inner eye to ensure that his foe suffers
every possible calamity that ill-fortune could provide. From embarrassing mishaps to
life-and-death struggles, chance itself betrays the target at every turn.
Any foe making a direct action against your character—whether an attack, a Test, or other
action—suffers a mishap if his skill die is a natural 1, regardless of Wild Die. When this
occurs, the foe’s weapon malfunctions, he slips and falls, and so on. The exact effect is up
to the Game Master, but should usually cause the foe to miss his turn at the very least.
Modifiers:
AREA OF EFFECT (+2/4): This power affects everyone within a Medium Burst Template
centered on the villain, including allies. With the four point version he can choose who is
affected under the template.
IMPROVED MISFORTUNE (+4): Foes suffer misfortune on a roll of 1 or 2 on their Trait die.
Perfect Timing
Rank: Novice
Power Points: 2
Range: Self
Duration: 5
Description: So accurate are the diviner’s premonitions, that he can predict the exact
moment his foe will expose himself as a target.
A psyker or his allies under Perfect Timing suffers no penalties due to Cover modifiers.
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Precognition
Rank: Heroic
Power Points: 5
Range: Self
Duration: Instant
Description: In one of the most viscerally intense applications of the Divination discipline,
the psyker witnesses solid and perfectly lifelike visions of his own future. Peering into
moments yet to come, he can use this information to ensure or avoid future fates.
The psyker gains an extra Benny, or 2 with a Raise, that lasts until the beginning of his next
turn. If the psyker is killed or rendered Incapacitated before the beginning of his next turn,
all temporary Bennies are lost.
Scrier’s Gaze
Rank: Seasoned
Power Points: 3+
Range: Varies
Duration: 3 (1/round)
Description: The most accomplished diviners are not only able to see into the future, but
also the present. Unbound by the limits of mere physical vision, his mind peers far and
wide, with little able to hide from his sight.
Scrier’s Gaze allows the psyker to sense people, places, and things outside of normal
perception. The Range varies depending on the Arcane skill roll. A success gives the
psyker a Range equal to her Spirit ×10 in miles, and a raise increases that to Spirit ×100
miles. Walls, doors, and other barriers do not hamper Scrier’s Gaze in any way, though
psychic barriers may block it at the GM’s discretion. While it’s active, the user of this power
can shift the point of observation to anywhere within her Range as a free action.
When using Scrier’s Gaze , the psyker chooses a single sense (usually sight) to project. For
each additional 1 PP she spends at casting, she may add an additional sense; this does not
affect maintenance costs.
Warp Perception
Rank: Novice
Power Points: 2
Range: Self
Duration: 5
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Description: The psyker opens his senses to the Warp, allowing unnatural tendrils of
energy to augment his own perceptions. His flesh no longer limited, he casts his gaze wider
and hungrily scents prey from farther afield.
A psyker with Warp Perception suffers no penalties due to bad lighting, fog, or other
obscurement. He adds +2 to Notice rolls.
Modifiers:
TRACKING (+1): Your psyker can easily find his target. Give him a +2 to Survival (tracking)
rolls.
Pyromancy
The most destructive discipline, pyromancy allows a psyker to control and create flame
using his mind. These powers focus on combat, from incinerating foes from within to
summoning walls of flame to shield allies. Pyromancers are greatly feared, for their powers
are often difficult to control once released, and can inflict great collateral damage.
Cauterize (Healing)
With careful application of his powers, the psyker applies intense heat to a wound on his own
flesh or to the flesh of an ally, quenching the flow of blood. The effect is quite painful, but
certainly preferable to bleeding to death. The use of this power generates a focused and
intense heat that rivals advanced medicae equipment, and certainly far exceeds the effects of
ordinary battlefield cauterization.
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outward, traveling in reverse down the path of the bullet or lasbolt to strike the psyker’s
assailant.
Inferno (Blast)
Focussing his power, the psyker ignites the very atmosphere surrounding his target, placing
his foe in the midst of a sudden and violent conflagration.
Sunburst
Rank: Veteran
Power Points: 2
Range: Self
Duration: 2
Description: The psyker releases a nova of fiery energy from his body. As the psyker
focuses his power, a blazing aura coalesces around him, growing brighter and hotter before
rapidly expanding outward in all directions. As the calm at the eye of the firestorm, the
psyker is untouched, while all around him is reduced to ash and cinder.
The psyker must first “prime” himself by standing still and taking no other actions for one full
round. On his next action, he (his energy, etc.) explodes for 3d6 damage in a Medium Burst
Template.This is a Heavy Weapon.
Modifiers:
LARGE TEMPLATE (+3): Sunburst uses the Large Burst Template instead of the medium.
Telekinesis
Through the power of the Warp, telekines translate mental impulses into physical force.
Powers from the telekinesis discipline can defy gravity, blast opponents with invisible bolts of
force, and even tear holes in the very fabric of reality. Such powers offer great utility in a
variety of situations, for they allow a psyker to affect the world around him without the
constraints of his physical body
Assail (Bolt)
The psyker reaches out with his mind to pluck up whatever objects are available and hurl
them at his target. If there is nothing suitable nearby, the psyker can direct his mental
energies directly at his foe, pounding him with bolts of invisible force.
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Crush
Rank: Novice
Power Points: 2/ level
Range: 12
Duration: 2
Description: Rather than using his abilities to turn inanimate objects into weapons, the
telekine focuses directly on his enemy to squeeze him in an invisible fist of power. Unless
the target can repel the psychokinetic assault, he is bludgeoned horridly. Even should he
survive, the overwhelming psychic force nonetheless pins him in place under a tremendous
weight.
The Strength of the telekinesis force is d8 initially, and each level in the power adds a
further die step (level 4 is d12+1). This is its damage if used to attack, its ability to grapple,
how much it can lift, and so on, just as if it were a character. Those who are hit by it suffer
the force’s damage (its Strength die plus a Wild Die, just like a Wild Card character).
Modifiers:
BIND (+1): The psyker can use his power to restrain foes. This requires an opposed
Strength roll between the target and the force. If the victim fails, he is bound and may
attempt to break free on his actions with a Strength or Agility roll (his choice) opposed by
the field’s Strength.
Once bound, a foe is automatically hit each round if the attacker desires. Roll Strength
damage for the force normally.
HEAVY WEAPON (+1): The force counts as a Heavy Weapon.
MEDIUM TEMPLATE (+2): The psyker may use Crush to affect a Medium Burst Template
(this template can be used with all of the other modifiers as well). If used for Fighting or
Binding only one roll is made and applied to all foes underneath.
Objuration Mechanicum
Rank: Novice
Power Points:2/level
Range: 12
Duration: Instant
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Description: With this power, the psyker reaches into and disrupts the inner workings of
nearby machines, jamming gears, blowing fuses, and severing power couplings. Those who
rely on technology find themselves bereft of their support and helpless.
To cause a malfunction, the psyker picks a target for his Psionics roll and adds the level
modifier below to the Power cost. If successful, the device malfunctioned in some way.
Devices of simple and moderate complexity just stop working. Complex devices lose a
random subsystem, determined by the GM.
Particular sub-systems of complex devices can be selected as well. This incurs a further +1
cost for the device. Causing a tank’s gun to malfunction, for example, is a total modifier of 5
(+4 for Complex device, +1 for a subsystem).
Level Device
Shockwave (Stun)
The psyker uses his unnatural control of the physical world to amplify a sound to impossible
levels. From clapping his hands together, stamping on a hab floor, or even shouting, the
psyker creates a sound that transforms into a powerful shockwave, bursting eardrums and
knocking people off their feet.
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space are undone as the ravenous predations of Chaos devour all in the vicinity. This power
is extraordinarily dangerous, and not only to the psyker’s enemies. The Vortex of Doom feeds
on itself and can sustain its power without the need of the psyker.
Telepathy
Perhaps due to Astropaths being amongst the more common types of psyker, many
individuals equate all psychic ability with telepathy. In fact, only certain psykers possess the
talent to enter the minds of others, and even fewer the strength of will to maintain their own
sanity in the face of constant exposure to others’ thoughts. These powers may not inspire
awe in the same way as other, less subtle, disciplines, but a skilled telepath can end a battle
before a single shot is fired.
Dominate (Puppet)
Demonstrating the superiority of his mutant mind, the telepath subverts his foe’s will and
forces him to act against his every inclination. Few psychic abilities are so rightly feared.
Hallucination (Confusion)
The human mind’s grasp on reality is fragile and easily manipulated with sufficient power.
With his own psychic senses, the telepath touches the psyche of his target and severs its
connection to normal existence.
Invisibility (Invisibility)
Clouding enemy minds, the psyker obscures his allies from their foes’ senses. Though eyes
and other senses detect them as normal, their minds do not perceive them, save for a slight
distortion in their vision.
Puppet Master
Rank: Heroic
Power Points: 3
Range: Smarts
Duration: 2
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Description: In the ultimate expression of telepathic power, the psyker utterly crushes his
target’s will, locking him away in a dark corner of his own mind and taking complete control
of his body. After recovering their wits, those subjected to this power are often struck with
bouts of insecurity, never certain again if their actions are truly their own.
With it, the villain can contact and control another mind by making an opposed Smarts roll
with the target.
Success means the target is completely under the psyker’s control. If the psyker also has
Telepathic Link, he has a mental link of infinite distance with his victim. The subject may
now venture outside the controller’s range, and can mentally relay any information the
controller requires.
The subjects are complete slaves, but being forced to attack loved ones or act completely
against their nature allows them to make another contested Smarts roll to break the link.
Any time the controller is Shaken, sleeps, is Incapacitated, or otherwise cannot maintain
basic concentration, all minds under his control are instantly released.
Modifiers:
MIND WIPE (+3): The controller can manipulate the victim’s memories so that he does not
remember what he’s done while under Puppet Master.
HEAVY WEAPON (+1): The force counts as a Heavy Weapon.
MORE MINDS (+2): The telepath can control another target each time this Modifier is
bought.
Terrify (Fear)
Turning an eldritch key, the psyker unlocks his target’s deepest and strongest fears, exposing
him to the worst recesses of his own psyche. These nightmarish visions are enough to drive
even the strongest helplessly mad.
EQUIPMENT
There is no standard currency across the Imperium, and even in established sectors,
few respect the coinage of some far-distant world. For most, this is no matter. Very few
individuals travel between worlds in the 41st Millennium; the majority of humans spend their
entire existence within a few kilometers of their birthplace, as they toil and sweat for the
Imperium in the countless billions. Acolytes might gain hoards of precious coins on one world,
only to find them worthless on the next. They must rely instead on other means to purchase
goods, request aid, and offer material assistance. For this, Savage Heresy uses the abstract
Weath rules.
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Availability Modifiers
Availability Modifier
Plentiful (PL) +2
Common (CM) +1
Average (AV) 0
Scarce (SC) -1
Weapon Notes:
Felling: If the target suffers damage from this weapon they must pass a Vigor roll or they
become Stunned. On a critical failure they become incapacitated.
Force: With a successful Psionics roll it does +d12 on a raise instead of +d6.
Las: Reliable weapons. On a critical failure roll 1d6, the weapon jams if the result is 1.
Plasma: These weapons have a tendency to overheat, placing the wielder in danger. On a
shooting roll of 1, roll 1d6:
1-2: EXPLODES! Take damage as if you shot yourself.
3-4: Critical Overheat! Character drops weapon and cannot pick up for 1d10 rounds.
5-6: Character drops weapon.
Power Field: When the character successfully uses this weapon to Parry an attack made with
a weapon that lacks this quality, roll 1d6; on a result of 4 or higher, he destroys the attacker’s
weapon. Weapons with the Force quality and Natural Weapons are immune to this effect.
Shocking: If the target suffers damage from this weapon they must succeed a Vigor roll or be
Stunned. This effect will last till they succeed a Vigor roll.
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Tearing: On a Raise this weapon does 1d12 damage instead of 1d6. If used deactivated
remove this quality.
RANGED WEAPONS
Name Range RoF Shots Damage Notes Weight Availability
Bolt Weapons
Bolt Pistol 12/24/48 2 12 2d8 AP4 2 VR
Boltgun 15/30/60 3 20 2d10 AP4, min str d8 6 VR
Heavy 20/40/80 3 40 3d10 AP4, Heavy Weapon, 40 VR
Bolter snapfire, min str d12
Storm 12/24/48 3 30 2d10 AP4, 3RB, Snapfire, 8 ER
Bolter min str d8
Flame Weapons
Hand Cone 1 5 2d8 Ignore armor without 2 SC
Flamer full coverage
Flamer Cone 1 5 2d10 Ignore armor without 6 SC
full coverage
Heavy Cone 1 5 3d10 Ignore armor without 40 ER
Flamer full coverage
Las Weapons
Laspistol 12/24/48 1 30 2d6 Las 1 CM
Lasgun 15/30/60 3 60 2d6 Las 4 CM
Long Las 20/40/80 1 40 2d8 Las, Snapfire 5 SC
Lascanno 40/80/160 1 30 4d8 AP 20, Heavy 25 ER
n Weapon, Las,
Snapfire, min str d12
Melta Weapons
Inferno 5/8/- 1 5 2d10 AP2, Melta, reload 2 1 SC
Pistol
Meltagun 7/14/21 1 5 4d10 AP4, Heavy Weapon, 15 VR
Snapfire, Melta,
reload 2
Multimelta 7/14/21 1 5 5d10 AP4, Heavy Weapon, 40 NU
Snapfire, Melta,
reload 2, min str d12
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Name Range RoF Shots Damage Notes Weight Availability
Plasma Weapons
Plasma 10/20/40 1 10 2d10 Heavy Weapon, 4 VR
Pistol Plasma
Plasma 10/20/40 1 10 3d10 Heavy Weapon, 18 VR
Gun Snapfire, Plasma
Plasma 15/30/60 1 14 4d10 Heavy Weapon, 27 NU
Cannon Snapfire, Plasma,
min str d12
Solid Projectile Weapons
Autopistol 12/24/48 3 18 2d6 1 AV
Autogun 12/24/48 3 30 2d8 Min Str d6 5 AV
Stub 12/24/48 1 6 2d6+1 AP2 1 PL
Revolver
Stub Auto 12/24/48 3 15 2d6+1 AP2 1 AV
Heavy 20/40/80 3 40 2d8+1 AP2, Snapfire, min 30 SC
Stubber str d8
Autocann 30/60/120 3 80 2d10 AP4, Heavy Weapon, 40 VR
on no single shot,,
Snapfire, min str d12
Sniper 20/40/80 1 10 2d8+1 AP2, +2 to Shooting 5 SC
rifle rolls at long ranges
Dueling 15/30/60 1 2 2d6 +1 to Shooting rolls 2 SC
Pistol
Shotgun 12/24/48 1 8 1-3d6 Shotgun 5 AV
Sawed-off 5/10/20 1-2 2 1-3d6 Shotgun 4 AV
Shotgun
Combat 12/24/48 3 12 1-3d6 Shotgun 6 SC
Shotgun
Exotic Weapons
Needle 20/40/80 1 6 2d6 Felling 2 VR
Rifle
Needle 12/24/48 1 6 2d6 Felling 1 VR
Pistol
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GRENADES AND EXPLOSIVES
Name Range RoF Shots Damage Notes Weight Availability
Frag 5/10/.20 - - 3d6 MBT, Thrown 1 CM
grenade
Krak 5/10/.20 - - 3d8 AP6, Heavy 1 SC
grenade Weapon, SBT,
Thrown
Smoke 5/10/.20 - - - MBT, obscures 1 CM
grenade vision for 2d4
rounds
Photon 5/10/.20 - - - MBT, Vigor roll or be 1 SC
grenade shaken
Choke 5/10/.20 - - - Coughing, sobbing, 1 SC
grenade vomiting
Plasma 5/10/.20 - - 2d10 MBT, ignores armor 1 VR
grenade
Melta - - - 4d10 MBT, Heavy 2 VR
bomb Weapon, sticky
bomb
Grenade 12/24/48 1 6 Varies Heavy Weapon, 12 AV
launcher uses grenades for
ammunition
Rocket 24/48/96 1 1 4d8 AP9, MBT, Snapfire, 35 SC
launcher Min Str d8, Reload
2
MELEE WEAPONS
For Low-tech weapons please refer to SWADE. Availability should be between AB and CM.
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Type Damage Notes Weight Availability
Force Sword Str+d6 +1 to Fighting, Force 2 NU
Force Staff Str Two-handed, Force 4 ER
Power Weapons
Omnissian Axe 2d8+3 AP1, Two-handed, Parry -1, 5 ER
Power Field
Power Fist 2d6+2 AP2, Parry -2, Power Field 6 SC
Power Sword 2d6 AP1, +1 to Fighting, Power Field 2 SC
Power Axe 2d6+1 AP2, Two-handed, Power Field 4 SC
Power Maul 2d8+2 AP1, Power Field, Shocking 7 SC
Shock Weapons
Shock Maul Str+d6+1 Shocking 3 AV
Neural Whip Str+d4+1 Parry -1, Reach 2, Special (On a 2 AV
Raise, the target does not take
an additional d6 damage, but is
instead Entangled), Shocking
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Name Armor Notes Weight Availability
Flak Coat +2 Arms, Torso 5 AV
Imperial Guard +4 All 11 SC
Flak Armor
Mesh Armor
Mesh Vest 3 Torso 2 SC
Mesh Cloak 3 Arms, Legs, Torso 3 VR
Carapace Armor
Carapace Helm 2 Head 2 SC
Carapace 2 Arms 2 SC
Gauntlets
Carapace 2 Legs 3 SC
Greaves
Enforcer Light 4 All 10 SC
Carapace
Carapace 4 Torso 7 SC
Chestplate
Militarum 6 All 12 VR
Tempestus
Carapace
Power Armor
Light Power 7 All 30 VR
Armor
FORCE FIELDS
Conversion Field: Also known as flare fields, these devices convert the energy of an attack
into radiated light, often strong enough to act as a blinding visual blast against nearby foes. A
more powerful version known as a Rosarius is often granted to members of the Ecclesiarchy
to guard against the predations of heretics and the unholy.
Displacer Field: Displacer fields are powerful, but sometimes as dangerous to use as the
actual attack. They operate not by absorbing or shunting away an attack’s energy, but instead
by shifting the user away using miniature Warp-jump technologies. This jump is normally
triggered through sensors located with the device, though it can also be activated manually if
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desired. Each activation carries the supreme risk of unprotected travel through the Empyrean;
even as the body is swept to safety, the soul risks damnation.
Power Field: Unlike most other field devices, power fields are large, bulky affairs that cannot
be easily disguised. Personal versions must be worn as heavy backpacks, while larger units
are fitted with motive mechanisms, due to their weight and size. Power fields are very
effective, projecting a force wall to negate incoming attacks, but drain energy quickly once
active. The Power Field allows the wearer to soak the damage suffered. This roll cannot Ace
and bennies cannot be spent on it.It works like a soak roll, soaking a wound for every success
and raise. The character can Soak any remaining wounds normally.
Whenever the Power Field soak roll is a double (two fives, two sixes and so on), regardless of
the result of the roll, the field is temporarily out of energy for 1d6 rounds.
When the same drug is used too often in a short period of time, there is a chance for it to
have a diminished effect as the user builds up an immunity or tolerance. A character who
uses more than one dose of a given drug in a 24 hour period may experience the drug losing
its potency.
Excessive drug use can also lead to Addiction, for this consider using the Habit (Minor/Major)
Hindrance.
Name Notes Availability
Amasec This refreshment is made from distilled wine or other fermented AV
beverages, and is popular in many regions of the Imperium. It is
usually a fine-quality product, with some well-aged vintages
renowned across the sector for bouquet and flavor.
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Name Notes Availability
Flects Psycho-active pieces of glass. A “look” can give the user a AV
sense of euphoria. Sometimes it is a positive experience, other
times it is not. Flects have been documented as being able to
drive a human being insane.
Lho-Sticks A mild narcotic, each stick contains dried and cured plant CM
leaves that release a scented, stimulating smoke when ignited
and inhaled through a cheap tube that burns away with the
drug. As the leaves vary with the planet, lho-sticks can vary
from world to world as well, often making them useful trade
items.
Obscura Though often illegal, obscura is popular in many fighting units SC
where combatants are eager for respite from constant battle, as
well as among civilians seeking relief from the drudgeries of
harsh life. Obscura-users enter a dream-like state for 1d4 hours
(if required to engage in combat, consider them under the
effects of a hallucinogen subtracting -1 from their Spirit rolls).
For 1d6 hours after the effects wear off, they enter a deep
depression, unless another dose of obscura is taken.
Obscura is Addictive.
Recaf These common beverages offer a mild stimulant effect as well AB
as pleasing taste. Hot recaf starts many days across the sector,
from Imperial Guardsmen fighting on combat lines against the
xenos threat to Acolytes striving to stay alert on an all-night vigil
near a suspected cult hideout.
Consuming recaf helps to hone senses dulled by exhaustion,
and a dose removes one level of Fatigue from the character.
Sacred Holy lubricating oils that have received the blessings of the VR
Unguents Omnissiah, these liquids are highly sought after for their
calming effect on recalcitrant machine spirits. If applied to a
weapon— which requires an action—the weapon becomes
immune to jamming for a number of shots equal to its clip
size. If the unguent is applied to an already jammed weapon,
the jam immediately clears, but there is no further effect.
'Slaught This combat drug (also known as onslaught) is frequently taken CM
to heighten awareness and improve reaction time. It literally
speeds up the user, but causes neural and physiological
damage with prolonged application.
Taking a dose grants the user the Quick and Alertness Edges
for 2d10 minutes. When the drug runs its course, the user must
pass a -1 Vigor roll or suffer a –2 penalty to all Agility and
Smarts based rolls for 1d6 hours. Slaught is addictive.
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Name Notes Availability
Somna In small doses, soma makes people feel good. In large doses, it CM
creates pleasant hallucinations and a sense of timelessness.
Stimm A dose of stimm is enough to energize the weary and mask SC
pain with short-term vitality, often enough to finally bring a
protracted combat to a successful conclusion. Each dose lasts
for 3d6 rounds.
SUPPLIES
Name Notes Weight Availability
Auspex/Scanner These standard Imperial detection devices are 0.5 SC
used to reveal energy emissions, motion,
life-signs, and other information. A character
using an auspex gains a +2 bonus to Notice
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Name Notes Weight Availability
rolls. The standard range is 50m, though walls
more than 50 cm thick and certain shielding
materials can block a scanner.
Auto Quill Often elaborate devices of ink-stained brass - SC
and vat-grown or artificial quills, these devices
allow a user to copy text or transcribe speech
with impressive speed and accuracy. Many
scribes carry portable units, suitable for
recording interrogation sessions or xenos
translations.
Cameleoline Cloak Cameleoline material is made up of mimic 0.5 SC
fibers that blend the coloration of the wearer
into their surroundings, and is the garb of
choice for snipers. The wearer gains a +2 to
Stealth rolls. If he remains stationary during his
turn, Shooting rolls targeting him suffer a –3
penalty until the beginning of his next turn.
Clip/Drop Harness A simple (but robust) spooled safety line with a 1 CM
magnetic or hooked clasp at the end, these
tools attach to the user’s belt or shoulder
straps. When deployed, they allow for relative
safety in rappelling down vertical surfaces or
preventing falls from unsteady rooftops.
Combi-tool Most combi-tools are small, compact devices .5 SC
filled with foldout and extending probes,
blades, hooks, and socket-plugs. They are
ideal for coaxing operation from recalcitrant
machinery, repairing damaged devices, and in
general bending errant machine spirits to the
will of the user.
Comm Leech A somewhat heretical item in the eyes of the .5 VR
Mechanicum, these tap into vox signals or
data transmissions. After making a successful
Electronics roll (with the GM setting the
difficulty based on the situation and signal), the
user can use it to receive a signal or
transmission within 1km for a number of
minutes equal to his degrees of success. If the
character critically fails, the sender and
receiver of the signal become aware that
someone is attempting to tap in.
Chrono Chronos are small timepieces, and are - AB
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Name Notes Weight Availability
essential for Acolytes to properly time their
actions. Basic versions simply indicate local
time and require manual setting, but finer
models can sync to external datastreams for
the greatest possible accuracy.
Dataslate These devices are common across the - CM
Imperium, and are the primary means of
storing and reading printed text and other
forms of data such as pict or audio recordings.
Demolition Kit They contain the tools for a character to more 3 VR
easily set up sophisticated detonation devices
and explosives. Each kit includes the following:
• Five demolition charges: These detonate with
the same profile as krak grenades.
• 100 meters of det-cord: This thin rope can be
lit with any fire source or detonator, and burns
at a rate of 10 seconds per meter, useful for
setting a delay on an explosive or activating it
at a distance.
• Five pressure-release detonators: These can
be used to light a det-cord line or trigger
explosives directly.
All of the materials in this kit can be refilled to
these quantities without the use of a
Requisition roll as long as the character is in a
location they would be available.
Disguise Kit Acolytes often conceal their true identity as 1 VR
part of their investigation, either to create new
personas or impersonate others.
These kits contain the following:
• Basic makeup: Grants a +1 bonus to
Performance rolls made to visually disguise
the character.
• Prosthetic appliances: Allow the character to
impersonate individuals with different facial
structures.
• Skin dyes: Allow the character to
impersonate individuals with different skin
colors.
• Vocal augmenter: Grants a +1 bonus to
Performance rolls made to impersonate
another voice.
• Retina lenses: Allow the character to
impersonate individuals with different eye
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Name Notes Weight Availability
colors.
All of the materials in this kit can be refilled to
these quantities without the use of a
Requisition roll as long as the character is in a
location they would be available.
Excruciator Kit While all such kits are used in the gathering of 1 VR
information from the unwilling and
unrepentant, each is as unique as its user.
Most contain a wide range of blades, needles,
chemicals, drugs, barbed hooks, neural
probes, thermal prods, and other essential
tools needed to extract the truth
Gasmask A simple breathing mask that covers the nose 0.5 AV
and mouth or entire face. It screens out most
pollutants and hazardous gasses.
Glow-globe/Stablight Glow-globes are roughly the size of a clenched 1 AB
fist, and can illuminate an area of 4 inches in
radius, while cylindrical stablights can project a
narrower, conical beam but at twice that
distance. Both last roughly five hours before
their power packs need recharging or
replacing.
Grapnel & Line A combination of clip-harness and 1 CM
gas-powered pistol, this can fire a hook or
magnetic clasp attached to a thin, strong wire
at an overhead target up to 100m away. Once
the grapnel attaches to the desired spot such
as a rooftop, a user can manually climb the
line or activate a powered winch that can lift
the user roughly 5m per round.
Grav Chute Used by the Imperial Guard to drop onto the 14 SC
battlefield from the air, grav chutes use
anti-grav fields to slow a rapid fall into a
controlled (and safe) descent, with small
attitude jets allowing for extra braking and
directional finesse. Unlike jump packs, grav
chutes are only useful for safe landings and
cannot be used for bounding or aerial leaps.
Hand-Held Targeter A hand-held targeter is a small device used in - SC
most forces of the Imperium. It is capable of
detecting ranges to targets using optical sights
for zooming, prediction systems for firing, and
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Name Notes Weight Availability
so on. It is commonly used by spotters
assisting with artillery fire.
Igniter A lighter for your lho sticks. - AB
Inhaler/Injector Many drugs require a device to administer a - CM
dose such as a syringe, spray-injector, or gas
flask. Each can hold one dose of any drug.
Lascutter Ideal for slicing open doors and bulkheads, 3 AV
lascutters were originally designed for mining,
where their short-range, intense cutting beam
could chop apart even the toughest rock. Most
can cut or weld around 10cm of metal
depending on the thickness involved. They are
large and cumbersome, and so can only be
used as a Heavy weapon (acting as a
Meltagun without any special weapon
qualities) on stationary targets within 2 meters.
Laud Hailer Whether belting orders over the ferocious roar 3 SC
of combat or addressing a crowd of thousands
of the faithful, Imperial officials often require
great volume, and a laud hailer is the perfect
tool. Each can amplify normal speech levels
such that an entire crowd can hear the
speaker’s words clearly
Magboots Heavy and bulky, these oversized boots 1 SC
contain electromagnets. They allow the wearer
to adhere to metallic surfaces such as exterior
hull plating, and are often found in voidship
emergency lockers. Magboots reduce the
character’s Pace by 2, but allows him to move
normally when in low- or zero-gravity areas,
provided there is a suitable metallic surface to
walk upon.
Magnoculars These powerful vision aids can magnify distant - AV
items into clear focus, helping ensure no
heresy goes unspotted. More advanced,
high-quality magnoculars can also do such
things as give range read-outs, detect heat
sources, calculate target location positioning,
and take pict-captures of a view for later
analysis.
Manacles No bounty hunter or Enforcer would be without .5 AB
several sets of these solid restraints, though
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Name Notes Weight Availability
they are often used to ensure sacrificial
offerings do not stray from a cult’s altar or for
other, darker purposes.
Micro-bead Also known as a bead-comm, these small - AV
devices are worn in the ear and allow for
short-range communications out to roughly 1
kilometer (depending on weather conditions
and intervening terrain). Each fits discreetly in
the ear, with higher Craftsmanship models
nearly undetectable in casual inspection.
Monotask Servo-Skull Servo-skulls represent the honored remains of 1 SC
valued Imperial servants and Tech-Priests who
continue their service even after death. The
skull is carefully cleansed and engraved, then
fitted with a machine spirit to guide its actions,
and tiny grav platings to sustain it in flight.
Monotask models are dedicated to a single,
basic function and are a common sight on
many worlds. Each responds to basic verbal
commands, and unless otherwise
commanded, always hovers near its master.
The types below represent only a fraction of
the countless patterns found across the sector.
• Augur: The skull carries a scanner and
vox-data systems to relay its findings. The
character gains the benefits of an auspex as
long as the servo-skull is within 10 meters and
active.
• Illumination: The skull is fitted with a
glow-globe or burning brazier to light an area
20 meters in radius.
• Laud Hailer: The servo-skull incorporates a
laud-hailer, which can play recorded speech or
amplify its master’s speech as directed.
• Medicae: The skull is fitted with a medicae
scanner and tools. The character gains the
benefits of a standard medi-kit as long as the
servo-skull is within 2 meters and active.
• Utility: The skull is equipped with probes,
plugs, and tools to aid in technical tasks. The
character gains the benefits of a combi-tool as
long as the servo-skull is nearby and active
Multicompass When exploring new worlds, a device of this 3 NU
ancient tech pattern is indispensable—but few
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Name Notes Weight Availability
have the means or influence to acquire one.
After a few seconds of analyzing planetary
data, a multicompass can display directions,
show topographical maps, point out compass
bearings, indicate altitude, and much more
Multikey In the right hands, a multikey can open most - SC
standard Imperial locks and is thus highly
suspect for honest citizens to possess. This
also makes it very desirable for criminals or
those operating outside normal channels.
Null Rod Few things invoke terror as much as a psyker .5 NU
calling on the unholy powers of the Warp to
twist reality and rend souls. While faith in the
Emperor is always essential, a null rod can
also be effective in negating such threats.
Most null rods appear as short obsidian
cylinders, often crawling with arcane icons and
glyphs. Each can dampen the powers of any
psykers within LBT meters, causing them to
take all rolls to use any of their psychic powers
with a –3 penalty.
They also offer an Acolyte personal protection
from psychic attacks by granting a +2 bonus to
resist any psychic power that directly affects
him.
Pict Recorder A relatively simple recording device, pict .5 AV
recorders—or picters— can capture
audiovisual media. Most models can also
display recorded data on integrated screens,
with advanced models using holographic
imagery. specialized pict-servitors are
essentially ambulatory recorders, brought on
hazardous events or missions to
autonomously capture occurrences for later
codifying.
Preysense goggles This eyewear device reveals thermal images 0.5 VR
so that the wearer can detect things that would
be otherwise hidden in obscuring mists and
shadow. A character wearing these goggles
suffers no illumination penalties.
Psy Focus Many psykers use these small, personalized - AV
items to steady themselves before accessing
the terrible powers of the Warp. Each is
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Name Notes Weight Availability
different; some might be no more than a
carved finger bone or pressed flower, while
others could be a softly glowing crystal or
void-iron glyph. All, however, are specially
attuned to their bearers through long
meditation or ritual, allowing them greater
control over their abilities. When a psyker with
a psy focus makes a Psionics roll, he gains a
+1 bonus.
Rebreather These devices store and recycle breathable air 1 SC
via a mask and external supply tank, making
the user immune to toxic atmospheres, even
allowing him to survive underwater. The air
canister lasts only for about one hour and then
must be replaced. Provides 2 hours of air
supply.
Recoil Glove This heavy gauntlet uses interlocking plates .5 SC
laced with memory wire to stiffen in a
protective grip, absorbing the shock from
powerful hand weapons. The wearer suffers -1
from Recoil.
Regicide Set A two-player game played across all classes .5 AB
from lowly refresherscrubbers to spire nobility,
regicide is simple to learn but difficult to
master. Many Imperial Guard officers hone
their tactical senses in games with small sets
that can fold into their combat kit. A typical
regicide game takes 1d4 hours, and while it
usually has no in-game effects, the GM can
offer benefits to well-roleplayed games
Screamer These proximity alarms set off a piercing wail 1 SC
when they detect intruders. Screamers can
detect sound, movement, and even odors.
Once set, a screamer has a Notice roll of 1d8
for the purposes of detecting sounds or
motions. If it detects an intruder, it sounds its
alarm, which can be heard anywhere out to
one kilometer. Doors, walls, and other barriers
reduce the alarm’s range.
It can also have more subtle warning methods
(such as screaming only into vox channels).
Signal Jammer As the name suggests, this device acts to 1 SC
overpower local vox, data, or other
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Name Notes Weight Availability
transmissions within a range of roughly 1km. It
can emit precisely-tuned frequencies that
dampen out transmissions without anyone
detecting the action.
Static Generator Simple but obvious, this emits a powerful 2 VR
sphere of white noise across commonly used
transmission frequencies within 30 meters.
Comm devices do not function, but it is also
clear to all users that they are being disrupted,
and the device can be easily located. Still,
when set on a timer and placed next to a
transmission tower, they are effective for
short-duration sabotage.
Stummer The reverse of a screamer, a stummer 1 AV
blankets sound within 8m through sonic
detection and dampening projectors. A
character carrying an active stummer gains a
+1 bonus to Stealth rolls. A stummer typically
has enough power for 20 minutes of
continuous use before needing to be
recharged, a process that takes about one
hour.
Survival suit When working in harsh and extreme conditions - AV
(especially when it is not known in advance
what they will be), survival suits are a must. No
matter if it is too hot or too cold, the suit can
maintain proper body temperature and
hydration via excellent insulation capabilities.
Using the differential between body
temperature and outside temperature to drive
thermoelectric power cells, it also has
reclamation systems for turning sweat into
drinking water. Most suits come complete with
a hood, as well as goggles to protect the head
and face. While it does not protect forever, for
medium-duration emergencies it can help
sustain life until a rescue.
Synskin Synskin is a bio-reactive body glove with an 2 VR
inert non-reflective surface that molds itself to
the wearer’s form. It grants + 2 Armor and the
wearer gains a +1 to Stealth rolls. It also
renders the wearer invisible to the use of
preysense goggles and those with Infravision
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Name Notes Weight Availability
or Low Light Vision.
Void suit These fully-sealed suits are essential for 8 SC
operating in the vacuum of space, but can also
be useful in toxic or hostile environments. A
void suit has 12 hours of air and imposes
a –1 penalty to Agility rolls.
Vox-caster A standard Imperial long-distance 3 SC
communications device, voxcasters can
transmit and receive to other units within 100
km, and can reach most orbiting vessels
overhead. Some models have increased
ranges, and can include encryption and other
security settings.
Writing Kit Simple and basic, standard writing kits contain 1 AB
parchment, inks, and quills for Acolytes to
transcribe confessions, diagram important
finds, and leave messages for fellow Acolytes
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Name Notes Availability
very intimidating when used as a part of negotiations
with primitive societies.
Average: No effect
Exceptional: +2 to resist Poisons.
Bionic Leg These bionics are fully integrated into the hip with a SC
spinal link, and most versions allow the user to walk,
run, and climb at normal human levels.
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Name Notes Availability
approximate human range of senses adequately.
Exceptional: These provide +2 on Notice rolls.
Cranial Armor This augmentation covers or replaces most of the skull SC
with layers of plasteel and gel padding to better
prevent concussion and other brain injuries.
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Name Notes Availability
maps and other planetary data in order to benefit from
this information
Luminen Capacitor This implanted energy source charges internal VR
capacitors, allowing the character to recharge devices.
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Name Notes Availability
etchings, handling delicate objects, or the like only
ends with equipment being dropped, smashed, or
otherwise ruined
Medicae: This model hosts a variety of medical and
surgical tools ideal for combat first aid, and grants a +1
bonus to all Healing rolls. The mechadendrite houses
six injector pistons, each of which may be filled with
one dose of a drug. The character can utilize this
mechadendrite as a weapon. It counts as a melee
weapon that inflicts Str+1d4 damage.
Optical: Often consisting of highly flexible, snake-like
tubing, this contains pict-capture and other sensory
devices for inspection and detection. It is long for a
mechadendrite, extending to 2 meters, and grants a +1
bonus to all vision-based Notice rolls. The mounted
pict devices allow it to examine surfaces at a
microscopic level or to be used as telescopic sight. It
contains an infrared torch and sensors
with a range of 10 meters, and so within this area the
user ignores illumination penalties. The mechadendrite
is also fitted with a stablight that can be tinted a variety
of different colors depending on the controller’s whim.
Utility: The most common type of mechadendrite,
these are tipped with a variety of mechanisms for the
repair and support of blessed technologies. It counts
as a combi-tool, granting a +1 bonus to all Repair rolls.
The limb also houses six injector pistons, each of
which may be filled with one dose of a sacred unguent.
In addition to this, the limb contains an
electrically-powered censer, which can gust incense
fumes over troublesome faults. Unless the censer is
deactivated, all Notice rolls made to detect the
Tech-Priest that rely on a sense of smell gain a +1
bonus. As an Action, the censer can create a “blast” of
smoke every fifteen minutes, which imposes a –1
penalty to all rolls made by all living creatures within a
MBT for one round. The character can also utilize this
mechadendrite as a weapon. It counts as a melee
weapon that inflicts Str+1d4 damage, Pen 1.
Memorance Implant This implant is a neurally-linked datavault and SC
pict-capture array, often incorporating augmetic
replacement of one or both eyes, that records
information on people or scenes viewed. It can then
later replay that information, or overlay the present
view with additional data on people and objects
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Name Notes Availability
viewed.
MIU Weapon Unlike the more advanced MIU version normally only SC
Interface granted to priests of the Adeptus Mechanicus, this
model is more simplified, allowing the user to remotely
operate a single weapon which is attached to the
user's body. While not as elaborate, it is easier to use
and a favorite of many militant professions.
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Name Notes Availability
voice to project commands or proclamations, such as
Ecclesiarchy Preachers or Adeptus Arbites Crowd
Dispersal Officers.
This implant works to amplify the vocal cords to an
inhuman range in order to shout commands over the
noise of a raging battle, and counts as using a laud
hailer
Volitor Implant The subject has cranial surgery to implant neural SC
receptors and artificial nerve routing, and can be
compelled not to reveal a certain item of information,
remain within a set area, or perform a specific task. If
the subject attempts—or is forced—to counter this
compulsion, his brain shuts down into
unconsciousness, or even death for some severe
volitor patterns.
SPECIAL ABILITIES
Baneful Presence (X): The creature’s very existence is anathema to nearby mortals, and
permeates its surroundings with the taint of the unnatural. All characters suffer a –1 penalty to
Spirit rolls taken while within X meters of the creature.
From Beyond: Such a creature is immune to Distracted, Fear, and psychic powers used to
cloud, control, or delude its mind.
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Nauseating: A character who fails a Fear roll against a Nauseating foe does not roll on the
Fear table. Instead, the character is Stunned for one round as he doubles over and retches
uncontrollably. The character still suffers all other effects of failing a Fear roll, such as possibly
losing Sanity points. If the character succeeds on the Fear roll, he suffers one Fatigue as he
contends with the bile rising in his throat.
Toxic:A creature with this trait has corrosive blood or other exotic defensive mechanisms that
inflict harm when it is struck. A character that successfully deals damage to a Toxic creature
in melee combat must make a Vigor roll at the end of his turn with a penalty equal to the
number in parentheses (X). For example, a creature with Toxic (4) would impose a –4 on a
Vigor roll. Treat the effects as Poison.
Warp Instability: If a creature with this Special Ability takes damage and does not deal any
damage or leads another creature to lose Sanity points by the end of its next turn, it must
make a Willpower roll. The creature suffers 1 point of damage for failing, plus 1 additional
point of damage for each degree of failure. If this would deal damage equal to (or in excess
of) the creature’s wounds, it is cast back into the Warp.
REINFORCEMENTS
Inquisitorial warbands can often find themselves facing opponents far beyond their
capabilities, either due to terrible accidents or diabolical ambush. Much of the time, the
Acolytes might struggle simply to survive the encounter or root out a heresy. If they are
prepared though, and have established connections, they might be able to call upon outside
aid in their shadowy war for the fate of Mankind.
It is important to note that these Reinforcement Characters should be used sparingly
and not part of normal gameplay. One of the main themes for Savage Heresy is that the
Acolytes should feel the weight of the sector is on their shoulders, and failure could mean a
galaxy in flames. The GM should ensure his players do not use these characters as a crutch
against ineffective investigations and poor preparations for their foes.
While the Reinforcement Character is in play, the calling player uses the RC as his
main Player Character, but also controls his original Acolyte as an additional character. This
makes RCs useful for players to call on when their regular Acolyte character is unavailable,
such as when undergoing extended rest, away being fitted for bionic replacement parts, or
even imprisoned.
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Pace: 6; Parry: 6; Toughness: 12 (7)
Edges: Ambidextrous, Brave, Combat Reflexes, Command, Fervor, Hatred (Heretics,
Psykers), Natural Leader, Nerves of Steel, Soldier
Gear: Boltgun, Power Sword, Frag Grenades (2), 2 Boltgun clips, several books and scrolls
of the Imperial Creed, microbead, null rod, rebreather, recoil glove, Sororitas power armor
(7) (full) (30 wt.)
Special Abilities: Acts of Faith- Through the prayers of the faithful is the Emperor’s will
made manifest. Once per encounter, as an action, a Canoness may make a Faith roll to
inspire her allies. If she succeeds, a number of allies in line of sight and earshot of the
character (up to the character’s Faith die type) immediately gain one temporary Conviction
token.
Sacred Rites- The Canoness prays for the Emperor to guide her and fill her with strength.
Once per encounter, after a successful Faith roll, the Canoness may perform one of the
following rites.
• Hand of the Emperor The beneficiary is imbued with a boundless font of vigor. This
grants an ally +1 to one skill total this round, and a raise adds +2.
• Divine Guidance - Seeing the weak points in their enemies’ armor, the Sister of Battle
strikes out to shatter it with contemptuous ease. This grants AP+1 on a Shooting raise.
• The Passion - The Canoness is filled with a burning passion to inflict suffering upon the
faithless. She can go Berserk till the end of the turn.
• Light of the Emperor - The Emperor’s radiance shines upon his warriors, emboldening
them amidst the thick of battle. Ignore all negative state modifiers until the end of the turn.
Deny the Witch- This heresy cannot stand! Once per encounter the Canoness gains the
Dispel power.
Eversor Assassin
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Electronics d8, Fighting d8, Intimidation d6, Notice d8, Shooting d10,
Stealth d10
Pace: 6; Parry: 7; Toughness: 8 (3);
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Edges: Alertness, Ambidextrous, Assassin, Block, Counterattack, Dodge, Extraction, Fear
(2), From Beyond, Luck, Two-fisted, Two-Gun Kid
Gear: Executor Bolt pistol, Executor Needle Pistol, Neuro-gauntlet, Power Sword, Melta
Bombs (3), Eversor helmet (preysense goggles, micro-bead, rebreather, and respirator), 4
reloads for Executor Pistol, Eversor combat drugs, sentinel array, magnoculars, personal
medi-kit, pict-recorder, vox-caster, synskin bodyglove (3)(full)(4wt.)
Special Abilities: Eversor Combat Drugs- The Eversor has autorig injectors filled with
potent combat drugs designed to boost his performance. If he is ever killed, his body
explodes from the biotoxins erupting from his metabolism, inflicting 3d6+4 damage in a
MBT range causing Poison. At the beginning of each of his turns, he may choose one of the
following effects:
• Hyper-metabolics: The Eversor can perform Multi-Actions only suffering a -1 penalty per
action till the end of the round.
• Berserker-Slaught: The Eversor gains the Berzerk, Quick edges till the end of the round.
• Auto-coagulants: He makes a Vigor roll. If he succeeds, he immediately removes 1
Wound.
• Shock-stims: The Eversor ignores all penalties from Fatigue, Distracted, or Wounds till
the end of round.
Sentinel Array- This highly advanced sensor pack is tied directly into the Eversor’s brain,
and combines motion trackers, heat sensors, and other target acquisition systems. While
active, the user can “see” in all directions, and can detect targets through walls,
undergrowth, trees, or other obstructions. Solid walls at least one meter thick (and without
openings) block the array. The user may also use the array to “lock on” to a specific target
as a free action (or he may load a specific bio-metric readout into the array beforehand, in
which case the array locks on automatically).
The array can track that target up to 100m away, and always distinguishes between it and
other targets. Due to the mental strain caused by this invasive device, when activated, the
user must immediately make a -1 Vigor roll. Should he fail, he suffers a level of Fatigue.
Attributes: Agility d10, Smarts d12, Spirit d12, Strength d10, Vigor d10
Skills: Athletics d10, Fighting d10, Intimidation d10, Notice d8, Psionics d12, Shooting d10,
Stealth d6
Pace: 6; Parry: 7; Toughness: 22 (14); Size (1)
Edges: Ambidextrous, Brawny, Calculating, Environmental Resistance (Cold, Heat,
Poisons, Psychic Powers), Hatred (Daemons, Chaos Space Marines), Latent Psyker,
Provoke, Psyker, Retort, Strong Willed, Two-Fisted, Two-Gun Kid
Gear: Astartes Storm Bolter, Nemesis Force Halberd, 5 storm bolter clips, holy texts,
Astartes Terminator Armor (14)(full)(60)
Psychic Powers: Dominate, Erasure, Foreboding, Psychic Shriek, Telepathic Link,
Teleport, Terrify, and Warp Perception
Special Abilities: Characters in Terminator Armour cannot Run. This power armor includes
a force field. Due to the Black Carapace linked to his armor, enemies do not gain
any bonus to hit due to his Size.
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Psybolt- After spending an action concentrating and channeling his psychic power, on his
next turn, the Space Marine adds +1 to his Shooting damage and +1 to AP.
Hammerhand- With a Psionics roll, all characters in the Space Marines line of sight gain +1
to Fighting and damage until the end of the round.
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Combat Strategy: In combat situations, a bounty hunter may rely on their combat training
and physical abilities to engage their target directly, or they may prefer to engage from a
distance using ranged weapons such as sniper rifles or blaster pistols. They may also use
specialized tools like grenades, traps, or stun devices to subdue or incapacitate their target.
Bounty hunters may work alone or in teams, and may use stealth and tracking skills to
locate and ambush their targets.
Sanctionary (TROOP)
Attributes: Agility d8, Smarts d4, Spirit d4, Strength d4, Vigor d4
Skills: Athletics d4, Driving d4, Fighting d8, Healing d4, Intimidation d4, Notice d4, Piloting
d4, Shooting d4, Stealth d4
Pace: 6; Parry: 6; Toughness: 6 (2)
Edges: First Strike
Gear: Autopistol, Sanctionary armored uniform (2)(all), manacles, micro-bead, respirator,
detachable oath-cog (can be used as a truncheon)
Special Abilities: Dispassionate- All skill rolls made to socially interact with the Sanctionary
suffer a –2 penalty.
Combat Strategy: Sanctionaries are largely callous and cold-hearted individuals, at best
seeing the enforcement of the law as simply a day’s work, or at worst as an exercise in
abusing power. Most Sanctionaries have surprisingly little experience in combat.
THE LAWLESS
Amongst the teeming billions of Hive Desoleum, it is inevitable that some will be
unsatisfied with merely fulfilling their oaths through honest service to their betters, as is
ordained by the rightful bearers of the Emperor’s Will. These misguided souls violate the
edicts of Desoleum law, in their attempts to gain personal wealth and power. From petty thugs
and cutpurses to powerful crime barons who command legions of lesser recidivists, criminals
infest the underbelly of the Imperial order as it exists in Hive Desoleum
71
Combat Strategy:Though most crime lords prefer to keep their hands clean, leaving the
“unpleasantness” to subordinates, they are fully capable of defending themselves, and
more than willing to fight dirty
Thug (TROOP)
Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4
Skills: Athletics d4, Driving d4, Fighting d6, Healing d4, Intimidation d6, Notice d6, Piloting
d4, Shooting d6, Stealth d4
Pace: 6; Parry: 5; Toughness: 5 (1)
Gear: Stub Revolver, Hive leathers(1)(torso,arms).
Combat Strategy: Thugs are usually cruel and violent individuals who are happy to follow
orders, break bones, and collect their scrip.
Heavy (TROOP)
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Athletics d6, Driving d4, Fighting d6, Healing d4, Intimidation d6, Notice d6, Piloting
d4, Shooting d4, Stealth d4
Pace: 6; Parry: 5; Toughness: 7 (2)
Edges: First Strike
Gear: Chainaxe, Flak vest(2)(torso).
Combat Strategy: Even more aggressive than a Thug, the Heavy uses their grotesquely
formed, and hyper-muscled appearance to ensure compliance.
Skulker (ELITE)
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d6
Skills: Athletics d8, Driving d4, Fighting d8, Healing d4, Intimidation d4, Notice d6, Piloting
d4, Shooting d6, Stealth d4
Pace: 6; Parry: 6; Toughness: 5 (1)
Edges: Assassin, Acrobat
Gear: Autopistol, Chainblade, Hive leathers(1)(torso,arms), multi-key, stummer.
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Special Abilities: Single Out- When making an attack, if the skulker is the only character
engaging the target of his attack or the target is not engaged with anyone, the skulker gains
a +2 bonus to all attack rolls made against the target.
Combat Strategy: Master of stealth, the Skulker will hit its target and disappear into the
shadows before anyone even notices.
Oiler (TROOP)
Attributes: Agility d4, Smarts d6, Spirit d4, Strength d4, Vigor d6
Skills: Athletics d4, Driving d4, Fighting d4, Healing d4, Intimidation d6, Notice d6, Piloting
d4, Shooting d6, Stealth d4
Pace: 6; Parry: 4; Toughness: 6 (1)
Edges: Alertness
Gear: Laspistol, Robes(1)(torso,limbs), chrono, concealed holster, several false oath-cogs.
Special Abilities: Smooth talker- Once per conversation, the oiler can reroll one
Persuasion roll.
Combat Strategy: These are the eyes and ears of the hive. They deal in information, not
physical violence.
THE FAITHFUL
The Temple of the Sacramentum Sacrosanctus is the face of the Imperial Creed in
Hive Desoleum. It teaches that just as all men owe an oath-debt to their societal betters, so is
all Mankind oathbound to the Emperor. All oath debts, they say, ultimately serve to fulfill this
greatest of bonds. The laborer that toils in a hive manufactorum to fulfill his oath to the
Consortium also works toward his oath to the Emperor, for each cog in the machinery of Hive
Desoleum serves in accordance with the Emperor’s wishes. Faith is reinforced through these
teachings, making the concept of oath-bonding fundamental and sacrosanct.
Pilgrim (TROOP)
Attributes: Agility d4, Smarts d4, Spirit d6, Strength d4, Vigor d4
Skills: Athletics d4, Driving d4, Fighting d4, Healing d6, Intimidation d4, Notice d4, Piloting
d4, Shooting d4, Stealth d4
Pace: 6; Parry: 4; Toughness: 5 (1)
Gear: Staff, Well-worn robes(1)(torso,limbs), assorted religious trinkets
Combat Strategy: A pilgrim is not typically a combatant, but rather a person who travels to
holy sites and shrines as part of their religious or spiritual beliefs. If they encounter danger
on their travels they may use improvised weapons or tools they carry with them, such as
staffs, knives, or other simple melee weapons. However, their focus is usually on avoiding
confrontation and reaching their destination safely rather than engaging in combat.
Devout (TROOP)
Attributes: Agility d4, Smarts d4, Spirit d6, Strength d4, Vigor d4
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Skills: Athletics d4, Driving d4, Fighting d4, Healing d6, Intimidation d4, Notice d4, Piloting
d4, Shooting d4, Stealth d4
Pace: 6; Parry: 4; Toughness: 5 (1)
Edges: Environmental Resistance (Fear)
Gear: Flail, Sackcloth robe(1)(torso,limbs), oath-cog
Special Abilities: Devotion- Certain in his belief, a devout gains a +1 on all opposed rolls
against any character he perceives as interfering in his religious observances.
Combat Strategy: Devouts dedicate their lives to fulfilling the Emperor’s Will. Some spend
their lives as solitary mendicants, finding some isolated hole in the hive depths to exist in
silent contemplation. Others roam the habways, warning of the dangers of sin and heresy. If
in danger, they might use their fists or any improvised tool to defend themselves.
Preacher (ELITE)
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Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d8
Skills: Athletics d4, Driving d4, Fighting d4, Healing d6, Intimidation d6, Notice d6,
Persuasion d8, Piloting d4, Shooting d6, Stealth d4
Pace: 6; Parry: 4; Toughness: 8 (2)
Edges: Combat Reflexes, Environmental Resistance (Psychic Powers)
Gear: Chainsword, Decorated flack robes(2)(torso,limbs), religious icons , ornate oath-cog
Special Abilities: Holy Oration- Once per encounter, as an action, a preacher
may make a Persuasion roll to inspire his allies. If he succeeds, a number of allies in line of
sight and earshot of the character (up to the character’s Persuasion die type) immediately
gain one temporary Conviction token.
Combat Strategy: Preachers inspire their allies and demoralize their enemies with
passionate speeches, exhorting the faithful to greater acts of heroism and calling down
divine wrath upon the foes of the Emperor. Some preachers may also possess psychic
abilities or special training in exorcism or other forms of spiritual warfare, allowing them to
banish daemons or other supernatural threats with ease. Their true strength lies in their
ability to rally their allies and boost their morale.
THE SERVANTS
Hive Desoleum is home to many billions who toil endlessly in their assigned tasks, just
to keep the hive running and trade flowing. To the masters of the hive, its citizens are just
another resource to be used and consumed, no different from the reactor fuel that burns in a
manufactorum. Even those possessed of specialized skills, such as Astropaths, must exert
themselves until death takes them and another servant takes their place. Such is the
Emperor’s plan.
Astropath (ELITE)
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d8
Skills: Athletics d4, Driving d4, Fighting d4, Healing d4, Intimidation d6, Notice d10, Piloting
d4, Psionics d8, Shooting d4, Stealth d4
Pace: 6; Parry: 4; Toughness: 7 (1)
Edges: Environmental Resistance (Psychic Powers), Psyker
Powers: Erasure, Psychic Shriek, Telepathic Link
Gear: Staff, Psy focus, robes(1)(torso,limbs)
Combat Strategy: Astropaths are not typically trained to fight, but rather to use their
psychic abilities to communicate with others across great distances.
Citizen (TROOP)
Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4
Skills: Athletics d4, Driving d4, Fighting d4, Healing d6, Intimidation d4, Notice d4, Piloting
d4, Shooting d4, Stealth d4
Pace: 6; Parry: 4; Toughness: 4 (0)
Edges: Any as necessary
Gear: Knife, Civilian garb, oath-cog
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Combat Strategy: Citizens are typically not trained soldiers or fighters, so their fighting
abilities are limited. In times of crisis they may take up arms to defend themselves and their
communities. In such situations, they may use improvised weapons such as clubs, knives,
or firearms if available. Their fighting style is often unrefined and lacks the discipline and
training of professional soldiers, but they may possess a strong will to survive and protect
their loved ones.
Merchant (TROOP)
Attributes: Agility d4, Smarts d6, Spirit d6, Strength d4, Vigor d6
Skills: Athletics d4, Driving d4, Fighting d6, Healing d4, Intimidation d6, Notice d6, Piloting
d4, Shooting d6, Stealth d4
Pace: 6; Parry: 5; Toughness: 8 (3)
Edges: Connections
Gear: Laspistol, Concealed mesh armor vest(3)(torso), good clothes, merchandise,
one-day’s earnings, oath-cog.
Special Abilities:Haggle- A merchant gains a +2 bonus when making an Opposed
Persuasion roll.
Combat Strategy: Merchants are typically not trained for combat and may lack the
necessary skills and equipment to fight effectively. They may attempt to negotiate or bribe
their way out of a situation, especially if they have valuable information or goods that their
attackers desire. Some merchants may choose to hire guards or mercenaries to protect
themselves and their goods.
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Gear: Welder Torch [2d4 dmg, RoF 1, Wt 1], Heavy Wrench [Str+d6 dmg, Wt 4],
Manufactorum coverall, goggles, respirator, sturdy oath-cog.
Combat Strategy: In certain situations, workers may be forced to defend themselves with
improvised weapons or tools at hand if their lives are in danger. In general, they are not
considered to be trained combatants and are not expected to engage in combat.
Dreg (TROOP)
Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d6
Skills: Athletics d4, Driving d4, Fighting d6, Healing d4, Intimidation d6, Notice d6, Piloting
d4, Shooting d4, Stealth d4
Pace: 6; Parry: 5; Toughness: 5 (0)
Gear: Knife, Rags, 1d5 human teeth, lice, one pack of cheap lho sticks.
Special Abilities:Desperate and a bit mad- Whenever a character attempts a skill roll to
socially interact with the dreg, if the result is an even number, add +2; on an odd, reduce 2
from the total.
Combat Strategy: Dregs are typically the lowest caste of society, and they do not usually
have any specialized combat training or equipment. They may resort to using improvised
weapons such as pipes, rocks, or broken bottles in a fight, and they may also try to
overwhelm their opponents through sheer numbers or through surprise attacks.
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Planetary Defence Force Officer (ELITE)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Driving d4, Fighting d6, Healing d4, Intimidation d6, Notice d6,
Persuasion d6, Piloting d4, Shooting d6, Stealth d4
Pace: 6; Parry: 5; Toughness: 9 (4)
Edges: Counterattack, Command Presence
Gear: Laspistol, Chainsword, Impressive flak armor uniform(4)(torso,limbs), medals,
micro-bead, smoking pipe, oath cog
Special Abilities:Dig In- As an action, the Cadre Officer may make a Persuasion roll to
instruct his allies to take cover. If he succeeds, a number of allies in line of sight and
earshot of the character (up to his Smarts) increase the bonus granted to them by their
current cover by 1. This bonus lasts until those characters leave their current cover, and
does not stack with multiple uses.
Combat Strategy: PDF officers may be trained in tactics and strategy, as they are
responsible for leading and coordinating the defense of their planet against various threats.
They may have access to specialized equipment or vehicles, such as artillery pieces or
armored vehicles. In terms of tactics, PDF officers may employ a variety of strategies
depending on the situation at hand. They may coordinate with other units to form defensive
lines, establish ambushes, or launch counter attacks against enemy forces.
Tech-Priest (ELITE)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Driving d4, Fighting d6, Healing d4, Intimidation d6, Notice d6,
Persuasion d6, Piloting d4, Shooting d6, Stealth d4
Pace: 6; Parry: 5; Toughness: 7 (2)
Edges: Adeptus Mechanicus, Armor (1), Mr. Fix it
Cybernetics: Luminen capacitors implant, one or more bionic senses and limbs, utility
mechadendrite
Gear: Inferno Pistol, Omnissian Axe, Heavy robes(1)(torso,limbs), combi-tool, 2 doses of
sacred unguents, portable vox
Special Abilities:Binary Screech- The character releases a deafening screech in the
mysterious language of the Mechanicum that causes technology to shut down or
malfunction. The Tech-Priest chooses a point in line of sight up to his Smarts in distance,
and as an action makes an Electronics roll. If he succeeds on this roll, a Haywire Field is
created, applying a -2 to all Electronics and Repair rolls or a -4 on a Raise.
Combat Strategy: Tech-priests are highly skilled engineers and technicians who possess
extensive knowledge of machinery, cybernetics, and other advanced technologies. Some
tech-priests have enhanced strength, speed, and durability, while others may possess
specialized sensory equipment that allows them to detect hidden enemies or analyze
complex data in real time. They are often deployed to investigate and repair damaged
machinery.
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Skills: Athletics d4, Driving d4, Fighting d4, Healing d4, Intimidation d4, Notice d4, Piloting
d4, Shooting d6, Stealth d4
Pace: 6; Parry: 4; Toughness: 6 (1)
Edges: Low Light Vision, Armor(1)
Gear: Implanted Servo-Fist, Cybernetic physiology, integral micro-bead
Combat Strategy: A servitor is not designed to fight in the traditional sense, but rather to
serve its masters in various ways. However, a Servitor drone could be programmed to be
capable of basic combat functions, such as carrying and using weapons, providing support
to other combatants, or performing simple tasks like opening doors or hacking computer
systems.
THE LORDS
A wide gulf separates the rulers of Hive Desoleum from the masses who toil below.
Whether actively engaged in the running of the hive, or only interested in private affairs and
intrigues, these decadent nobles lead lives that common hivers cannot begin to fathom. Most
hold a variety of oaths, huge webs of debts that bind millions firmly to their service. They also
have tangles of oaths with their fellow lords, based on intricate favors and promises that bind
them together just as tightly.
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Hive Noble (ELITE)
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d4, Driving d4, Fighting d4, Healing d4, Intimidation d8, Notice d6, Piloting
d4, Shooting d6, Stealth d4
Pace: 6; Parry: 4; Toughness: 8 (3)
Edges: Strong Willed, Humiliate
Gear: Bolt Pistol, Ornate mesh vest(3)(torso), ornate oath-cog, stylish and expensive
clothing and jewelry.
Special Abilities:Do you know who I am? - The Apex noble can, as an action, make a +1
Intimidation roll. If he succeeds on the roll, a number of characters in line of sight and
earshot (up to the noble’s Smarts in meters) suffer one level of temporary Fatigue from his
overpowering presence. This lasts for a number of rounds equal to the noble’s Intimidation
die type and does not stack with multiple uses.
Combat Strategy: Hive Nobles are typically members of the ruling elite in a hive city, and
as such they may have access to more advanced weapons and equipment than common
citizens. They may also use their wealth and influence to hire bodyguards or mercenaries
to fight on their behalf. Some Hive Nobles may also have access to personal cybernetic
enhancements or other advanced technology that could give them an edge in combat.
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Combat Strategy: Dissolute nobles may have access to weapons and armor, and may be
able to hire bodyguards or mercenaries to fight for them. In combat situations, they may try
to avoid direct confrontation and instead use their resources and influence to manipulate
events from the sidelines. They may also try to negotiate or bribe their way out of
dangerous situations.
FAUNA
CREATURES
A variety of native animals, indigenes, and beasts can be found across the sector,
alongside many species introduced by humanity during Askellon’s millennia of existence.
Some are even thought to be the result of forbidden gene-sculpting from the Dark Age of
Technology.
Corpse-Crawler (TROOP)
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Attributes: Agility d6, Smarts d4, Spirit d4, Strength d4-3, Vigor d6
Skills: Athletics d6, Fighting d4, Notice d8, Shooting d4, Stealth d4
Pace: 6; Parry: 4; Toughness: 5 (0)
Hindrances: -
Edges: Environmental Resistance (Poison), Size (-4),
Gear: Acid Spray [2d4 dmg Poison| RoF 1| Wt 1], Fangs [Str+2 dmg]
Special Abilities: Animate Corpse- After two actions, the corpse-crawler can animate and
control a dead body by entering it and attaching to its nervous system. The corpse-crawler
becomes an Elite NPC, but uses the Traits, and weapons of its host. The corpse-crawler
can still use its acid spray, usually through the host’s mouth. While inhabiting a host body,
the corpse-crawler cannot be targeted directly. If its host is killed, the corpse crawler is also
killed. The corpse-crawler can exit its host as a free action. This destroys the host. Unless
the creature is killed, or exits the host, it can continue to animate a host indefinitely.
Combat Strategy: Corpse-crawlers are not known for being particularly aggressive or
combative, but it will attack if it feels threatened or hungry. The creature can use its sharp
teeth and strong jaws to bite and tear at flesh, and its segmented body allows for quick
movement and maneuverability. It is often encountered in areas where corpses are plentiful,
such as battlefields, graveyards, and catacombs.
Grox (TROOP)
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d10, Vigor d6
Skills: Athletics d6, Fighting d8, Notice d6, Stealth d4
Pace: 8; Parry: 6; Toughness: 12 (1); Size (6)
Edges: Armor(1), Natural Weapons
Gear: Horns and Claws [Str+d6, Reach 1]
Combat Strategy: A Grox can charge at its target with great speed and force, using its
powerful horns to gore and trample its enemies. They are known for their tenacity and
resilience, and can continue fighting even after sustaining severe injuries. Grox are also
able to use their thick hides to resist damage from ranged attacks and melee weapons,
making them a formidable opponent.
Skargaul (ELITE)
Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6, Vigor d4
Skills: Athletics d8, Fighting d6, Notice d8, Stealth d6
Pace: 10; Parry: 5; Toughness: 4 (0); Size (-1)
Edges: Dodge, Extraction, Flight, Natural Weapons
Gear: Whip Tail [Str+d4 AP1], Claws and Fangs [Str+d6 ]
Special Abilities: Void Predator - Skargauls are immune to the effects of vacuum and can,
for all practical purposes, survive indefinitely without oxygen.
Combat Strategy:They are winged carnivores with a tough outer carapace, usually a
flecked gray color. Skargauls have no eyes, and even their maw of razor-sharp teeth is
hidden behind their shell until they attack. The exoskeleton allows them to survive extended
periods of time in hard void by entering a state of hibernation. In addition to their teeth and
long, sharp claws, skargauls have a long tail ending with a hooked spike of bone, capable
of piercing armor. They often use these to hitch a ride on a spacecraft’s outer hull, the tail
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puncturing metal and latching the beast securely. They attack anything they can find. They
leave nothing behind of their prey, even devouring bones and clothing. For mysterious
reasons, skargauls are attracted to artificial structures, posing a danger for void-ships,
orbital stations, and even hive cities.
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and the greater his dedication, the more his body reflects the decay in his soul. As the cultists
engage in blasphemous rituals to call on the pestilent powers of Chaos, their own living flesh
decays or succumbs to unnatural diseases, leaving them alive yet horribly afflicted. Even their
oath-cogs become rusted beyond all function, decayed and layered with grime.
Preceptor (MASTER)
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Athletics d4, Driving d4, Fighting d4, Healing d4, Intimidation d8, Notice d6, Piloting
d4, Shooting d6, Stealth d4
Pace: 6; Parry: 4; Toughness: 8 (3)
Edges: Armor(1), Nerves of Steel
Gear: Boltgun, Flak robes(2)(torso,limbs), ceremonial talismans
Special Abilities:Look Out Sir! - Once per round, the Preceptor can benefit from the
Fanatics rule.
Combat Strategy: These cult leaders are charismatic and strong-willed, and extremely
dangerous foes.
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Combat Strategy: The Demagogue will always get others to fight on his behalf. These foul
spreaders of untruth and heresy are one of the most dangerous enemies an Acolyte might
encounter. If left unchecked they can ruin a whole planet.
Pestilentant (TROOP)
Attributes: Agility d4, Smarts d4, Spirit d6, Strength d8, Vigor d4
Skills: Athletics d4, Driving d4, Fighting d6, Healing d4, Intimidation d6, Notice d6, Shooting
d6, Stealth d4
Pace: 6; Parry: 5; Toughness: 6 (2)
Edges: Armor(1), Frenzy
Gear: Sword, Leather scrap armor(1)(torso)
Special Abilities: Exploit Weakness - When making a melee attack against a target with at
least a level of Fatigue, the pestilentant gains a +1 bonus to the Fighting roll for each level
of Fatigue the target has.
Combat Strategy: They are known to be dangerous close combat fighters, using their
mutated strength and claws to tear apart their enemies. Most are far too insane to be
trusted with delicate assignments, so their appearance is often the prelude to an all-out
attack.
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common decree from the pulpit. They know that mutation is an outward sign of an evil nature,
a punishment and mark of sin. Indeed, the touch of Chaos and exposure to the Warp cause
mutation at least as surely as any toxic hazards. No matter the source, a hiver with a minor
mutation might attempt to hide it and go about his life, but always knows even his family
would turn on him should they discover the truth.
Mutants are common in the Gorges, where dangerous environmental pollutants
combine to result in horrifically unstable genes. Entire mutant populations gather and thrive in
these dark reaches. Certain manufactorums in the lowest hive levels, collectively denigrated
as blighted factories, tolerate mutants among their workforce. Even by hive standards, these
laborers are treated brutally. Within the Main Hive, mutants must be cautious, as wandering
into the wrong hab might get them attacked and burned alive. It is no surprise that many
discard their oaths and flee far downhive. Isolated in the Dark far below Desoleum, they often
become the flesh-eating monsters that hivers assume them to be.
Fleshbent (TROOP)
Attributes: Agility d4, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d4, Driving d4, Fighting d4, Healing d4, Intimidation d6, Notice d6, Shooting
d6, Stealth d4
Pace: 6; Parry: 4; Toughness: 7 (2)
Edges: Armor(1), Frenzy
Gear: Shotgun, Scavenged leather armor(1)(torso), broken trinkets and mementos
Special Abilities: Fleshbent - These lowly mutants exhibit a wide array of strange and
terrible alterations from the blessed form of humanity, and the GM should apply appropriate
entries from the Mutation table to create unique mutants to face the PCs.
Combat Strategy: Fleshbents are typically deployed as close combat troops, using their
enhanced strength and agility to tear apart their enemies in brutal melee combat.Their
heightened senses allow them to track down their targets and strike with deadly precision.
Their mutations have left them physically and mentally unstable, making them dangerous
even to their allies.
Malatant (ELITE)
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d8, Vigor d6
Skills: Athletics d6, Driving d4, Fighting d6, Healing d4, Intimidation d6, Notice d6, Shooting
d4, Stealth d4
Pace: 6; Parry: 5; Toughness: 8 (2); Size (1)
Edges: Block, Brawny, Brute, Combat Reflexes
Gear: Great Weapon, Scavenged flak armor(2)(torso,limbs), gruesome trophies
Special Abilities: Smash to the ground - Once per round, Malatant can perform Sweep.
Combat Strategy: Given their enhanced strength and resilience, they would likely rely on
physical combat, using their brute force to overpower opponents.
Necrophage (ELITE)
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Athletics d4, Driving d4, Fighting d6, Healing d4, Intimidation d6, Notice d6, Shooting
d6, Stealth d4
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Pace: 6; Parry: 5; Toughness: 6 (1)
Edges: Extraction, Level headed, Fear (-2), Regeneration (fast)
Gear: Cleaver, Scavenged leather armor(1)(torso,limbs)
Special Abilities: Leaching - Whenever he successfully inflicts a Wound to an enemy with
a melee attack, the necrophage immediately removes a Wound from himself.
Combat Strategy: The Necrophage is a dangerous mutant with physical mutations that
grant them superhuman strength, agility, or resilience. In combat, they will tend to quickly
close the distance to engage in melee combat. They can endure a lot of punishment
because of their regenerative mutation.
Toxer (ELITE)
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Athletics d4, Driving d4, Fighting d6, Healing d4, Intimidation d6, Notice d6, Shooting
d4, Stealth d4
Pace: 6; Parry: 5; Toughness: 6 (1)
Edges: Nerves of Steel, Stun, Environmental Resistance (Fire, Poison), Natural Weapons
Gear: Claws and teeth [Str+d6 dmg], Scavenged leather armor(1)(torso,limbs)
Special Abilities: Toxer Cloud - Whenever the toxer suffers damage, he immediately
creates a debilitating miasma centered at his location with a SBT radius that lasts for 3
rounds. While within a toxer cloud, enemy characters suffer –2 penalty on all rolls; this
penalty does not stack if an enemy is within multiple clouds.
Combat Strategy: In combat, a Toxer will often use poisoned weapons, grenades, or other
devices to weaken or kill enemies. They may also have abilities that allow them to apply
poisons to their own weapons or the weapons of allies, making them even more deadly in
battle.
Warp-Caller (TROOP)
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d6, Vigor d4
Skills: Athletics d4, Driving d4, Fighting d4, Healing d4, Intimidation d6, Notice d6, Psionics
d6, Shooting d4, Stealth d4
Pace: 6; Parry: 4; Toughness: 5 (1)
Edges: Psyker
Powers: Enfeeble, Hallucination, Misfortune
Gear: Staff, Robes(1)(torso,limbs), assorted talismans and fetishes, malefic texts
Combat Strategy: The Warp-Caller's fighting style revolves around their psychic powers,
which they use to manipulate the battlefield and gain an advantage over their opponents. In
terms of physical combat, the Warp-Caller may not be as skilled as other Chaos Space
Marines, but they are still capable combatants. One of the most dangerous aspects of the
Warp-Caller is their ability to summon daemons and other entities from the Warp.
Warp-Priest (ELITE)
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d6, Vigor d4
Skills: Athletics d4, Driving d4, Fighting d4, Healing d4, Intimidation d6, Notice d6, Psionics
d8, Shooting d4, Stealth d4
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Pace: 6; Parry: 4; Toughness: 5 (1)
Edges: Alertness, Level headed, Psyker
Powers: Assail, Fiery Form, Iron Arm, Life Leech, Smite
Gear: Force Staff, Robes(1)(torso,limbs), false oath-cog
Special Abilities: Psy Drain - As an action, once per round, the Warp-priest may target one
psyker ally within Smarts range who possesses a Psionics die type lower or equal to his
own. The target immediately decreases his Psionics die type by 1 and the Warp-priest
increases his Psionics die type by 1 for the remainder of the round.
Combat Strategy: Warp-Priest is skilled in the use of rituals and dark magic, which they
may use to bolster their own strength or weaken their enemies. They may also be able to
summon demons or other Warp entities to aid them in battle.
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The Aeldari have proven time and again unfathomable to the human mind. Their
behavior seems both erratic and callous, for the Aeldari value the survival of their race above
all else. The seers who guide the craftworlds are gifted with great foresight, and would bring
about the death of millions of humans if in so doing the life of a single Aeldari was saved.
Their schemes might develop for many years, even centuries, before their true goals become
apparent to human perceptions
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Aeldari Ranger (ELITE)
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d6
Skills: Athletics d8, Driving d4, Fighting d6, Healing d4, Intimidation d6, Notice d8, Shooting
d6, Stealth d6
Pace: 6; Parry: 5; Toughness: 7 (3)
Edges: Calculating, Dead Shot, Marksman, Woodsman
Gear: Aeldari Long Rifle [2d8+1 dmg| RoF 1| Wt 5 | Range 20/40/80], Light Aeldari mesh
armor(3)(all), chameleoline cloak, Agility stone
Special Abilities: Living Ghost - Once per round,The Ranger can add +2 to his Stealth
rolls.
Combat Strategy: Aeldari Rangers use their sniper rifles and other long-range weapons to
take out key targets from a distance, such as enemy commanders or heavy weapons
teams. Rangers are also skilled in stealth and infiltration, able to move quickly and silently
across the battlefield without being detected. In close combat, Aeldari Rangers are not as
skilled as other Aeldari warriors, but they are still able to defend themselves effectively with
their swords or other melee weapons. They are often used as scouts or marksmen, able to
take out key targets from a distance or gather valuable intelligence about enemy positions
and movements.
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Combat Strategy: Dire Avengers use their agility and speed to maneuver around the
battlefield and outmaneuver their opponents. They are often used as a fast attack force or
as a flanking unit, striking at vulnerable targets or disrupting enemy lines. The Avenger
Shuriken Catapult is a highly versatile weapon that can fire a variety of different ammunition
types, depending on the situation. In close combat, Dire Avengers are highly skilled and
agile, using their swords or other melee weapons to strike quickly and efficiently at their
opponents. They are often able to dodge attacks or move in and out of combat to avoid
being surrounded or overwhelmed. They are often used as the backbone of Aeldari
warbands, providing a fast and lethal strike force that can take on a variety of different
enemy types.
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mortality. Indeed, those who earn his favor can avoid death itself, living indefinitely as an
unnatural abomination of pestilent flesh.
Plaguebearer (ELITE)
Attributes: Agility d4, Smarts d4, Spirit d8, Strength d8, Vigor d6
Skills: Athletics d4, Driving d4, Fighting d6, Healing d4, Intimidation d6, Notice d6, Shooting
d6, Stealth d4
Pace: 6; Parry: 5; Toughness: 9 (4)
Edges: Armor(1), Nerves of Steel, Baneful Presence (10), Daemonic (2), Fear (-2), From
Beyond, Toxic (2), Warp Instability
Gear: Plague Sword [Str+d6 dmg, AP2, Poison (Paralyzing)], Rot
armor(2)(head)(3)(torso,limbs)
Special Abilities: Vomit Attack - 2d4 damage. Cone.
Nauseating.
Combat Strategy: Plaguebearers are tough opponents to face in melee combat, as they
can soak up a lot of damage before falling. They may also emit clouds of noxious gas or
spores, further weakening their enemies and causing confusion and disorientation. They
may also summon swarms of Nurglings to aid them in battle.
Nurgling (TROOP)
Attributes: Agility d4, Smarts d4, Spirit d6, Strength d4, Vigor d4
Skills: Athletics d4, Driving d4, Fighting d6, Healing d4, Intimidation d4, Notice d4, Shooting
d4, Stealth d4
Pace: 6; Parry: 5; Toughness: 5 (1)
Edges: Armor(1), Daemonic (2), Fear (-1) From Beyond, Size (-1), Natural Weapons, Toxic
(1)
Gear: Claws and teeth [Str+d6 dmg]
Special Abilities: Clinging - While engaged in melee with one or more Nurglings, a
character reduces his Pace by 1, and Agility based skills by one die type.
Nauseating.
Combat Strategy: Nurglings usually fight by mobbing their enemies and clawing and biting
at them with their sharp teeth and claws. They may also throw themselves at their enemies
or leap onto them from ambush, using their small size and speed to dodge attacks and
strike vulnerable areas.They may also release clouds of noxious gas or spores, further
weakening their enemies and causing confusion and disorientation.
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Gear: Rotgifter Sword [Str+d8 dmg (I), AP3, Poison (Paralyzing)], Rusted
Mail(1)(torso,limbs)
Special Abilities: Embodiment of Decay - Mere exposure to Putricifex’s presence can rust
and degrade even the strongest materials. While within MBT of Putricifex, all equipment,
weaponry, and armor lose quality resulting in a -1 to combat skills rolls, and Toughness
provided by Armor.
Nauseating.
Combat Strategy: In battle, Heralds of Nurgle are typically armed with a variety of
weapons, such as rusted swords or axes that can spread diseases on impact. They may
also use their mastery of magic to summon clouds of noxious gas or spores, or to weaken
their enemies with curses and diseases. They can absorb a lot of damage before falling,
and may also regenerate wounds over time. In addition to their physical attacks, Heralds of
Nurgle can also spread disease and pestilence with their touch or their breath, weakening
their enemies and making them more susceptible to further attacks. They may also
summon swarms of Nurglings or other daemonic creatures to aid them in battle.
REFERENCES
https://wh40k.lexicanum.com/wiki/Main_Page
https://warhammer40k.fandom.com/wiki/Warhammer_40k_Wiki
https://peginc.com/store/savage-worlds-adventure-edition-core-rules-pdf-swade/
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https://www.drivethrurpg.com/product/135019/Dark-Heresy-Second-Edition-Core-Rulebook
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