Tenebrae Occultae (10.29.23)
Tenebrae Occultae (10.29.23)
+++ Special Thanks: Tempel on discord for graphic elements and WGU for moral support ! +++
+++ ... and to all the others who are in it for the love of the game, you heretics ! +++
[++3++]
1. Introduction
1.1: What is this?
This unofficial supplement attempts to add statistics for Chaos forces not otherwise accounted for within Fantasy Flight
Game’s Black Crusade and Warhammer 40,000 systems: Dark Heresy [2e], Only War, and Deathwatch. This list is meant
to be as exhaustive as possible and attempts to flesh out even fragmentary creatures, weapons, equipment, etc. It also
adds different features, ascension paths, and other items of interest that are insufficiently detailed within the FFG line of
released materials. It is provided for free, for reference, and is not endorsed by any entity.
What is original?
The term is somewhat nebulous when concerning the setting, as much of the material might be considered Dune-like.
That said, for purists, the author has added two terms: explicatory, for materials considered from reasonable inference
[50+1%], and original, for materials without any meaningful information aside from a concept or a name. Every effort has
been made to locate information on the themes, topics, items, units, and other lore elements to make such things
cogent.
About Categories. These are speculative but are derived from the schema developed by Games
Workshop over the course of several decades with respect to current lore, prior lore, and lore that has
been doubled, inconsistent, or the like. Although not as excellent as the Alien RPG’s response of
consolidation and discernment, it instead attempts to build rather than parse. As such it incorporates Warhammer
Fantasy to some degree though appropriate. Prior to this work, the relation of some to others had been left vague; for
example, while certain creatures like Chaos. Some of these relations are not fully established and inferences are made to
make the work structurally sound. These categories draw from the following for information and research:
Different categories of chaos units have different qualities, abilities, and their natures are distinct. The only exception are
pure individuals. Pure are those persons, vehicles, and equipment untainted by the power of the empyrean in whole or
part. These individuals may be morally lax but what is vital is their exposure to the warp. Within said categories some
divisions may be specific; daemon engines, for example, have subdivisions. A basic outline of the categories goes thus:
Atypical Daemons: Atypical daemons are typically organized in this supplement – independent daemons, graels, and
daemon princes. Their specifics vary. Independent Daemons are atypical daemons that do not, in the narrow, serve any
of the chaos gods – they are well and truly free agents. Graels are atypical daemon insofar as they are material essence
manifest in the warp with warp energy; In the same fashion daemons manifest in familiar forms of the material universe,
graels are elements of the material universe manifest in the warp. Daemon princes are individuals who have ascended
from a mortal state to daemonhood but are listed as atypical owing to their peculiar qualities. e.g. Independent
Daemons, Grael, Demon Princes.
Daemon Engines: Vehicles and equipment associated with the corruption of chaos; Vehicles possessed by a daemon of
varying manufacture, type, and strength. Said machines can house any size or strength of daemon without concern for
the integrity of the shell so long as it is appropriate to house it. Such machines vary in their capacities and the type of
daemon. Weapons, armor, and other untyped equipment possessed by a daemon in whole are part. Such equipment
varies: purpose-built equipment is superior in capacities to equipment not explicitly forged for the daemon proper.
Typically, this category further fractures into [1] infernal, [2] possessed, [3] daemon, and [4] true:
[++10++]
Infernal Engines are not explicitly daemonic and are merely vehicles with heavy warp exposure, corruption, or
contamination. Such vehicle never house a daemon unless explicitly possessed and most chaos vehicles are
infernal vehicles, else they graduate to possessed. Typically infernal engines do not have negative effects for the
forces of the chaos, such as devouring their crew, but they do not have any real autonomous capacity.
Possessed Engines are standard vehicles that carry a possessing daemon with ad-hoc shells and ad-hoc results;
typically converted designs achieve this level with varying levels of controllability and safety. In effect the
expedience of fabrication is the price paid in controllability in safety. What unifies such designs it the nature of
the shell being not explicitly purpose built with the daemon being left in an irritated state. For example, a
sentinel with a daemon inside of it the vehicle generates such a vehicle regardless of the quality of the vehicle
itself. These are what are typically understood as daemon engines: hard to control, unreliable, typically
autonomous, and effective in combat.
Daemon Engines proper are those machines built to the form factor of the daemon in question in part to allow
better management. This varies by the type of daemon; However such things often adopt organic or pseudo-
organic designs that allow the daemon to function unimpeded – although disagreeable, these engines are easily
controlled without lost effectiveness or autonomy. The cost of such designs is paid up front: complex to
manufacture, requiring specific materials, and requiring a reasonable amount of time, such things can hardly be
done in ad-hoc facilities or specialists.
True Daemon Engines are unlike and like their cousins: rather than being daemons inside of a machines, such
machines are instead daemons in the form of a machine. This is a major departure. Indeed, these are machines
that are daemons first rather than daemons put into a material shell – their core constituent element of warp-
energy tortured into material form and put to war. As one might suspect, owing to the difficulty of manufacture
such things are rare: complex sorcery, forbidden tricks of fabrication, and truly heinous methods are all required
to even entertain such machine’s completion. The benefits, however, are considerable: such monstrosities have
the functional qualities of machines despite their constituent basis being composed on empyrean matter in
whole or part.
Daemonhosts: These are mortals that house daemons of varying strength. Although commonly understood as
possessions of a unique type, such things might be described as purpose-built mortal shells housing a daemon. This
process is complex and requires the destruction of the soul, explicitly, prior to occupation by said daemon. Typical
divisions include daemonhosts, greater daemonhosts, and lesser daemonhosts [dybuk]. While all may occupy shells,
dybuk are typically fabricated out of non-human shells with limited warp-presence – like animals. Comparatively, greater
daemonhosts require additional time and effort to fabricate and require a deliberate choice in vessel: a great individual,
a pure individual, or a shell appropriate to the daemon’s temperament.
Daemons: Daemons are warp-entities that are manifest expressions of sentient organisms. These creatures have always
been of the empyrean, though their recent manifestations are distinct. Literally created out of the power of massed
psychical energy that surges and flows in that realm, daemons are an expression of the surging tides of emotion and
feeling that pools within the warp but tainted by the darkness of living sentiments. Daemons are usually graded in terms
of lesser, greater, herald, behemoth, and so on with varying capacities. Such distinctions vary, typically, by strength –
behemoths are powerful, but greater daemons may be more powerful with certain daemons owing to some peculiarity.
Further, certain categories are abnormal with abnormal traits: daemonic familiars are daemons bound to serve a mortal
host with psyker-related tasks, occult rituals, and other activities while remaining stable in realspace.
Exorcised: Individuals, equipment, and other pieces of technology or others that have been purged or vacated of
daemonic influence in one form or another. This applies broadly to persons, vehicles, and equipment. Typically when
such a thing occurs influences remain on the item, object, or person. At the most extreme, equipment [‘rune tainted’]
remains and may still carry the taint of chaos despite the evacuation of a daemon with the weapon remaining tainted.
This does not encompass runes as used by the Space Wolves and is treated as distinct – but related.
Infernal Engines: Infernal engines are the most common vehicle type of daemon engine despite lacking the property of
being daemonic. Specifically, these vehicles that are peculiar for the taint they have undertaken over many years or by
explicit fabrication; what is common is taint and warp. The three division are similar but have the following
demarcations: Tainted [‘Tainted’ or ‘Hell-forged’ or ‘Infernal Relic’] are vehicles exposed to empyreal energies through
[++11++]
direct contact, indirect contact, deliberate means, or other means unusual. Such vehicles may demonstrate a variety of
properties but have yet to be possessed by a daemon – these machines are mundane, aside from preternatural
properties caused by said exposure. Alternatively, said vehicles are fabricated on Dark Mechanicum forge worlds [“hell-
forges”] which produces the appropriately named “hell-forged” vehicle. Although saturated in warp energy, such
machines are mundane except for the basics of their function: they may have been modified with strange heretical
weapons, stranger defensive systems, or heretical sorcery-technology. The last category is different; infernal relics are
Truly ancient vehicles from battlefields of the distant past, infernal relics are chaos vehicles that have carried on combat
for enough time to earn a reputation in addition to corruption. What unites such machines is their rarity, peculiarity, and
notoriety: infernal Relics are vehicles with a history and notoriety that even the enemy is aware of. Many astartes
vehicles are relics owing to their sheer age, resilience, and history.
Micro Daemons: Micro daemons are very small daemons with peculiar forms, goals, and capacities with the unitary
quality of being difficult to spot by mundane means. Some may be barely visible flies, others may be bacteria, and still
others may be insubstantial. Technological forms are also typical of micro daemons, and they might also appear as part
of daemonic scrap code transmitted through cogitators by vox frequencies, irradial daemons that subvert entire servitor
colonies through a combination of means, and data-daemons that make physical intrusions to hardened systems by
physical contact. Typically weak alone, such daemons often appear in a masse or as part of a gestalt organism – a single
daemon may be fragmented into innumerable microscopic but coordinated parts.
Possessed [Mortals]: Possessed, generally, are individuals under the control, occupation, or influence of a daemon. Said
individuals usually have a visible trait, such as a mutated limb or the like. Greater possessed are mortals possessed by
larger daemons of note, such as a herald, exalted daemons, multiple daemons, or gestalt daemons. What unifies
possessed is the uniform animosity of the daemon against what is mortal and material; the energy of the empyrean
clashes with the basic properties of realspace as the mortal mind clashes with the mind of the mind of the daemon. The
most rare of such type are exalted possessed – individuals who have been possessed by a greater daemon and seen their
mortal essence destroyed. Also of note are daemonic vessels; Individuals housing a daemon that is inert, stable, or
otherwise produces no meaningful effect unless agitated or provoked.
Possessed [Shells]: Shells are a particular type of possession typical of daemon engines but are distinct. Rather than
occupying an organic vessel and subsuming the dominant personality, shells are unique insofar as the existing form of a
purpose-built machine is already found to be appropriate to housing a mortal soul essence in the form of a soulstone or
otherwise; the daemon in question merely assumes command as one assumes the command of an abandoned tool long
left unhelmed. Typically only Eldari machines have this property, however in the distant past the capacity to fabricate
shells from other machines to house mortal souls has been accomplished.
Pseudodaemons: Individuals that have a substantial admixture of daemonic essence rather than a true mortal. Half-
daemons are marked by their psychological traits in addition to the lingering effects of the daemonic on their body, flesh,
and other features. The properties of such individuals vary wildly, and the precise nature of pseudodaemons is not well
studied; some have been born in carnal acts involving daemons, some are created by vile rituals, while still others are the
result of the whims of the Dark Gods. The common binding feature of such things is that they are no longer purely
human, but nor are they entirely daemonic – an admixture, with all the foibles of admixtures.
[++12++]
When creating your own NPCs, it is important to understand the weight of each of these factors – and more. As such
most of the proposed statistics, weights, and structure provided is a matter of guesswork with the previous having been
said. Many of the statistics provided may simply be replaced, adulterated, or adjusted as the reader sees fit to generate
an experience they find appropriate. Good luck!
Ranged
Laslock: 1d10+4 [AVG: 9] [S/~/~] [Pen0] [RNG100, E, mag1] Traits: None
Lasgun: 1d10+4 [AVG: 9] [S/3/~] [Pen0] [RNG100, E, mag60] Traits: Reliable
Autogun: 1d10+3 [AVG: 8] [S/3/6] [Pen0] [RNG100, I mag30] Traits: Reliable
Grenade: 2d10 [AVG: 10] [~/~/~] [Pen0] [RNGxTB+STR, X, Throw] Traits: Blast [3]
Claws: 1d10+6 [AVG: 11 [~/~/~] [Pen2] [RNG~, I, Natural] Traits: Tearing , Primitive [9]
Toxic Bite: 1d10+4 [AVG: 9] [~/~/~] [Pen1] [RNG~, I, Natural] Traits: Tearing, Toxic [1]
Ranged
Laslock: 1d10+4 [AVG: 9] [S/~/~] [Pen0] [RNG100, E, mag1] Traits: None
Lasgun: 1d10+4 [AVG: 9] [S/3/~] [Pen0] [RNG100, E, mag60] Traits: Reliable
Autogun: 1d10+3 [AVG: 8] [S/3/6] [Pen0] [RNG100, I, mag30] Traits: Reliable
Hellgun {Voss}: 1d10+5 [AVG: 10] [S/3/~] [Pen3] [RNG50, E] Traits: None
Grenade: 2d10 [AVG: 10] [~/~/~] [Pen0] [RNGxTB+STR, X, Throw] Traits: Blast [3]
Claws: 1d10+6 [AVG: 11 [~/~/~] [Pen2] [RNG~, I, Natural] Traits: Tearing , Primitive [9]
Toxic Bite: 1d10+4 [AVG: 9] [~/~/~] [Pen1] [RNG~, I, Natural] Traits: Tearing, Toxic [1]
Crude Boltgun: 1d10+4 [Average: 11] [S/2/~] [Pen4] [RNG:100, X, Range, Bolt] Traits: Tearing
Flamer: 1d10+4 [Average: 9] [S/~/~] [Pen2] [RNG:20, E, Range, Flame] Traits: Spray, Flame
Plasma Pistol: 1d10+7 [AVG: 12] [S/2/–] [Pen8] [RNG:40m, E, mag10] Traits: Maximal, Overheats
Heavy
Heavy Stubber: 1d10+5 [AVG: 10] [~/~/8] [Pen3] [RNG100, I, Heavy] Traits: Reliable
M41 Multilaser 2d10+10 [AVG: 20] [–/–/5] [Pen2] [RNG150, E, mag100] Traits: Reliable
Ranged
Hellgun {Cadian}: 1d10+5 [AVG: 10] [S/3/~] [Pen7] [RNG50, E] Traits: None
Grenade: 2d10 [AVG: 10] [~/~/~] [Pen0] [RNGxTB+STR, X, mag1, Throw] Traits: Blast [3]
Boltgun: 1d10+5 [AVG: 12] [S/3/~] [Pen4] [RNG:100, X, mag24, Bolt] Traits: Tearing
Flamer: 1d10+4 [AVG: 9] [S/~/~] [Pen2] [RNG:20, E, mag6, Flame] Traits: Spray, Flame
Long-Las: 1d10+3 [AVG: 8] [S/~/~][Pen1] [RNG: 150, E, mag1, Las] Traits: Full Accurate, Reliable, Felling [4]
Plasma Gun: 1d10+8 [AVG: 13] [S/2/–] [Pen6] [RNG:90, E, mag40, Plasma] Traits: Maximal, Overheats
Plasma Pistol: 1d10+7 [AVG: 12] [S/2/–] [Pen6] [RNG:30, E, mag10, Plasma] Traits: Maximal, Overheats
Heavy
Heavy Stubber: 1d10+5 [AVG: 10] [~/~/8] [Pen3] [RNG100, I, Heavy] Traits: Reliable
M41 Multilaser: 2d10+10 [AVG: 20] [~/~/5] [Pen2] [RNG150, E, mag100] Traits: Reliable
Heavy Bolter: 1d10+8 [AVG: 12] [~/~/6] 1d10+8X [RNG150, X, pen5, mag60] Traits: Full Tearing
Heavy Flamer: 1d10+8 [AVG: 12] [S/~/~] Heavy 30m 1d10+8E 5 10 2 Traits: Flame, Spray
Mortar [Frag]: 2d10 [Average: 10] [S/~/~] [Pen0] [RNG: 300, X, Heavy] Traits: Inaccurate, Indirect [2], Blast [3]
Mortar [Krak]: 2d10+4 [Average: 14] [S/~/~] [Pen6] [RNG: 300, X, Heavy] Traits: Inaccurate, Indirect [2], Concussive [0]
[++15++]
Ranged
Hellgun {Cadian}: 1d10+5 [AVG: 10] [S/3/~] [Pen7] [RNG50, E] Traits: Twin-Linked + Red Dot Laser Sight [+10BS]
Grenade Launcher {Voss}: 2d10+2 [AVG: 12] [S/~/~] [Pen6] [RNG100, X, mag3, Throw] Traits: Concussive [0] {OR} Stun {OR} Haywire Grenades
Boltgun: 1d10+7 [AVG: 12] [S/3/~] [Pen4] [RNG:100, X, mag24 {!Stalker Rounds!}, Bolt] Traits: Tearing
Plasma Gun 1d10+10 [AVG: 15] [S/2/–] [Pen8] [RNG:90, E, mag13 {!Purified Plasma!}, Plasma] Traits: Maximal, Blast [2]
Plasma Pistol: 1d10+9 [AVG: 14] [S/2/–] [Pen8] [RNG:30, E, mag3 {!Purified Plasma!}, Plasma] Traits: Maximal, Blast [2]
Melee
Power Sword: 1d10+5 [AVG: 10] [E, Pen6] Traits: Power Field + Duelist’s Grip {Parry +5}
Eviscerator: 2d10+4 [AVG: 14] [I, Pen11] Traits: Razor Sharp, Tearing, Unwieldy + Mono
Power Axe: 1d10+7 [AVG: 12] [E, pen9] Traits: Power Field, Unbalanced + Mono
Heavy
Heavy Stubber: 1d10+7 [AVG: 12] [~/~/8] [Pen3] [RNG100, I, Heavy] Traits: Reliable + Amputator Shells[Note: factored]
M41 Multilaser: 2d10+10 [AVG: 20] [~/~/5] [Pen2] [RNG150, E, mag100] Traits: Reliable
Heavy Bolter: 1d10+11 [AVG: 15] [~/~/6] 1d10+8X [RNG150, X, pen5, mag60] Traits: Tearing, Shocking {Machines} + Tempest Bolt Shells
Heavy Flamer: 1d10+8 [AVG: 12] [S/~/~] Heavy 30m 1d10+8E 5 10 2 Traits: Flame, Spray
Mortar [Frag Missile]: 2d10+2 [Average: 12] [S/~/~] [Pen0] [RNG: 300, X, Heavy] Traits: Inaccurate, Indirect [2], Blast [3]
Mortar [Krak Missile]: 3d10+8 [Average: 23] [S/~/~] [Pen6] [RNG: 300, X, Heavy] Traits: Inaccurate, Indirect [2], Concussive [0]
Ranged
Archeotech Boltgun: 1d10+9 [AVG: 19] [S/3/~] [X, Pen4] [RNG:100, X, mag24] Traits: Tearing, Twin-Linked
Fell Plasma Gun: 1d10+15 [AVG: 25] [S/2/–] [E, Pen8] [RNG:90, E, mag13] Traits: Maximal, Blast [2], Tainted [5]
Daemonic Vomit 2d10+5 [AVG: 15] [I; Pen 4] Traits: Toxic [5]
Melee
Eviscerator: 2d10+4 [AVG: 14] [I, Pen11] Traits: Razor Sharp, Tearing, Unwieldy + Mono
Chain Greatsword: 2d10+8 [AVG: 18] [I, Pen3] Traits: Tearing, Unbalanced, Two Handed
Plague Sword: 1d10+3 [AVG: 8] [I, Pen4] Traits: Balanced, Toxic {2}
Hellblade: 1d10+12 [AVG: 17] [I, pen10] Traits: Balanced, Power Field, Special
Heavy Khopesh: 1d10+8 [AVG: 12] [I, pen8] Traits: Balanced, Concussive [1], Power Field
Lash of Torment: 1d10+6 [AVG: 11] [I, Pen4] Traits: Concussive [2], Flexible, Gyro-Stabilised, Snare [2], Tearing
Daemonic Claws 2d10+8 [AVG: 18] [R, Pen 0] Traits: Tearing
Daemonic Talons: 2d10+18 [AVG: 28] [R; Pen 8] Traits: Tearing, Unwieldy
Heavy
Custom-Tooled Reaper Autocannon: 4d10+9 [AVG: 29] [S/~/~] [I, Pen 8] [RNG:50, I, mag20] Traits: Reliable, Twin Linked
Anomalous Heretical Device: 1d10+11 [AVG: 16] [S/4/6] [E, Pen5] [RNG: 100, E, Mag50] Traits: None.
Cybernetics:
Varied, often extensive.
BEHAVIOR COMMENTS
Hero units behave as appropriate to their character. Certain Hero units were, and are, prominent individuals. They have survived many battles
heroes may be cowardly, others may be heroic, while for their considerable luck, skill, or even the contrivance of the Dark Powers or
others may be cunning. Minor heroes often come with other powers not seen.
allies, owing to their comparative weakness.
EXAMPLE WEAPONS
Typical Average Damage Range: 20-25/attack
[++18++]
Ranged
Archeotech Boltgun: 1d10+14 [AVG: 19] [S/5/~] [X, Pen4] [RNG:250, X, mag24, Bolt] Traits: Tearing, Twin-
Linked, Reliable.
Archeotech Bolt-Pistol: 1d10+10 [AVG: 15] [S/4/~] [X, Pen4] [RNG:75, X, mag10] Traits: Tearing, Reliable.
++ Wound & Scaling ++
Fell Plasma Gun: 1d10+15 [AVG: 20] [S/2/–] [E, Pen8] [RNG:90, E, mag13] Traits: Maximal, Blast [2], This supplement assumes some degree
Tainted [5] of wounds scaling on par with Black
Daemonic Vomit 2d10+5 [AVG: 15] [S/3/~] [I; Pen 2] Traits: Spray, Toxic [3] Crusade: Apocrypha’s “sound
constitution” which effectively caps
Melee player wounds at 20-30 barring
Eviscerator: 2d10+4 [AVG: 14] [I, Pen11] Traits: Razor Sharp, Tearing, Unwieldy + Mono circumstances. This makes most
Chain Greatsword: 2d10+8 [AVG: 18] [I, Pen3] Traits: Tearing, Unbalanced, Two Handed situations a test between dodge
Plague Sword: 1d10+5 [AVG: 10] [I, Pen4] Traits: Balanced, Toxic {2} ratings, parry ratings, and the
Hellblade: 1d10+12 [AVG: 17] [I, pen10] Traits: Balanced, Power Field, Special utilization of power fields to maintain
Heavy Khopesh: 1d10+8 [AVG: 12] [I, pen8] Traits: Balanced, Concussive [1], Power Field survivability as the damage output of
Lash of Torment: 1d10+6 [AVG: 11] [I, Pen4] Traits: Concussive [2], Flexible, Snare [2], Tearing heroes is considerable. This is hard to
Daemonic Claws 2d10+8 [AVG: 18] [R, Pen 0] Traits: Tearing balance owing to the ‘save or suck’
Daemonic Talons: 2d10+18 [AVG: 28] [R; Pen8] Traits: Tearing, Unwieldy nature of fields.
Power Sword: 1d10+12 [AVG: 17] [E; Pen8] Traits: Power Field, Balanced, Sanctified
Heavy
Custom-Tooled Reaper Autocannon: 4d10+9 [AVG: 29] [S/~/~] [I, Pen 8] [RNG:50, I, mag20] Traits: Reliable, Twin Linked
Anomalous Heretical Device: 1d10+11 [AVG: 16] [S/4/6] [E, Pen5] [RNG: 100, E, Mag50] Traits: None.
Cybernetics:
Varied, often extensive.
BEHAVIOR COMMENTS
Hero units behave as appropriate to their character. Certain Hero units were, and are, prominent individuals. They have survived many battles
heroes may be cowardly, others may be heroic, while for their considerable luck, skill, or even the contrivance of the Dark Powers or
others may be cunning. other powers not seen.
POSSIBLE WEAPONS
Typical Average Damage Range: 20-30/attack
Cybernetics:
Varied, often extensive.
BEHAVIOR COMMENTS
Hero units behave as appropriate to their character. Certain Hero units were, and are, prominent individuals. They have survived many battles
heroes may be cowardly, others may be heroic, while for their considerable luck, skill, or even the contrivance of the Dark Powers or
others may be cunning. other powers not seen.
POSSIBLE WEAPONS
Typical Average Damage Range: 25-35/attack
Ranged
Anointed Artifex Boltgun: 1d10+19 [AVG: 19] [S/6/~] [X, Pen6] [RNG:250, X, mag24] Traits: Tearing, Sanctified
Archeotech Bolt-Pistol: 1d10+10 [AVG: 17] [S/4/~, X, Pen6] [RNG:250, X, mag10] Traits: Tearing, Sanctified.
Twin-linked Fell Plasma Gun: 1d10+15 [AVG: 25] [S/3/–] [E, Pen8] [RNG:90, E, mag13] Traits: Maximal, Blast [2], Tainted [5]
Daemonic Vomit 2d10+5 [AVG: 15] [I; Pen 4] Traits: Toxic [5]
Melee
Thrice-Blessed Eviscerator: 2d10+4 [AVG: 14] [I, Pen11] Traits: Sanctified, Razor Sharp, Tearing, Unwieldy + Mono
Fenrisian Chain Claymore: 2d10+8 [AVG: 18] [I, Pen4] Traits: Sanctified, Concussive [2], Balanced, Two Handed
Heinous Plague Sword: 2d10+14 [AVG: 8] [I, Pen4] Traits: Unwieldy, Balanced, Toxic {3}
Titantic Hellblade: 1d10+20 [AVG: 17] [I, pen15] Traits: Balanced, Flaming, Power Field, Special
Heavy Khopesh: 1d10+8 [AVG: 12] [I, pen8] Traits: Balanced, Concussive [1], Power Field
Lash of Torment: 1d10+6 [AVG: 11] [I, Pen4] Traits: Concussive [2], Flexible, Gyro-Stabilised, Snare [2], Tearing
Apocalyptic Daemonic Talons: 2d10+18 [AVG: 28] [R; Pen 8] Traits: Tearing, Unwieldy
Heavy
[++20++]
Custom-Tooled Reaper Autocannon: 4d10+9 [AVG: 29] [S/~/~] [I, Pen 8] [RNG:50, I, mag20] Traits: Reliable, Twin Linked
Anomalous Heretical Device: 1d10+11 [AVG: 16] [S/4/6] [E, Pen5] [RNG: 100, E, Mag50] Traits: None.
Forbidden Inquisitorial Device: 1d10+11 [AVG: 16] [S/4/6] [E, Pen5] [RNG: 100, E, Mag50] Traits: None.
4.1: Beastfiends
Although classed as daemonhosts, beastfiends are themselves rare owing to the instability of such possessions lasting a
short period. Beastfiends are otherwise mundane non-sentient animals possessed by a daemon of a particular type or in
general. Because of the flawed nature of their creation – often the side-effect of botched rituals or realspace
deterioration, beastfiends resemble their unadulterated counterparts but have changed in size, power, and intelligence.
Owing to their random nature as the product of rituals, beastfiends are rarely created with deliberateness and can rarely
be refined further. Beastfiends rarely, if ever, carry marks – although the GM may determine that a particular creature is
appropriate to gain a mark, such as a particularly violent canine:
4.2: Tainted
Taint is warp corruption in sizeable amounts; less exposure does not generate gameplay-
pertinent effects. While all forces of chaos are tainted to some degree, a reasonable time + More About Taint +
Taint is a general condition.
frame is assumed to utilize these modifiers. Such individuals may be tainted in a particular Thereby have the following
orientation or an admixture.’ Tainted individuals do not carry marks of chaos owing to their templates applied liberally
general lack of prestige – although the GM may apply mark as additive as they find to anything.
appropriate [see §14.3]:
4.3: Marked
Individuals truly given to the powers of chaos in explicit faith. Such individuals are rarer
owing to the chronic risk of the ill-effects of profound corruption or the general ambivalence
+ Deathwatch Marks? +
of the chaos gods. Infrequent in masses of lesser followers, such individuals are therefore Marks of chaos are
dangerous if found either alone or in numbers. Damned of this sort are often commanders, provided by Deathwatch
often insane, and often seen as more sacred than their lesser counterparts found rules, but a revised version
elsewhere. Chaos marks are considered additive to other statistics and templates and may is provided for general
usage.
be layered onto the same target the GM finds appropriate. Marks are typically additive on
top of other statistical lines and may be applied to even the simplest creatures: even
daemon engines might be marked!
4.4: Possessed
Possessed are individuals that bear a daemon in their bodies. They are functionally daemons that share space with a
mortal mentality. Different possessed have different abilities in line with their orientation, alignment, or history. An
individual under the effects of possession is typically assumed to have a single flesh-fused weapon from their main
weapon [such as a lasgun]. Most possessed have one or more manifestations in line with possession rules found in the
Tome of Decay.
[++23++]
POSSESSION TEMPLATES [ADD TO EXISTING STATISTICS]
ALIGNMENT ADDITIONAL SKILLS ADDITIONAL TRAITS/TALENTS/MUTATIONS
Khornate Daemon Parry [20] Wounds +[5]; Daemonic [2], Unnatural Weapon Skill/Strength [3]; From Beyond;
Frenzy; Swift Attack; Daemonic Manifestation: Vorpal Claws and/or Burning Body.
Malan Daemon Dodge and Parry [0] Wounds +[5]; Hatred – All [3]; From Beyond; Crawler, Blind, Sonar Sense, Burrower
[6]; Multiple Arms [4].
Nurglish Daemon Parry [10] Wounds +[7]; Daemonic [2], Fear [2], Unnatural Toughness [3]; From Beyond; Stuff
of Nightmares; Unnatural Toughness [3]; Daemonic Manifestation: Daemonic
Venom [Natural Weapons - Toxic 3]
Slaaneshi Daemon Dodge [20] Wounds +[3]; Daemonic [2], Fear [2], From Beyond; Talents: Unnatural Ballistic
Agility/Ballistic Skill [2]; Daemonic Manifestation: Rending Talons [Corruption Rating
20 / +2]
Tzeentchian Daemon Psyniscience [20]; Wounds +[3]; Unnatural Ballistic Skill/Intelligence [3]; From Beyond; Hoverer [6];
Dodge [10] Daemonic Manifestation: [Daemonic Fire] 15m; S/–/–; 1d10+4 E; Pen 6; Flame,
Spray, Felling [2]; [1d10+4 AP6]
Undivided Daemon Dodge and Parry [10] Wounds +[5]; Daemonic [2], Fear [2], Unnatural Weapon/Ballistic Skill [2]; From
Beyond; Talents: Ambidextrous; Two Weapon Wielder; Daemonic Manifestation:
Wings and Slayer Limb
5. Daemon Engines
Vehicles of chaos vary in their type, manner, and construction. The most
notorious are daemon engines, vehicles infused with the power of a
daemon, however others may simply be tainted. However, owing to the
volume of forces across the galaxy variations exist: some are custom-
built, adulterated from another vehicle, or otherwise made through
stranger means.
To account for variations that exist across the galaxy, these templates are
provided to layer on top of existing statistics; they are additive with their
core statistics, but not each other. Such vehicles are assumed to be
marked and do not have agency in the eyes of the gods. For this section
vehicles are broken into three four template classes: Infernal [‘Tainted’],
Possessed, Daemon, True, and Shells. Different sizes are also provided for
usage owing to different classes of vehicles.
++ Errata Suggested! ++
The following templates are meant to function with the Machinae Tenebrae supplement but may easily be adapted to
core rules – most of the statistics assigned and their basic functions remain largely unchanged.
1
Dark Heresy 2 Core Rulebook p.187
[++26++]
Comparatively, possessed daemon engines are in this way different as such designs are merely converted from existing
designs to house a daemon in a shell, typically a shell that has been properly sanctified and made ready to house such an
entity after it has been located, expropriated, and altered. However, the brute fact of the matter is that such designs are
always conversions to fit the purpose demanded rather than appropriate to the purpose at a pure design level; the
designs of sorcerers, the movement of the warp, and other factors were never considered when one considers an STC
design fabricated in vast numbers from designs of hardly understood machines.
Daemon engines1 are the correction of this deficiency, and the next logical step in the advancement of the human
dominance over the warp: heretical designs and pseudo-organic forms that reflect the daemons in whole or part with a
corresponding increase in combat power, control, and destructive potential. Despite such limitations, the fabrication of
such devices can be accomplished with existing designs: however, such a process is not easy, and requires a considerable
‘re-think’ of existing diagrams that are themselves rarely questioned; to consider such a thing is itself a major heresy, and
to accomplish it moreso.
Theoretically, any appropriate device can be adapted to such a class. However, to do so is not easy and often not worth
the time compared to construction of a new machine; it might be equated to the construction of a new home compared
to the renovation of an existing home – it is complex, slow, often difficult, and often requires customization or
improvisation. Still, as a matter of prestige, converting an infernal relic or adulterating a sacred machine of the Imperium
is seen as worthwhile purely for the sake of the thing itself.
Malal Warp Accelerator [Ranged]; 20m; S/–/–; 6d10 energy pen Structure: +16; Sonar Sense, Hatred: All [3]; Crawler
0; Recharge, Shocking and Star of Chaos [Melee] 2d10 I [10]; Burrower [6]; Multiple Arms [4]; Blind, Sonar
pen 4 Sense.
Felling [4], Power Field, Shocking, Unwieldy
Nurgle Ray of Decomposition [Range] 80m S/–/–; 2d10+8 E pen Structure: +24; Unnatural Toughness [3]; Strange
8; Decay [7], Recharge. Physiology
Slaanesh Nightmare Mines [Melee] 1d10+6; Pen 6; Crippling [6] Structure: +8; Unnatural Ballistic Skill, Weapon Skill,
[deploy automatically]. Agility, Perception [3]; Whispers of Promised Ecstasy
Tzeentch Warpflame Vents [Range] 5m; S/–/–; 1d10+9 Energy; Pen Structure: +8: Unnatural Ballistic Skill, Unnatural
4; Spray, Flame, Hallucinogenic [3] & Helmaw [Range]; Willpower [2]; Hoverer [10]; Warpshroud
60m; S/–/3; 2d10 X pen6 Blast [3], Crippling [3], Flame,
Recharge.
Undivided Revise [1] weapon to ‘Blackfire’ [Range: 15m ranged Structure: +16; Unnatural Ballistic Skill [3]; Touched
only]: S/–/–, Corrosive [4]; Irradiated [4]; Damage by the Fates [1]; Dirge Caster
Retained.
[++28++]
These are Incarnate Daemon Engines. They are things that are beyond the already fuzzy lines of categories of the real
and the unreal. These most advanced daemonic machines are unlike their fellows and like their fellows in that they
involve daemons; However, the distinction is that other daemons utilize daemons in a shell, incarnate engines utilize
daemonic forms that are both machine and warp-energy at the same time; such a form is then used to house the
daemon. The end result of this prolonged process is a dreadful fusion of warp energy admixed with material space. In
this they are unique – they are not merely shells, as such things would put them in other categories, nor are they simply
empty, as such a thing would make them tainted.
No. Instead, what qualifies such engines is the process required to manufacture them: the creation of empyreal metals
and empyreal matter for usage in realspace and appropriate to allow a full blossoming of the power of the warp in
realspace. They are a substance that exceeds categorization forged to house the daemon in its glory unlimbered.
The fabrication of such devices is itself an accomplishment. Each is as much a work of art as it is a work of madness and
evil. None are mass-produced, though diagrams exist; all are purpose built, purpose made, for the express method of
bringing the most powerful daemons into realspace to inflict the most damage for their masters, or allies. Much as
incarnate engines, other devices may be translated into such devices, though this is an even more complex process –
incarnate engines are an order higher, with even higher levels of mastery; Only the most sophisticated, insane, and evil
warpsmiths can manage such a task or dare consider it – the risk of failure warrants death, or worse.
Theoretically, much as possessed engines, any appropriate device can be adapted to such a class; however, to do so is
not easy and often not worth the time compared to construction of a new machine. Still, as a matter of prestige,
converting an infernal relic or adulterating a sacred machine of the Imperium is seen as worthwhile.
Typically daemon engines are manufactured to produce a shell for a daemon to inhabit – without it said daemons
disperse to the warp. However, different forms of shell exist, and the process can be abnormal when applied to certain
types of exotic machines: in particular the Eldari aspect warriors, wraithguard, and wraithlords. There are four typical
variation of shell:
Archeotech shells: Shells that retain psychical energy by unknown, highly advanced, means.
Mundane shells: Objects that hold psychical energy. Although often a vehicle, these objects vary; typically said
objects are capable of holding a variety of warp-entities.
Psychoreactive shells: Shells meant to hold souls, spirits, or psychical energy in a psychoreactive structure.
Purpose built shells: Shells specifically structured for categories of daemons.
Incarnate Shells: Shells formed of warp-material and perfected by techno-sorcery to hold daemons. Always
bespoke and particular to the daemon in question.
+ CONSTRUCTION REQUIREMENTS +
Archeotech shells cannot usually be manufactured owing to the mystery of their original manufacture. Occasionally, certain
heights of technological daring, madness, or other situations – such as an exceedingly rare diagram or method – may allow a test
to fabricate a device at a minimum malus [-60] in Forbidden Lore: Archeotech over a period the GM deems appropriate.
+ EFFECT +
Any daemon engine fabricated with such a shell is truly legendary and terrifying. It gains the following:
Capacity: [+10].
Characteristics: Increase all by [+2d10]. The fabricator may add unnatural [3] to two characteristics.
Structure: Increase the base value of the vehicle’s structure by [+3d10+10].
Traits: The vehicle gains the artificer hull trait; if present it gains an additional [1d10+5] structure.
+ CONSTRUCTION REQUIREMENTS +
Incarnate shells must be fabricated from scratch and are complex. There are typically three stages:
Stage 1: Incarnate shells require a forbidden lore: daemonlogy test at a malus of [-50] to gain knowledge of a
design. Said design is typically as requested, though not exact.
Stage 2: Incarnate shells require a forbidden lore: Dark Mechanicum [-50] test to fabricate the shell.
Stage 3: Lastly, the shell requires the completion of a ritual of extrusion [§13.3] to produce warp-material
appropriate. Such a ritual must be repeated during the construction process once per day; this may take
several days to produce and utilize the material appropriate.
+ EFFECT +
An incarnate shell becomes available. Any daemon engine fabricated with an incarnate shell gains the following:
Capacity: [+4].
Weaponry: [1] mounted vehicle weapons of choice gains [warp weapon].
Structure: [+20] structure.
Traits: The vehicle gains the [daemonic] trait equal to the vehicle’s size value, rounding up.
+ CONSTRUCTION REQUIREMENTS +
Purpose built shells must meet some basic requirements and moves through phases:
Stage 1: Purpose-built shells requires a forbidden lore: daemonlogy test at a malus of [-40] to gain knowledge of a design.
Said design is typically as requested, though not exact.
Stage 2: Purpose-built shells require a forbidden lore: Dark Mechanicum at a malus of [-40] to fabricate the shell.
Stage 3: Lastly, the shell requires the completion of a ritual of extrusion [§13.3] to produce warp-material appropriate.
Such a ritual must be repeated during the construction process once per day; this may take several days of construction.
+ EFFECT +
Capacity: [+2].
Structure: [+10] structure.
Weaponry: [1] vehicle weapon of choice gains one of the following: [flame] or [hallucinogenic 1] {or} [toxic 1] or
[overcharge].
Traits: The vehicle gains the [daemonic] trait equal half of the vehicle’s size value, rounding down.
6. Races
Alternative races are provided for usage by enterprising heretics. Said races [‘exotic races’] have visible and obvious
advantages and disadvantages; some backgrounds might require a constant evasion of the authorities, others may suffer
oppressive social policies, and still others may encounter other foibles. All are intended to be at a rough gameplay range
inferior to astartes and roughly equal – though often slightly better – l to a typical heretic found within Black Crusade.
Many choices are highly unusual, and such choices should be cleared with your GM!
+++
All races [except Xenos] gain the following: Common lore [any two], linguistics [low gothic], and trade [any one].
Some races may have other sensible lores! Consult your GM!
+++
The lessons of the Emperor are not clear and even his best efforts have
failed to generate a satisfactory result. Still, the desire to improve the
human being has been a long project in all the ages: through education,
through social organization, through diet, through faith, through other
means. These more benign efforts, one and all give way to harder
methods. Indeed, although all have been tried and a few continue, one
stands tall above the others in the form of the genetor; of these
projects the goal of the geneticist has often been deployed and that they would know well enough what the human
should be and thereby altered in substantive ways.
Or so it is said. The reality within the Imperium is different. It is known what the human is, what he can be, and what he
should be: what is instead is to make the demands of the universe hoisted on the Imperium be met: the truth is known,
and the truth must be defended with the genetor deploying their craft as one might deploy a weapon.
The result of such efforts were soldiers. After all, was it not the Emperor that made soldiers? The method was imperfect
and need only be finished. It needs only be repeated and completed as the projects of all great people. The end result of
such things are the Afriel Strain: vat-grown humans cloned and refined from the great heroes of the Imperium
recombined into more effective forms – stronger, faster, better, more intelligent, and endlessly replenishable.
The strain still persists despite the foibles of ill-luck and the seeming contrivance of the universe against such things.
Entire clone lines have been lost, entire divisions destroyed, and the project marked by one failure after another. Indeed,
given the size of the galaxy and the near abandonment of such cloning it is therefore no surprise that certain individuals
of the strain are occasionally captured by heretek genetors for experimentation and then analyzed for useful data in
genetic heresy. The end result of such experiments is, predictably, a tainted version of the strain, bearing the quirks and
superior qualities to be expected– although the foibles and ill-fortune seem to remain.
6.2: Beastmen
++
Beastmen (Homo sapiens variatus) are abhumans that have beastlike
features of a bewildering variety.
++
And the warp. The warp houses all the sentiments that have been and will be and all the things that have lived; in this
vast empyrean such things roil and periodically emerge in the form of bestial mutation. Although the memory of average
people in the Imperium are dim, such mutations leave a long shadow and certain forms have long associations: typically
with ancient rituals, ancient times prior to the arrival of the Emperor and the Imperium. They are bad omens, bad
augurs, and even with respect to the typical mutant are hated. With stable genetic combinations that result in bestial
features. Unlike typical mutants, such variations are typically stable: they do not vary, are typically heritable, and do not
further vary within a certain scheme established by Imperial genetors. Owing to their miserable status on the Godolkind
Index such creatures rarely are able to travel, and rarely are graced with the capacity to serve the Emperor in his armies
abroad, though in ages past it was rumored such things were the case. This leaves the typical beastman with few
options: hated, persecuted, terrorized, and oppressed, these creatures are forced to the margins of whatever form of
Imperial society to the most marginal work. Even among other mutants such individuals are suspicious: bestial forms can
emerge from the taint of chaos, or naturally – but in the Imperium fine-grain distinctions are undesirable.
Or desirable. Such individuals have considerable strength, talent, and skills. Pushed to the edge of society or beyond,
they have developed skills and talents useful to the powers.
RESTRICTIONS: ARCHETYPES
Beastmen are always on the margins in society and the restrictions of mutants are often doubled; travel and life is borderline
difficult or impossible. However, such a marginal status pushes such individuals into ‘informal’ economy archetypes with formal
careers being unlikely.
[++37++]
Orks are, in this fashion, both usual and unusual; although protected by
their own strange physiognomy and nature, orks are not immune to the
taint and may find the call of chaos too high or the general properties of
their surrounding overpowering in the same fashion one washed out by
a tide: in lesser instances they might stand above it, ignore it as one might ignore a puddle. However, if the power is
suffuse or the situation compelling, such creatures become vulnerable when exposed, vulnerable, or otherwise few in
number.
Chaos Orks are exceedingly rare outside their warbands, groups, and clans. Where such xenos can be found, they often
do not affiliate with humanity – the relentless xenophobia of the Imperium imperials any association, alliance, or the like.
Chaos warbands are in this way more flexible, willing to work with chaos-tainted forces and others in their constant goal
to destroy the hated Imperium; they are in that way pragmatic, and with such pragmatism brings unusual allies that are
much desired against the titantic weight of Imperial arms.
In this the chaos ork is better than most as an ally. Such creatures understand gothic, take directions, are very tough and
soldierly, and have all the other vital traits of good soldiers with few drawbacks: injuries that would fell a man merely
scratch such creatures. While this is indeed a boon to the forces of chaos, said creatures are still orks and behave as orks:
they have a crude pecking order of violence, are prone to cannibalism or sudden conflicts, and are difficult to manage
unless one has the strength to enforce such management.
At varying points it may occur to these long-lived creatures that surrender on their own terms is better than resistance
and worse fates in defeat. Indeed, the usual methods to avoid consumption by Slaanesh are often the infinity circuit is
forever vulnerable, the devices of the Eldar are forever being victimized, and the assertions about new gods or old ones
are unduly optimistic.
With such fates looming, to give in or to make peace with the powers becomes sensible. The powers are always keen to
bargain – and each has their own inclination to out-play their competitors with one and all attempting to out-master
Slaanesh’s arrogated interest in the Eldar. The result is similar to their human counterparts: the lithe forms of the Eldar
distort, and reflect their pacts, their powers increase or mutate, and their bodies begin to bear the essence of whatever
entity has been chosen as a patron.
Such Eldar are always robust in their strength, thinking, and capacities. To simply yield to chaos done deliberately
requires individuals that stand well above their peers: either as unique thinkers, odd eccentrics, or individuals that have
experienced things that override the ingrained and continuous regimes of discipline held true by the Eldar.
6.5: Daemonborn
++
Daemonborn (Homo sapiens corrumo) are pseudodemons created
of strange unions.
++
All living things are born of a carnal act. But be born of a carnal act
with an unnatural, or a divine thing, is to beget something that
should not exist in form or fact; It is to be born of nothing and
create nothing or to birth something monstrous. It is to invite the
unnatural. It is to invite the unusual. It is to undertake an irregular
means and violate, to a degree, the order things. It is a thing that is
wholly impossible combined with something shockingly mundane;
it is to create life ex-nihilo – or worse.
Such a thing is truly rare, though not unheard of. On the seething
daemon worlds of Slaanesh, Khorne, Nurgle, and Tzeentch strange
liaisons and stranger encounters but for the simple reason that
humans live there. Indeed, that human beings fall prey to chaos and corruption does not strip them of their physical
needs and desires; it does not strip them of their biological functions, it does not remove from them the imperatives that
have harried all living since time immemorial. They are still mortal. So long as humans remain mortal, the patterns of life
remain unbreakable and resilient – from the vast blood-soaked wastelands of Xur where rude battle for control, to the
extravagant libertine nightmare of Ghibelline, this pattern remains. It is life itself. It predates the powers of the warp and
is the power of the warp. More importantly, when done by daemons it is a mockery of life itself and an insu`lt; a dark
pantomime.
From such things offspring are rarely born. When it does occur, it is seen as both an omen, a blessing, or an augur. It is
rare and special, worthy of notation. What is born is a thing in near uniform estrangement from the human form; Many
such individuals do not survive their first night. Much as other things unnatural, the human form is not suited for it – it is
not of the warp, purely, and its fragile pliable flesh can be destroyed by the simplest effort. Even if this concern is evaded
the child itself may be constitutionally violent or insane. From such a winnowing, a narrow few are born and can be
managed; they are not insane, nor raging, nor poisonous, nor uncontrollably violent. What remains is a pseudodemon
that has some qualities of their parentage but lack much of the daemon’s mentality and recall. Such pseudodaemons
never appear normal. Depending on their parentage they may have a visible trait of their unnatural parent: red skin,
purple skin, or other telltale traits. This may give them the superficial appearance of a mutant, but the truth is much,
much worse; riven between their two parentages, such creatures seem equally likely to express their human nature, for
good or ill, or to express their unnatural heritage – typically for ill.
6.6: Felinid
++
Felinid (Homo sapiens hirsute) are abhumans with feline features.
++
Felinid (Homo sapiens hirsute) are a minor abhuman strain with limited
notoriety in certain parts of the Imperium from the restricted world of
Carlos McConnell. Although largely left to home rule, this abhuman
variant is restricted from free movement in the same fashion as the
‘beastman’ abhuman strain. While this restriction – as in other
beastmen – remains in place, the fact remains that distinctions are often
blurry, and the needs of the Imperium vary wildly with certain sectors
accepting certain ‘low grade’ population stock owing to immediate and
severe labor shortages, exemptions, etc. Indeed, the overlap between
‘beastmen’ and ‘felinid’ seems academic and typically minor, and the
fact that felinid are largely restricted to their inhabited planet has
limited their exposure to the wider Imperium. Still, despite such
restrictions, the apparent overlap between Felinid between subspecies
of abhuman smear and the assorted enforcement mechanisms within
the wider imperium vary: felinid are not psykers and do not, in the main
house a world-destroying threat. As a result they may occasionally be A Felinid. There is no description of Felinids so they might
found outside Carlos McConnell for a variety of reasons – typically as appear as you so choose.
labor or in precision piece-work in manufactora where their lithe and small
hands are preferred.
Felinid in most respects resemble humans but vary in their presentation. Some have a nonfunctional tail, others have
vicious retractable claws, while others have pronounced teeth. All typically have some variety of feline iris and have
some capacity for night vision, and all have a certain agility that exceeds mundane humans – though their strength
typically suffers as a result. Aesthetically they vary wildly, as humans, but they are regarded as nonthreatening.
6.7: Half-Daemon
++
Half-Daemons (Homo sapiens insinuare) are entities that have a mortal
shell and daemonic essence.
++
How such things occur is debated in the Ordo Malleus and Ordo Hereticus. Some parties assert a form of possession,
while others state clearly such things are material in nature; still others attribute sorcerery, the engine-wake of void
ships, prolonged corruption, or the fell glare of malicious stars. It is as mysterious as it is opaque.
The disturbing reality is that the origin of such things is unknown. What is known are the results. The lives of half-
daemons are inconsistent, as the psyker. Sometimes passing undetected, such things usually some find their way into the
carceral systems of local policing administration, some are located and destroyed by alert authorities or inquisitors, and
others live in quieter avenues attempting to control their inner darkness. Such a nature is riven with the unnatural:
although embodying a daemon, these creatures are not human and the term half-daemon is deliberate – they lack the
titantic knowledge of daemonkind, resilience, and exceptionally deadly capacities of a true daemon; they remember little
but can occasionally recall much. The results are odd lives of evil with varying consequence. Such children with the soul
of evil are troubled and unnerving. Their appearance is unremarkable, but their behaviors are sometimes stiff and harsh.
They have the quality of cruelty, or may be exceedingly sensitive; dark empaths, brutes, or otherwise – or they may be
strangely normal.
What is common are darker impulses of the warp. In this such things resemble normal human life with its combinations
of pain, sorrow, violence, and abuse. Still, visible result are acts that shock authorities: a young child the mutilates
another, a teenager obsessed with violence, a disturbingly obese child, a teenager that is unusually cruel.
6.8: Longshanks
++
Longshanks (Homo sapiens elongatus) are exceptionally tall and lanky
abhumans.
++
On certain low-gravity worlds the human form distends into longer, thinner,
variants. Over time such changes become endemic, and from such endemic
changes a typical results in a variation of human life that have long been part
of the Imperial schema of mutation classification. Among such mutations and
variation these individuals are both common, unremarkable, and used as a
baseline to determine what is classified as mutation, deformity, or taint by the
Godolkind Index.
Longshanks are considered abhuman by the index: They are human in all but name and are largely unrestricted in their
patterns of life, behavior, and activities despite the apparent stability of their genetic drift. Taller than normal humans
standing in excess of eight feet tall, they are otherwise indistinguishable to mundane humans in both terms of muscle
mass and physical strength. Indeed, on certain worlds they might simply be mistaken as unusual – not freakish.
Still, despite such things there is a typical favoritism toward abhumans being conscripted by the Imperial Guard; the
economic opportunities and strains that apply to average Imperials apply to double these individuals owing to the
pernicious and tenacious rhetoric of violence and exclusion within the Imperium. Accordingly these individuals are
thereby exposed more directly to the hazards of the warp, though they fall to chaos at a rate roughly comparable to their
mundane fellows.
6.9: Loxatl
Loxatl are a minor xeno subspecies located in various locations around
the galaxy: the Jericho Reach, The Sabbat Worlds, the Maelstrom, the
Eye of Terror, and most recently the Ultimate Segmentum . Particularly
notable for the allocation of brood-groups to combat zones during the
Sabbat Worlds crusade and subsequent wars around the Sanguinary
worlds, Loxatl have also been found in tow of chaos forces in other
locations in the galaxy by means that are particularly mysterious – it is
has been theorized that the creatures travel via wormholes with allies or
possibly their own ships, though none have been observed. Typically
thought to be mercenaries, the truth is that such creatures have their
own agenda which always seems to jibe well with the assorted mundane
forces of chaos: as a result they can be found with regularity as
auxiliaries within the reconnaissance element of several heretic
warbands and wider forces.
Loxatl society is mysterious, and their motivations are similarly so. Raised in broodgroups and thought to be aquatic in
origin, these creatures have superior senses and a quality to scale sheer surfaces that betrays such an assertion and
confuses many genetors and xenologists – no homeworld has been located, no loci has been deduced, and no real
assertion of their nature has been found. Indeed, what is known is typically what is gleaned in the field of combat.
Indeed, although xenos, Loxatl enjoy a good deal of popularity among the milieu of the forces of great enemy, eagerness
to fulfill orders, and effectiveness in executing said orders regardless of the leadership in question. This alone would
make them an effective tool – however their typical combat effectiveness is also extremely high: although lacking
prehensile fingers and dependent on cybernetics to allow for more variance in their duties these xenos are effective
scouts, specialists, and shock troops.
6.10: Mutant
“God is matchless in his irony and beyond measure in wanton malice.”
++ Hannibal [2013] ++
++
Mutants (Homo sapiens maligna) are abhumans tainted by the warp or other means.
++
It is poetic that the mutant’s lot in life within the Imperium is to suffer terribly
and then die in ignominy owing to the demands of a single mutant. Such a
thing is not new, and such a thing is not impossible to endure. The mutant
does, much because the Imperium has no other options. That the Imperium
could be unmade by a mutant is therefore similarly poetic, and, indeed,
wherever the Imperium is resisted the mutant is present to some degree – it
is fundament of the logic of the Imperium. It is the Imperium itself.
The foundation of the Imperium is thereby built on the murder, abuse, and
exploitation of the mutant. Without such exterminations and without such
prejudicial and genocidal attacks the Imperium may not well exist in its
current form; it may even be said that the Imperium’s raison d'être is the
categorical destruction of such individuals in their classical types: the psyker,
the deviant, the genetically impure, and others. Indeed, since the Great
Crusade, the mutant, wherever they exist, are prosecuted relentlessly at a
scale that is hard to imagine and even harder to tabulate. After all, when one
considers the innumerable worlds where such policies are implemented, one confronts a similarly innumerable cruelties
that span ten thousand years in the small or large.
This scale is hard to imagine. A year, a month, a day, of such policies would be an atrocity, but ten thousand years is
impossible to make sense of. The sheer scale of such cruelty makes all the wars that mankind has waged against external
enemies small in comparison; ten millennia of purges, pogroms, exterminations, liquidations. Ten millennia of
resettlements, evacuations, concentrations, reorganizations…
To endure as a mutant is to sigh as oppressed often do. Oppression for the mutant is daily. Hourly. Every second. Every
day. Such individuals must bear the weight of it and need not imagine abstract things where the iron heel of innumerable
authorities is always present. Despite it, the mutant is still most likely to resist. Owing to the above features, it is not
surprising. Even if the mutant cannot articulate their anger, their anger speaks true enough even if the mutant has no
plan – indeed, where others might act under the rubric of survival and victory, the mutant is a truly desperate and
frightening individual: for him death is freedom, and anything else merely hurts the thing that he hates. If the enemy
chokes on his blood, it is just so.
The mutant is this type of individual. These are the truly miserable and truly oppressed. They are fearless, as they have
seen horror. They have no hope except what hope they can make in struggle. They are strong, as survival has made them
strong. They have friends, as a person without friends is vulnerable. That they join heresies and insurrections is
inevitable: all wars and all struggles need individuals that do not care if they live or die, as such individuals have many
uses.
Indeed, all of the gods of chaos watch such individuals with curious interest.
++
New Men (Homo sapiens neferare) are humans created by Fabius Bile. They have dark urges and superior capacities.
++
Long has been the desire to replace the human with something else,
something better. Since the ancient tomes and ancient stories of men
reanimated at the behest of ancient masters, this concern and this yarn
has remained. In years past regimes have tried, the techno-barbarians
repeated, and the Emperor attempted to complete such a process.
At least, in theory.
Instead, what usually occurs is tampering and arrogance admixed to an unclear result; that such individuals exist is
known, but they have yet to substantively affect the Imperium in a way that matters or factors into long-term planning;
they are merely a nuisance, if that.
Still, as individuals – at least in principle – New Men exceed their mundane fellows: they are stronger, faster, more
intelligent, and have a will that exceed mundane people. Despite this they largely remain unremarked across the
Imperium such variant genetics, populations of New Men grow in scale as a hidden disease too similar to normal humans
but difficult to detect. Indeed, sophisticated genetic screening is required, and visual detection is not possible – the New
Men resemble humans, and no base observation will do. Perhaps worse, such individuals seem to bear an ideal beauty in
them: they stand slightly taller than normal humans, uniformly well built, attractive, and having an aesthetic
countenance appropriate of a statue.
Despite such a packaging, New Men are a thing of chaos, well and truly, and bear the malice of their creator, Fabius Bile.
[++50++]
6.12: Neandors
++
Neandors (Homo sapiens hyannothus) are strong but unintelligent abhumans.
++
6.13: Nightsiders
++
Nightsiders (Homo sapiens tenebris) are abhumans that have adapted to nocturnal conditions.
++
The Imperium has many worlds shrouded in complete and total darkness, partial darkness, or all varieties of darkness in
between. On these worlds human shave adapted – in one form or another – to the darkness by the cycles of genetic drift
and other peculiar local qualities. The prevalence of such adaptations has generally resulted in a what are collectively
termed “Nightsiders`` a collection of stable abhuman traits that allow for adaptation to the nocturnal conditions or low-
light of many worlds. Such expressions are common and typically not regarded as a threat within the Imperium as such
variation does not in the main trigger civil unrest or revolt.
Nightsiders are well known for their capacity to maneuver in total darkness, perceive objects that are hidden or
obscured, or otherwise deduce locations in total darkness or situations of fog or smoke. This makes them useful as
supplementary forces, though areas with intense noise have a tendency to slow or hinder their effectiveness. In most
other respects this variant of humanity is indistinct in most of the ways that count with only their exceedingly large eyes
– or lack of eyes – revealing their unusual nature.
6.14: Palegar
++
Palegar (Homo sapiens oceanus) are abhumans that are adapted for oceanlike environments.
++
[++52++]
Human beings have adapted to a wide variety of living conditions across the
galaxy, among them being ocean worlds or biomes where water predominates
much as ancient Terra. In such biomes, largely owing to unknown means –
possibly genetic adulteration during the dark ages of technology – human life
persists against common sense dictating otherwise. Of these, dubbed
abhuman, some strains have emerged and become dominant. Of these, Homo
sapiens oceanus, or Palegar, dominate some ocean worlds.
Palegar are a recognized abhuman strain within the Imperium and suffer few
overt issues. Pelagers are sometimes compared to ogryn in terms of size,
strength, and other qualities; However, unlike ogryn, pelagers lack many of
the typically reduce cognitive traits, though they are sometimes off-putting.
Exceedingly rare within the Imperium but occasionally found within the ranks
of Imperial Guard, pelagers are prized for their general catalogue of
advantages – low-light vision, pressure resistance, resilience, toughness – with
few disadvantages. These traits make such abhumans highly prized, though
they lack some of the more charming qualities of ogryn.
Palegar are occasionally found within Imperial Guard regiments and other specialist forces. Owing to their nature as
aquatically situated, they exceed in conditions of assault where oceans and water are a hazard to be negotiated or the
prevailing terrain of conflicts does not favor water. Accordingly, their fall to chaos or their capture by the forces of the
great enemy are all-too-typical of human life.
6.15: Scaly
++
Scalies (Homo sapiens Necromunda) are semi-stable pseudoreptilian abhumans native to Necromunda.
++
Scalies are an unclassed semi-stable mutant variant occasionally found in Necromunda drawn regiments or more
commonly within the vast underhives of that titantic hive world. They are strong, resilient, and have the capacity to
regenerate severed limbs over longer periods of time. Scalies are noted as mute owing to mutations that have adjusted
the position of their voice box, thereby requiring nonverbal communication or training to vocalize properly in low gothic.
Despite such shortcomings they are numerous planetwide among the lowest echelons in society and periodically make
appearances in marginally higher classes – although not vastly higher.
[++53++]
A more typical unpleasant life is almost uniform. Owing to the nature of industrial production of a vast scale present on
Necromunda massive labor pools of fungible labor are utterly required with such individuals imposed on by matter of
necessity. Accordingly, scalies are often found in a variety of roles on Necromunda as support, brute labor, or all variety
of other roles that keep the machines of production operational; they service machines, clean ductwork, conduct
maintenance, and burn out constant infestations of invasive fauna – among other innumerable tasks. It is largely owing
to their broad distribution of traits that scales retain such large distribution of duties: their thick skin, strength, and
comparative resilience for the poor terrain of the planet expands their utility where mundane humans struggle.
Despite this, scalies are often found in the lurch legalistically owing to their vague status within the administratum: as
unrecognized abhumans their default travel capacities are narrow, and their fiscal prospects are dim to poor. As a result
they can rarely be found outside Necromunda in the employ of certain enterprising types that value skill over legality.
Moreover, much as their disenfranchised fellows, when chaos announces itself scalies often find that heresy ameliorates
long-standing grievances at the tidy price of their soul.
6.16: Squat
++
Squats (Homo sapiens rotundus) are short abhumans keen on drink and industry.
++
Squats are abhumans that have diverged to a degree from the typical human form owing to congenital changes induced
by high gravity near the galactic core; it is within the galactic core that groupings of squats have held control of
independent planets and remained nominally distinct from the Imperium with hidden secrets and technologies of the
dark ages of humankind. As befitting such strange frontiers, extensive rumors, hearsay, and debate have long-
accompanied accounts of said holdings near the galactic core: some assert a vast conglomerate of interstellar nations,
others assert a total destruction by Tyranid hive-fleets, and others assert accounts of a middling conglomerate of
humanoids descended from cloning.
2
Imperial Atomica, p.7.
[++54++]
Such fantastic accounts are often contradictory, confusing, and difficult to decipher. What is known is that squats are an
abhuman species keen on mining and industry and to some degree hail from the galactic core. Said abhumans
periodically contact, trade, and work with Imperial authorities on matters of concern – typically industrial concerns.
Although exceedingly rare within the Imperium owing to the peculiarities of warp travel and the disinclination toward
free travel, this variant of humankind can occasionally be found engaged in commerce around the galaxy or as individuals
of special interest aboard rogue trader ships; with such travel comes the attendant horrors of deep space combined with
the taint of chaos corruption.
Within the dark millennium such taint is harder and harder to escape. Although isolated in millennia passed, the
darkening of prospects of the galaxy has spilled into the galactic core and the circatrix maledictum has plunged entire
sectors into the depths of the warp; in this they join worlds long since having suffered such a fate. The result is all too
familiar: within chaos warbands, voidships, and planetary forces there is a surge in the numbers of squats, their
machines, and their hereteknical devices – some very old, some newer…
Although not widely distributed, the emergent Cult Tenebrous has become known to certain aspects of the Imperial
bureaucracy and planetary governors along the former trade-lanes o that subsector. Once considered a mundane
genestealer cult of mediocre size, the chilling ramifications of the cult’s post-empyreal jaunt are much more worthy of
the concern: having been contaminated by Nurgle, the cult has become a fusion of the monstrousness of the Tyranid
hive-fleets and that of a chaos cult adhering to the plague-god.
The ramifications of such a thing are massive. A chaos cult that can spread and contaminates individuals at the genetic
level represents a novel threat through the lower orders of the Imperium as it continues to mutate unchecked. Indeed,
such individuals set themselves to this goal: owing fealty to a new master and bearing a surprising and horrific
combination of gifts from their alien and heretical lineages, cultists of such a type are a novel tool.
These hybrid -xeno-chaos things have already begun to change as the galaxy takes notice. Indeed, despite being tainted
by the lord of decay, the members of the cult are still human and retain a human will subject to change, adulteration,
and betrayal. Accordingly variant hybrids have started to emerge, further tainting individuals and bending their
allegiance – Tzeentch whispers, Khorne beckons, and Slaanesh laughs. After all, if one has betrayed, what is it to betray
again?
[++55++]
True Hybrid: A true hybrid resembles a human in most of the ways that are visible and is functionally indistinct from a human.
There may be certain telltale traits like off-color skin, ridges foreheads, or other things that may be noticed with a scrutiny test –
though they may simply pass as a mutant if discovered. The hybrid gains the following: resistance: poisons [1] and unnatural
toughness [2].
Metamorph: A metamorph is an individual hybrid that has undergone rapid changes in the presence of a hive-fleet, or, in this case
the presence of chaos. This creature, while resembling a human, is distinctly alien and disturbing to look upon – if scrutinized, they
will almost always be revealed. Metamorphs gain the following:
Reviled. Metamorphs disgust all humans as they are uncanny. Every additional mutation listed below inflicts an additional
penalty of [-5] to all diplomacy attempts with humans – regardless of type, chaos of Imperial affiliation, etc.
Baseline. The metamorph gains the following: resistance: poisons [1] talent, unnatural toughness [1], and [1] rank of multiple
arms for a total of [3] arms. The heretic always has [warped appearance] and this cannot be concealed easily.
Corruption. At corruption [25], [50] and [75] corruption the metamorph can gain a free mutations of their choice from this
list if they pass an infamy test at that time with their current infamy. These are additive.
Burrower. The metamorph can dig quickly. Functions as the burrower trait [BC 140] equal to the heretic’s speed. The
heretic loses all fine motor control with fingers and cannot easily wear gloves.
Dark-Sight. Functions as dark-sight trait [BC 140] but also gives heightened senses: sight [1].
Deadly Natural Weapons. The metamorph’s weapons are vicious. Functions as deadly natural weapons trait [BC 140].
Multiple Arms [1]: An additional arm. It functions as normal arm capable of typical actions.
Natural Armor [3]: The metamorph’s skin hardens. This is additive to armor.
Regeneration [1]. Functions as regeneration; severed limbs or traumatic injuries slowly regenerate over days.
Slayer Limb. This functions as slayer limb [BC.197]. This assumes the statistics of one of the metamorph weapons
below, of player choice. The character is counted as multiple limbs [1], [2] of which are mundane. The slayer limb
weapon is counted as [best] quality and has a concealment equal to its weapon class and if aligned gains traits
appropriate to being aligned. All said weapons are treated as natural to the character. This can be elevated to a
legacy weapon and improved with transgenic heresy [§12.10].
Winged. The metamorph gains wings as per the wings gift of the gods.
Witchsight. The metamorph can deduce psychical signatures and gains [2] ranks in psyniscience and [1] rank in
forbidden knowledge: the warp.
RESTRICTIONS
Tenebrian Hybrids cannot be any archetype that might reveal or expose them to genetic screening, as this would expose
their true nature!
6.17a: Metamorph Weapons
NAME CLASS RNG ROF DMG PEN CLP RLD SPECIAL WT AVAIL
Scything Talon Melee ~ ~ 1d10+5+SB I 3 ~ ~ Tearing ~ ~
Fleshborer Pistol 50m S/2/~ 1d10+5 I 3 ~ ~ Living Ammunition, ~ ~
Tearing
Deathspitter Basic 100m S/3/~ 1d10+6 E 4 ~ ~ Living Ammunition, ~ ~
Tearing
[++56++]
7. Archetypes
Archetypes are alternative starting options for heretics for Black Crusade but may be appropriate for lower-powered
games such as Dark Heresy 2. That said, these archetypes exist to be used in tandem with or as an alternative with chaos
space marines – typically as the GM finds appropriate for their campaign. In terms of power such archetypes are
generally termed ‘basic’ and not ‘advanced,’ although they are labeled as such. The design intent of said archetypes are
to provide some flexibility for heretics engaged in campaigns of irregular conflict, not simply conflict on chaos-held
worlds. One of the issues the author had was with the general focus of Black Crusade on situations that were not
typically as interesting or compelling as a scenario of civil conflict and insurrection.
“I will no longer mutilate and destroy myself in order to find a secret behind the ruins.”
++ Hermann Hesse, Siddhartha ++
++
The Adepta Diabolus is a once battle-sister that has fallen to heresy and ruination of the warp.
++
All purity and all flesh bears the potential for corruption owing to the insinuation of the warp. It is everywhere, and in
being everywhere it shadows that most classically weak thing: the human heart. It matters not the form, it matters not
the mind, it matters not the ethic, it matters not the deeds, it matters not the intention because the heart remains. Even
the hardest stones can be corrupted; even the harshest terrains can be polluted; even the purest of the Emperor’s own
blood can turn monstrous. The commissars, the stormtroopers, the space marines, and even those dear to the Emperor
are vulnerable with each falling in turn – a moment of weakness, and an eternity of damnation. It matters not their title:
all are but mortals, with mortal capacities.
The Adeptus Sororitas are the same – drill notwithstanding. Indeed, the Adeptus Sororitas are reputed for their
unflinching faith, vigor, and adherence to the creed. Their record as bearers of miracles, bearers of faith, and unyielding
purity. Against odds overwhelming, these women have upheld the strictest demands against all threats without
exception. So it is said, such women are perfect in their faith: they are incorruptible, and thereby serve as both as
examples and icons. Their faith gives others faith, and their martial prowess gives the weak shelter.
So it is said. The truth is different. Although selected from the progenium, such individuals are not dissimilar from the
innumerable women under arms. Even under the vicious regimes of training, the psycho-indoctrination and liturgical
studies of regiments drawn from innumerable shrine-worlds or cardinal worlds are comparable to Sororitas convents in
rigorous dogma. Although effective in maintaining the faith, the cruel fact of the matter is that such regiments are not
magically more resilient against taint; indeed, they are but mere mortals against what is oceanic. The Sororitas are much
the same: inside all beat a human heart, and so long as the human heart exists, the fell avenues of chaos call down dark
roads. As fate shows, when the Emperor’s own craft failed and his favored trans-human sons fell to corruption, what,
then, can be expected of mere mortals presented with enemies beyond mortal limits? The answer is depressingly
familiar with depressingly familiar results.
Some Sororitas are captured in battle, having failed ritual suicide during defeat; although commanded to undertake
martyrdom to avoid such dire fates, it is not a simple thing to take one’s own life by the demands of cruel leadership.
Indeed, when one has been starved of life by the demands of said cruelty, how can one foreclose one’s own life easily?
The next is also common enough. To be exposed to the sigils of the dark powers, the tainted energy, and the horrific
battlefields gradually corrodes sanity, and a constant regime of mine-wipes cannot expunge it forever. Indeed, engaging
[++57++]
in continual battle against an unflinching and utterly fearless enemy that fight with little more than their hearts and their
faith, such women may feel tinges in their all too human heart as their mind steadily disintegrates: sympathy,
identification, and admiration. Indeed, to a mind nearly breaking, the enemy’s faith is without a gap, without a flaw. One
identifies with it. One becomes enamored with it. One begins to consider what is said over the laud hailers, the dirge-
casters. Perhaps it is the truth. Perhaps it is not too late to fight for the real truth and the divine visible and manifest.
The last avenue, the rarest, is a classic renegotiation of faith when faith fails. It is the notion that it was not faith that
failed, it was god that failed. In the myths of the ancient past, Lorgar himself believed in the Emperor’s divinity so
completely that it compelled the Emperor to spurn him; in spurning him, it did not abolish such faith: it merely caused it
to seek a new object. Sororitas are the same: as zealots, their faith is overpowering – and the forces of chaos leverage
such faith to engage in heresy under the rubric of faith. Indeed, if spoken by the Emperor – or what one thinks is the
Emperor – how can an action such a thing be heresy? What if such a thing was convenient, pleasurable, or deeply
desired by a deeply repressed person?
The result is the same. Adepta Diabolus are those who have spurned their oaths, their faith, and their allegiance. Each
journey is personal, often particular, and often unique. What is uniform is their capacities: bearing their training, the
combat skills, and their fanaticism, they progress quickly through the seething masses of the lost and the damned.
++ Archetype Profile ++
SPECIAL ABILITY: MADNESS
The heretic’s madness insulates her from fear and fuels her violence. The heretic may invoke frenzy as a free action at any time and
may ‘snap out of it’ at the end of a combat round as she sees fit without a test. If she does so she must choose a disorder and
apply it immediately for [1d10-6] days, after which the disorder fades. She starts with a disorder of her choice that never fades;
this is constitutional of her character and insanity.
SPECIAL ABILITY: DARK MARTYR
The heretic may risk everything for glory. The Adepta may declare that she will martyr herself in narrative interesting situations
fighting an enemy. If the GM [the Dark Gods] agree; this commitment means she cannot retreat and must attack until she or her
opponent is dead. The following things occur:
Resilience. For the duration of combat the Adepta ignores any impediments or injuries except until combat resolves: any
effect that is classed as a status condition, even blood loss, are ignored though the heretic must act as sensible: a lost arm
prevents usage of the arm, crippled leg limits function, etc. Death may occur as usual, though this applies at the end of
combat; the Adepta may not avoid the consequences of failure [death] through any means.
Rewards. If the Adepta survives martyrdom, she may gain certain advantages or bonuses from the dark gods. These vary
depending on the mood of such inscrutable entities.
Failure. If the Adepta dies she may assign her [½] her infamy to allies as she sees fit.
CHARACTERISTIC BONUS
Adepta have varied backgrounds and gain [+8] to two characteristics of their choice but suffer a [-4] to two others.
STARTING SKILLS
Awareness; Athletics; Common Lore [Imperium]; Common Lore [Ecclesiarchy]; Common Lore [Imperial Creed]; Dodge; Parry;
Lightning Reflexes; Linguistics: Low Gothic and High Gothic; Scholastic Lore [Tactica Imperialis]; Scholastic Lore [Ecclesiarchy];
Forbidden Lore [Ecclesiarchy]; Trade: Performer [Singer].
STARTING TALENTS
Ambidextrous {or} Deadeye Shot; Bolter Drill, Combat Sense; Rapid Reload; Hatred [Ecclesiarchy] {or} Hatred [Sororitas] {or}
Hatred [Pick One]; Jaded; Quick Draw; Frenzy {or} Lightning Reflexes; Weapon Training [Basic, Bolt, Chain, Flamer, SP, Throwing]
STARTING GEAR
Hand flamer and bolt pistol [Sobrieti] {or} tainted Godwyn-De’az bolter/w melee attachment [Sobrieti]; Sororitas power armour
suit [Sobrieti]; shield robes [4/all - Sobrieti]; backpack; dataslate; small symbol of chaos; heretical writings
STARTING WOUNDS
10+1d5
OTHER GEAR
+++
OPTIONAL ADVANCES: CHOOSE ONE {or} NONE AT CHARACTER CREATION
[++58++]
+++
RESTRICTIONS
Adepta may not be any of the exotic race types presented in this manual excepting perhaps New Men. It is suggested that
mundane mortals be used.
7.2: Auxiliary
“Get it straight buster - I'm not here to say please, I'm here to tell you what to do and if self-preservation is an instinct you
possess you'd better fucking do it and do it quick. I'm here to help - if my help's not appreciated then lotsa luck, gentlemen.”
++ Pulp Fiction, 1993 ++
++
Auxiliaries are aliens that fight alongside the forces of chaos.
``++
Xenos – aliens – have dominated the galaxy prior to humankind and carry many secrets and their own particular
relationship with chaos. Despite the brutal xenophobia and exterminations policies of the Imperium, the forces of chaos
tolerate them so long as their ends meet their own.
Chaos has many such allies in the deep stars. It is everywhere in the galaxy, and in being everywhere it has insinuated
itself into groups, races, and planets near and far. When war comes to small worlds and small places, the dark gods
watch and mobilize their strength: allies exist, it is merely a matter of mobilize said allies to aid this new place of struggle
against the Imperium or other enemies of the dark gods.
Auxiliaries are those xenos brought in from the depths of the galaxy, stranger places, or nearer ones. They are always
unusual, having drawn from planets and places few have heard of and fewer have seen. Why they have been summoned
or called to a place in the galaxy is always uniform: the gods will it, and they must obey the demand of the gods and their
speakers, mystics, prophets, or those who speak for the powers. Other reasons are more mundane: they may have
personal grievances, personal goals, long history, or other reasons that humanity simply would not understand.
Auxiliaries therefore vary wildly in their nature. They may be mercenaries, they may be highly religious, tainted, or driven
insane – or what counts as insane for the kind. However, in the end such individuals are not human and have a particular
sensibility that evades humans: the alien is inscrutable and remote, though, at least in this instance it is amenable…
++ Archetype Profile ++
SPECIAL ABILITY: AUXILIARY
Auxiliaries do not have a special ability, as these are found in their racial choice.
CHARACTERISTIC BONUS
Auxiliaries do not gain a characteristic bonus as these are found in their racial choice.
STARTING SKILLS
Auxiliaries starting skills are found in their racial choice.
STARTING TALENTS
Auxiliaries do not having starting talents, as these are found in their racial choice.
STARTING GEAR
Auxiliaries do not having starting wounds, as these are found in their racial choice.
STARTING WOUNDS
Auxiliaries do not having starting wounds, as these are found in their racial choice.
OTHER GEAR
Auxiliaries do not have other gear, as these are found in their racial choice.
OPTIONAL ADVANCES: CHOOSE ONE {or} NONE AT CHARACTER CREATION
+++
[++59++]
RESTRICTIONS
Auxiliaries can only be Chaos Orks [§6.3], Chaos Eldar [§6.4], or Loxatl [§6.9].
7.3: Aflame
Possibly useful media: Breaking Bad [2008]; Bronson [2008]; Unbreakable [2000]; Carrie [1976]; Joker [2019].
“My name is Charles Bronson. All my life I wanted to be famous. I knew I was made for better things. I had a calling. I just
didn't know what it is. Wasn't singing. I can't fucking act. Kinda running out of choices really, aren't we?”
++ Bronson (2008) ++
“Now come on. No matter how many awards or column inches are written about you, or how high the elected office is, it's still
not enough. We still feel like the little man. The loser. They told us we were a hundred times, the smart asses in college, the
high ups. The well-born. The people who's respect we really wanted. Really craved. And isn't that why we work so hard now, why
we fight for every inch? Scrambling our way up in undignified fashion. If we're honest for a minute, if we reflect privately, just
for a moment, if we allow ourselves a glimpse into that shadowy place we call our soul, isn't that why we're here? Now? The two
of us. Looking for a way back into the sun. Into the limelight. Back onto the winner's podium. Because we can feel it slipping
away. We were headed, both of us, for the dirt. The place the snobs always told us that we'd end up. Face in the dust, humiliated
all the more for having tried. So pitifully hard. Well, to hell with that! We're not going to let that happen, either of us. We're
going to show those bums, we're going to make 'em choke on our continued success. Our continued headlines! Our continued
awards! And power! And glory! We are gonna make those mother fuckers choke!”
++ Richard Nixon, Frost/Nixon ++
++
Aflame are small individuals who want to be big individuals. They are sergeants, drivers, and elite soldiers.
++
The dark future pleases none except the dark gods. Among the innumerable teeming of humanity, mortal life means
death by mundane means or a life of squalor; said lives lack material importance in either the small or large. Individuals
are superfluous, society stagnant, social mobility forgotten, civil liberties non-existent, and the hope of a better future a
long-since myth. Indeed, while for some the darkness is at the edge of a battlefield or the enemy trench, for most the
darkness is merely their lives.
It is a gray darkness. It stalks the hives, the fields, the orbitals, the narrows, and all the rotting edifice of the Imperium; it
is everywhere smeared with misery, humiliation, pain, and other things terrible-but-familiar. In such dire surrounds the
greatest glory and greatest test for many is the feeling of a slightly elevated wage, a satiating gruel, or what base things
might be purchased.
This is nothing new in the arc of human misery; such a cold terror has been a constant companion for average people
who toil and suffer under cruel systems. Still, for a few this bare life is insufficient. A few cannot stand it; such
organization cannot be instilled in them, and such things cannot be mitigated. Amidst a society that seeks to impose such
notions, these types begin to warp under the pressure toward an inward turning to die, steadily desire to absolve
themselves of their own lives and be reborn as something cosmic.
Short of this they are a mess that generate a depressing trail of human carnage. They blot out the void of society with
drink, inflict ill-conceived violence, or otherwise seek to express what is inexpressible through an untaught raw fumbling.
To a fault this sort are irascible, difficult to manage, or are otherwise unsuited for the formal systems of cruelty. Indeed,
even the common pleasure of sadism found in certain professions is insufficient; there is no cosmic scale to mundane
cruelty and such things are always hollow and gray. One needs real color, real stakes, real meaning, and a splash of blood.
[++60++]
Chaos allows this, blood and all. It inflames all such types with all actions becoming sacred benedictions with the
destruction of the Imperium being a way of life, living, and death. Those who had languished under a dreaded regime of
doldrums, work orders, production outputs, procedures, methods, catechisms, idiocy, nepotism, dogma, and other
irritations are suddenly activated. These few individuals rapidly exceed their fellows in scales of cruelty, violence, and
ferocity to reach heights that shock even hardened chaos forces. Indeed, what had once been smoldering coals at the
edge of expiration burn with a single-minded hatred of what had been their lives as creosote turns to fuel; they are
aflame and their flame will burn brightly until extinguished, the dark gods take notice, or the universe ends.
Often equated to Imperial stormtroopers in skill, ideological robustness, and equipment, these individuals are the
captains, the kill-team member, elite, crack troops, fanatics, and personal guard. They are dependable and implacable;
they have waited for such a time to destroy the society that has destroyed them. They have waited to release their inner
cruelty on what has been cruel to them. Most of all, they have waited for importance, and now they are important:
assigned missions of importance by their leaders, they need only point for it to be done. For these types their whole life
has led to this moment, and the moment calls.
++ Archetype Profile ++
SPECIAL ABILITY: CRUELTY
The heretic has a heart of cruelty they use to destroy their enemies. Every time they enact cruelty against an enemy they gain [+1]
damage per hit for the remainder of the day to a maximum increase tied to their corruption bonus [rounding down]. For example,
if their corruption was [51] this would be [+5]. This applies to all weapon types per discrete hit or shot. Note: The GM adjudicates
what applies, however acts of cruelty against the enemy are what is appropriate; be sure to set boundaries for such behavior!
SPECIAL ABILITY: INVECTIVE
The heretic motives by terror and fear. The heretic may use a command test at challenging [+0] as a half action to boost the morale
of allies within [25] meters. If passed, this stacks with other, similar, command tests. Allies gain the character’s corruption modifier
[rounding up] in wounds. For example, a heretic with [42] infamy would generate an additional [4] temporary wounds for allies.
These wounds expire at the end of combat and do not allow the heretic to go into negative wounds in critical injury incidents and
the heretic is instead reduced to zero wounds.
CHARACTERISTIC BONUS
The heretic receives [+7] to a single characteristic of choice but are typically frightening and suffer [-5] fellowship.
STARTING SKILLS
Acrobatics; Awareness; Stealth; Command [+10]; Common Lore: War; Dodge; Forbidden Lore: Heresy; Intimidate [+10]; Parry;
Scrutiny; Security; Stealth; Survival; Trade: [pick one]
STARTING TALENTS
Light Sleeper; Peer: Lost & the Damned; Pity the Weak; Radiant Presence; Trade: [pick one]; Unshakeable Will; Weapon
Proficiency [SP, Basic, Las, Heavy, Throwing]
STARTING GEAR
Stub pistol [Sobrieti] Hellgun [Sobrieti {or} Samech]; light carapace armor [5/all]; respirator; backpack/w standard of chaos
[Samech]; data-slate; machete [Sobrieti]
STARTING WOUNDS
10+ 1d5
OTHER GEAR
+++
OPTIONAL ADVANCES: CHOOSE ONE {or} NONE AT CHARACTER CREATION
+++
RESTRICTIONS
+++
[++61++]
7.4: Damned
Possibly useful media: The Thin Red Line [1998]; Three Kings [1999]; Fury [2016]; Apocalypse Now [1976]; Letters from
Iwo Jima [2006]; Spec Ops: The Line [2012].
“Everything a lie... Everything you hear, everything you see... So much to spew out... They just keep coming, one after another...
You're in a box... A moving box... They want you dead, or in their lie. Only one thing a man can do - find something that's his,
and make an island for himself. If I never meet you in this life, let me feel the lack; a glance from your eyes, and my life will be
yours.”
++ The Thin Red Line [1998] ++
“Why would a nice guy like you want to kill a genius? Why? Because they told you he was crazy? The Colonel is not crazy. The
man is clear in his mind, but his soul is mad.”
++ Apocalypse Now, [1976] ++
++
Damned are reconnaissance specialists and vehicle operators that have betrayed their oaths and allegiance.
++
To turn or abandon one’s military formation, unit, or organization is no surprise. For eons, such activity has occurred; to
change sides is a common thing. Since the beginning of time such things have occurred. Typically, this type was once part
of the Imperial Guard, the Planetary Defense Forces, or all variety of subnational armies operating under the Imperium’s
behest only to eventually change their flag. Such individuals are not unheard of: the excessive cruelty and brutality of the
Imperium combined with desperate circumstances often make the forces of the Imperium both frightful and frightened
with poor commanders doing the rest to create resentment – indeed, even disciplined formations can be shaken by an
oaf, a highborn, or a shocking indifference of battle, the universe, or all variety of things.
There exists a time for these heretics where the reasons to quit exceed reasons to stay. It may be an increasing capacity
to see through lies, the plain indifference of their officers, or other reasons too numerous to count. It may be a sudden
reversal, or the death of a beloved leader. It may be because of the appointment of an incompetent leader. It may be a
unit-wide mutiny, contradictory orders, a personal nihilism, or other things.
The end result is the same even when all these variables are reckoned: these are hardened soldiers with a high level of
skill. Often possessing equipment with mobility capacity, there emerges a time of crisis where the structure of their
organization is tested and shatters. Said command becomes fragmented, internal structures of order dissolve, and these
individuals are able to desert more effectively than their comrades; they know the patrols, the codes, and the general
These individuals are not stupid. To simply go absent without leave is a capital offense, or worse. Their intelligence and
their skills attest to this; they have been entrusted with equipment magnitudes more expensive than the average soldier
and training to match. Trained and drilled, this demand for skills and for a degree of cleverness partitions the damned
from the renegade – the renegade is a foot-slogger, a tough mainline soldier, while the traitor is a specialist. They are
reconnaissance elements, outriders, vanguards, pathfinders, or scouts. As a matter of necessity these types are required
to act under their own discretion; orders come down and must be interpreted, orders come down and must be revised,
and orders come down and must be ignored. Years of this sort of survival can breed contempt, smug individualism, or
superiority-of-a-sort. After all, what does central know about what is happening on the ground? They are fools for their
shortsightedness, idiocy, and cronyism – among other things.
Such notions provides adequate footing for insidious thoughts. The most typical is the damage caused by the forces of
the dark powers and sudden terrors; Exposed to the killing edge of horror, an individual may gradually become
sympathetic to their enemy as the contamination grows over time, admiring their cleverness or having strange dreams.
To be close to the enemy is to invite such things. Sigils of chaos, marks of things best unseen, monstrous creatures or
dreadful; things and sights and atrocities that sour the soul.
[++62++]
++ Archetype Profile ++
SPECIAL ABILITY: SCOOT
The heretic is exceedingly mobile. The character gains the [hip shooting] talent. The character also is not penalized for firing
vehicle weapons after moving; the vehicle counts as being auto-stabilized for this character only.
SPECIAL ABILITY: FOCUS
The heretic can eliminate single targets with brutal efficiency. All non-pistol basic weapons considered to have felling [1] if fired on
single shot. This scales to half character’s perception bonus. For instance, if the character had a perception of [65] the weapon
would gain felling [3].
CHARACTERISTIC BONUS
Damned are flexible and gain [+3] to two different characteristics of their choice.
STARTING SKILLS
Awareness; Common Lore [Imperium]; Common Lore [war]; Dodge; Tracking {or} Survival; Navigation [choose one]; Operate
[choose one]; Stealth; Scholastic Lore [Tactica Imperialis] and Scholastic Lore [reconnaissance]; Scrutiny {or} Lightning Reflexes.
STARTING TALENTS
Combat Sense; Deadeye Shot {or} Marksman; Double Team; Heightened Senses [sight]; [+10]; Jaded; Hatred [Imperial Guard] {or}
[Planetary Forces]; Enemy [Imperial Guard] {or} [Planetary Forces]; Light Sleeper {or} Paranoia; Marksman {or} Rapid Reaction;
Weapon Training [Basic, Las, SP, Throwing]; Weapons Tech.
STARTING GEAR
[2] Frag grenades; [2] krak grenades; backpack; dataslate; flak armor suit [Sobrieti]; las-carbine/w mono bayonet {or} long-las
[Sobrieti]; microbead; preysense goggles; magnoculars; stub pistol [Sobrieti].
STARTING WOUNDS
10+1d5
OTHER GEAR [AS GM ALLOWS]
Chimera [Sobrieti {or} Samech] {or} open topped sentinel [Sobrieti {or} Samech] {or} armored sentinel [Sobrieti {or} Samech].
OPTIONAL ADVANCES: CHOOSE ONE {or} NONE AT CHARACTER CREATION
Chaotic Armor [Cost: 350xp]: The heretic is good at making use of the armor of vehicles. For every 10 points of armor the
heretic’s vehicle gains [1] toughness on frontal armor. For example, if piloting a Leman Russ [Armor 40 front] the vehicle gains [4]
toughness; this does not stack with armor, merely making vehicles more resilient to small arms with low penetration. Weapon
effects, such as felling, still apply as sensible.
RESTRICTIONS
Damned might be any of the races presented, though some are more sensible than others – most types pass through some variety
of armed service evaluation.
7.5: Diabolist
Possibly useful media: A Dark Song [2016]; Belladona of Sadness [1969]; Puella Magi Madoka Magica [2011].
“I am the builder of convents and monasteries upon the foundation of fear. I build wine shops and wicked houses upon the
foundations of lust and self-gratification. If I cease to exist, fear and enjoyment will be abolished from the world, and through
their disappearance, desires and hopes will cease to exist in the human heart. Life will become empty and cold, like a harp with
broken strings. I am Satan everlasting”
++ Khalil Gibran, Satan ++
++
A Diabolist is an individual with special knowledge of daemons through explicit, implicit, or other means.
++
[++63++]
The empyrean is real and can offer many things to those who ask. These
types take many forms – they may be warp dabblers, hedge-magicians,
spiritualists, occultists, local prominent oracles, or others with a rough
knowledge of the things beyond. What is common to all is that they are
aware, explicitly, of the spirits of the warp, their kind, their dispositions,
and their nature. Why they have consorted with such things varies: the
pains of life, the ill-fortune of poor health, or other maladies.
Indeed, such pains of the dark millennium are more numerous than not.
For such things a daemon is more than a match – a disease here, an
unrequited love there. In this the daemon honors what is requested,
offering what is desired in subtle ways. The daemon in covert disposition
is as clever as it is powerful, but it is foremost a liar – it works in various
demeanors to taint its summoned over the course of months or even
years.
In this mediation they gain power; said power increases with every bargain, agreement, and request.
This truth is obscured owing to the dogmatism in Imperial life. The seething mass of belief in the Imperium allows such
things to exist because they really exist; The Emperor gives miracles, good fortune, and blessings in the same fashion he
punishes. Most, ignorant and superstitious, see the daemon’s acts as the Emperor’s favor rather than acts of heresy.
More importantly, the diabolist provides in a way the stodgy Emperor-botherers cannot: in a very figurative way that is
both visible and tangible. As this occurs the daemon also develops the diabolist. It is likely the daemon understands this
individual more useful as an agent rather than as a thing consumed; Indeed, though such things are charming, a steady
harvest is preferable to but one; a planet of bright lights dwarfs a single glimmer.
After a point, the diabolist earns their name and thereby passes into shadow. It may come after the first sacrifice, it may
come from a period of incarceration, it may come from the words of a daemon, or it may come from increasing
corruption. Each stepping off is personal and private, as all matters spiritual. Once on this path there is not backward or
reverse; Indeed, from here to be mobilized to overthrow the Imperium or act in service of the ruinous powers is trivial
with the end result always the same. When push comes to shove, the diabolist now trusts the daemon and the daemon
pushes for action.
Diabolists greatly aid bands of heretics, cells, and the wider struggle. Heretic cells often lack much in terms of resources,
knowledge, and strength. However, a single diabolist can greatly bootstrap a local organization owing to knowledge they
have daemons at their behest as tools: as allies, support, source of information, and sources of other things too
numerous to count. It is an army waiting to make landfall, if such a thing can be managed. Such things are a logistical,
tactical, strategic, and moral boon – who can stand against the god manifest? Who can stand against the incarnate
refutation of the Imperium? None. Not a one.
This man at the elbow of greatness benefits from his association and his strategy. That said, this diabolist is not typically
psyker. Instead, the diabolist’s primary advantage is knowledge: they understand the capacities, variations, and
speciation of daemons. They work understand rituals and how to expedite rituals, and their relationship to daemons is
more sedate – their longer associations gives them a greater knowledge of their tricks, schemes, and methods.
[++64++]
++ Archetype Profile ++
SPECIAL ABILITY: DAEMONIC FAMILIAR
The heretic always has a daemonic familiar [§9.0]. The daemonic familiar cannot be detected easily by any means, and all such
tests suffer a malus of [-30] to scrutiny and psyniscience`. The familiar is considered highly loyal [95] and may be resummoned
with a ritual if its corporeal flesh is destroyed. In such an instance the heretic gains [1] scorn but the familiar itself returns to
material reality within a solar day nonplussed by the incident. Said familiar may be upgraded as per minion advancement as the
GM finds appropriate. The GM may allow minion advancement traits typical of daemons, such as the daemonic trait. The familiar
becomes increasingly easy to detect as it increases in power. For more on familiars consult chapter 9.
SPECIAL ABILITY: DARK BENEFACTOR
The diabolist has formed a pact with a daemon for the sake of efficiency. This has many effects:
Benefactor: The heretic has a daemonic ‘ally’ within the warp. It is beneficial to the heretic but behaves typically; it may
communicate or interact with the daemonologist. The heretic may choose the type, nature, and other qualities of their
benefactor, though it is a daemon.
Warpspeaker: The heretic can reach an uncanny accord with daemon-weapons and armor. If equipped, such devices do
not rebel or attempt to escape unless grievously impugned. The diabolist may also make a charm test to calm, cajole, or
otherwise gain control over normally rebellious or violent daemonic devices like daemon engines.
Soulbound: The character is soul-bound, though is not a psyker. If the diabolist gains the psyker trait they count as
daemonic if they reach daemonic [4]. The nature of the binding process is likely related to their benefactor, though this
source might vary. The soul-bound heretic is not considered blind.
Traits: The diabolist gains dark sight and daemonic [1] traits which scales to their [½] their corruption bonus [minimum 1,
rounding down]. For instance, if the psyker has a corruption of [80] they would gain daemonic [4], as their corruption
bonus is [8].
Rituals: The diabolist is extremely effective at rituals. If a ritual is botched they can instead redirect the failure’s hostile
effects to a nearby non-player character. All inputs required for a ritual are reduced to one quarter, and normally
impossibly difficult rituals become achievable in a comparatively short timeframe – weeks becomes days as the GM finds
appropriate.
CHARACTERISTIC BONUS
The diabolist gains [+5] intelligence but are typically less resilient [-5] toughness]
STARTING SKILLS
Scrutiny [+10]; Command; Charm; Intimidate; Deceive; Inquiry; Linguistics: High Gothic; Linguistics: Chaos Marks, Dark Speech;
Linguistics: Underworld; Medicae [+10]; Scholastic Lore: Ecclesiarchy; Scholastic Lore: Underworld; Scholastic Lore: Nobility;
Forbidden Lore: Daemonlogy [+10]; Forbidden Lore: Heresy [+10]; Forbidden Lore: The Warp [+10]
STARTING TALENTS
Betrayer; Jaded; Light Sleeper; Weapon Proficiency [Basic, SP, Power] Lesser Minion [non-familiar]; Strong-Minded
STARTING GEAR
Mesh armor [3/all - Sobrieti]; stub pistol [Sobrieti]; power knife [Sobrieti]; heretical grimoire with [3] rituals of choice.
STARTING WOUNDS
8+1d5
OTHER GEAR [AS GM ALLOWS]
2d100+100 thrones.
OPTIONAL ADVANCES: CHOOSE ONE {or} NONE AT CHARACTER CREATION
+++
RESTRICTIONS
Diabolists may be any race that seems sensible to the GM.
[++65++]
7.6: Doomed
Possibly useful media: Snowpiercer [2013]; Enemy at the Gates [2001]; Apocalypse Now [1979]; Four Lions [2010].
“Are there any objections? Is it inconvenient for anyone?” “If we're going to die, how can it be inconvenient?”
++Mishma, a Life in Four Chapters [1985]++
“The most striking characters are sometimes the product of an infinity of little accidents.”
++ Georges Danton ++
Doomed are an advanced archetype meant to allow a ‘old school’ RPG structure while also allowing a
‘fail forward’ gameplay found in contemporary rogue-lite computer games. Doomed characters have
extremely high rates of mortality and are not suggested for new players. It is also highly experimental!
++
Doomed are those heretics pushed into war without the favor of the gods. They must succeed or die.
++
Pain has never been a problem for human life. People endure. Death has never been a problem for humanity. All people
die. What is a problem is meaning – and when one has meaning, all other concerns fall away. Pain becomes
inconsequential and death becomes irrelevant. One conquers death in a way that cannot be accomplished in the
material world when meaning is provided.
To be delivered such meaning overpowers other concerns. Chaos does so, out of whole cloth, in a total way. It promises
the heart’s desire, immortality, the pleasures of life, and the denial of death. It is complete and total, as it is all things
human and exceeding human. It banishes mortal concerns and makes the waking world endurable, magical, and
profound. The world becomes enchanted.
To average people acclimated to lives of miserable drudgery this change is shocking. To even the rich it is a surprise. It is
to be struck by lightning and to be consumed from within as the mortal priorities held fast by despotism and murder
simply melt. The effervescence is overpowering, and it obliterates what had once passed for a shadow of a life.
What emerges from the surge of effervescence is forever changed. The Imperium calls it taint, but it may simply be called
a true satisfaction; with it, even average people can undertake the impossible – and do. They willingly dig trenches under
fire, screen for sacred machines, and clear mines with their bodies. They assault positions of entrenched enemies with
autoguns, sharpened durasteel rods, and fragments of ferrocrete. They topple governments. They topple sector
authorities. Worlds burn and are reborn.
Doomed are those who have found meaning in this process, as all in the service of the powers have. In this they know
they will confront and conquer death. All are average people and lack the gaze of the gods, and so are subject to mortal
death as they serve the powers, but they will never truly die. They will join Khorne in his mountain of skulls, Nurgle in his
garden, Slaanesh in her palace, and appear as entries in Tzeentch’s archives of fate. They will join. They will join. They will
die. They know this, and they act all the same: what the Imperium calls madness is merely a process of becoming. This is
all part of the plan: they exist to provide footing for those chosen by the gods, and they do this task willingly; They know
that they are the anchorstone, and what is most important in the hierarchy of value of the gods. They feed the gods, and
all structures demand the foundation be the strongest else the rest fall. There is no waste. They will die.
As these individuals line up for their death, they do not fear. They will die. They do such things willingly. Better the round
strike them then the one the god has chosen; it is better this way, and they do such things willingly. They will die.
Some will rise. It is just so, and part of the mystery. Those individuals have tests, and their struggles are unique, but it is
apportioned by the gods. As they stand on the corpses of their fellows to gain purchase to make war on the Imperium,
they advance with a profound sense of their own place and the collective worth of what is occurring – even if slight – and
[++66++]
even their death provides footing for some battle, some twist, or some thread of a strand of fate. It is all glorious, as all
elements of a play, a theater, or an orchestra. Much as such things, these favored cannot succeed without the
floorboards to raise them up and hold them firm. Such things would be meaningless without such things, and impossible.
CHARACTERISTIC BONUS
Doomed gain [+5] to a statistic at random! Roll 1d10: 1-2: BS; 3-4: WS; 5-6: STR; 7: TOU; 8: INT; 9: WIL; 10: FEL.
STARTING SKILLS
Common Lore [Imperium]; Linguistics: Low Gothic; Trade [pick one]
STARTING TALENTS
Hatred [choose one]; Weapon Training [primary]
STARTING GEAR
All Doomed roll once for a weapon and once for equipment below [7.6a]. The GM may allow certain additions, revisions, or
modifications as they see fit. All weapons are assumed to have [1] reload and a full magazine, clip, or otherwise. All equipment,
unless stated otherwise, is considered of average quality. For a complete list of equipment used in this supplement consult
chapter 14.
STARTING WOUNDS
6
OTHER GEAR [AS GM ALLOWS]
Menialwear, data slate, 1d10 thrones.
OPTIONAL ADVANCES: CHOOSE ONE {or} NONE AT CHARACTER CREATION
+++
RESTRICTIONS
Doomed may be humans and mutants – or other races as the GM finds appropriate.
“Nothing is quite so wretchedly corrupt as an aristocracy which has lost its power but kept its wealth and which still has
endless leisure to devote to nothing but banal enjoyments. All its great thoughts and passionate energy are things of the past,
and nothing but a host of petty, gnawing vices now cling to it like worms to a corpse.”
++ Alexis de Tocqueville ++
++
Fallen Gentry are heretic nobles driven to gain power, reassert power, or avenge humiliation – among other things.
++
Wealth is the ruin of man. It is known, and the lessons of history clear. The idle noble is dangerous; they rot the
Imperium as much as the most insidious heretic. The idle noble made destitute are even more dangerous; Denied their
perceived rights, these types are well and truly desperate. This desperation compels them to radical actions and radical
directions – what had passed in quiet times as permanently lost has given way to a desperate range of possible clawback.
It can be theirs again if they are cruel enough, heinous enough, and vicious enough.
Much as others, to gain things the fallen gentry are willing to spend much – even if said expenditure means the question
of their souls.
Fallen gentry are of this type. They are men of station that have lost it because they have lost wealth, prestige, or
position in some fashion. They are a type infrequent and dangerous; the social inertia of Imperial society rarely brooks
the notion that nobility could be anything less noble – indeed, to slide down the social hierarchy is to admit the
possibility that there is some fluidity and to challenge social order in some implicit way. This is dangerous and it is often
rare, mostly owing to the architecture of social reproduction: the Imperium needs all things firm, and any change risks
such things.
Fallen gentry do exist, however. They have a certain ruthless quality in their bones and in their manner; they have tasted
the apex of society and diminution of station harries them forward into what remains in the hope there is a way out.
Resentment suffuses where such a gap is; such resentment is without limit and utterly shameless; it is without pity,
without mercy, and embodies something truly evil in the spirit of man: an unleashing of cruelties normally held in check
for good taste. In this the basic triad of prestige, power, and property have failed – they have been dispossessed their
[++69++]
property, their house has become less prestigious, or they have been marginalized out of power. Radical action must be
undertaken.
To regain it is their dream, or something like it. Some desire revenge, some simply hate, and some would merely prefer
to see their own family members suffer for the slights, slings, and indignity. This path varies, though the goal is the same,
there are many who must suffer and many who are owed things.
For such individuals, the turn to chaos and heresy is sometimes a quick one. Such nobles occasionally have strange
connections, strange interests, and strange hobbies. For instance, dinner guest during Sanguinala has an undue interest
in strange prophecies, and he has promised said prophetic capacities are real – although dismissed at the time, in dire
situations these unusual avenues are reconsidered in desperation with the end result being odd rituals and odd demands
– demands for blood, for flesh, and for all variety of heresies. Some balk at this point, unwilling to wager on what is most
precious.
Some.
++ Archetype Profile ++
SPECIAL ABILITY: DANDY
The heretic’s own foppishness aids all his efforts, inexplicably. If the heretic engages in a sufficiently dramatic flourish or they may
automatically pass [1] test of choice once per with [1] degree of success. This may be retained for as long as the heretic desires,
but more cannot be accrued beyond [2] of such successes. Note: This does not make impossible actions succeed, it may simply
avoid outright failure.
SPECIAL ABILITY: MY RIGHTS
The heretic’s social rank yields them a degree of immunity from the repercussions of their actions:
Do You Know Who I am?: During an intimidate rolls, if the roll fails, negative repercussions only occur if the individual in
question outranks the heretic socially – such as a planetary governor being harassed by the heretic. In other such
situations the upper class will regard it as whimsical, amusing, or idiosyncratic. This does not mean the target will
automatically comply with an action, but they may be made nervous or be less inclined to certain actions. If this happens
repeatedly it may be less charming and certain authorities – particularly arbitrators – are not intimidated by threats.
Not Worth It: Every time the heretic makes contact with mundane authorities, there is a [50%: 01-50 on 1d100] chance
the encounter proceeds without issue and the heretic is simply let go. These connections allow the heretic to get away
with much, but extremely suspicious of flagrant actions may overpower this ability with subsequent penalties…
CHARACTERISTIC BONUS
The heretic gains no additional characteristics.
STARTING SKILLS
Charm [+10]; Command [+10]; Commerce; Common Lore [Imperium]; Dodge; Intimidate; Linguistics: High Gothic [+30]; Parry
[+10]; Perform [Choose One]; Perform [Fencing] [+10]; Scholastic Lore [Administratum]; Scholastic Lore [Nobility] [+20]; Scrutiny
[+10]; Security; Trade [Nobility] [+10]
STARTING TALENTS
Hatred [choose two]; Quickdraw; Weapon Training [Primary, Las, Power {or} Exotic: Soft Sword]; Lesser Minion of Chaos
STARTING GEAR
Archeotech laspistol; power blade [best] {or} soft sword; mesh-weave armor [best]; [Sobrieti]; noble’s attire [Sobrieti]; skimmer
[Sobrieti, best quality]; [3] pieces of equipment of [rare] or more availability; [2] cybernetic augmentations of choice of [very rare]
or more availability; noble estate of small size.
STARTING WOUNDS
9+1d5
OTHER GEAR [AS GM ALLOWS]
A list of grievances, infractions, and slights to be rectified at their due time and proper course germane to the situation herein
being discussed which is to say these slights are exceedingly numerous and being made against the person herein mentioned, that
is, the heretic, their parties, persons, assets, largesse, beneficiaries, dependents, implied future earnings, projected future earnings,
considered general mental harm, economic harm, emotional harm, harm of station, harm of insult, and various other harms
unstated within the text of this dataslate, cogitation bank, parsed binaric text, etc.
OPTIONAL QUIRKS: CHOOSE ONE {or} NONE AT CHARACTER CREATION
[++70++]
Tenement-Lord [Cost: 250xp]: A particularly reviled individual made worse by chaos. The heretic gains [1] rank in intimidate and
Hatred: [Lower Class]; and a single security/combat servitor as a lesser minion of chaos equipped with an integral shock mace
[Sobrieti], shotgun [Sobrieti] and an additional [+8] wounds additive on minion statistics. Owing to a modular chassis the servitor
may be rebuilt, even if destroyed. Lastly, tenement lords are generally hated by the lower classes and gain Enemy: [Lower Class].
Installed Halo Device [Cost: 1000xp]: The heretic bears a halo device in their flesh. Such a deeply heretical piece of
xenomachinery is said to extend life and exact a deadly cost of one’s mind and essence. Such a device has driven this noble insane
and into heresy; this may or may not have been detected. For more information on the advancing condition of halo devices, see
Disciples of the Dark Gods.3 Typically, the heretic gains the following effects:
Wounds: The heretic gains [+10] maximum wounds. These wounds increase at a rate of [1] wound for every [20]
corruption. This does not factor in starting corruption and generates an ultimate bonus wound count of [14].
Fatigue: The bearer no longer suffers the effects of fatigue and no longer requires sleep, though periods of meditation of
required – said periods are maddening and disturbing, even to the insane.
Age: The bearer does not age and is restored to their prime.
Traits and Talents: The heretic gains Heightened Senses [Sight, Sound, Smell, Taste, Touch]; Unnatural Agility [4] and
Unnatural Toughness [4].
Unnatural Behavior: The heretic has a desire for human flesh, blood, spinal fluid, or another unnatural craving. Work
with your DM to determine the scope of the disorder, though it is assumed to be a nearly-daily demand with severe
fatigue penalties if not indulged in. Further, the device triggers massive mood swings that are induced on a whim by the
GM.
Cybernetic: The halo device is treated as cybernetic device installed in the torso but is immune to disabling effects like
haywire grenades. Attempts to remove the device fail, and the death
RESTRICTIONS
Fallen gentry can, typically, only be mundane humans owing to complex gene-evaluations by the Order Famoulous.
7.8: Fiend
Possibly useful media: Mandy [2018]; The Wire [2002]; American Mary [2012]; Dredd [2012]; Trainspotting [2006].
“Black Skulls. Black Skulls. Lookit, man. For a while now words been coming down from the big rigs... something dark and
fearsome out there. No one knows where they come from. First it was stories from the Interstate. Leaving truckers for dead,
prostitutes vanishing... and gutted bodies on doorsteps. And always the same... biker gang. Black bikes. Only seen at night. Weird
shit. There are stories, that there was a chapter... that ran courier for a manufacturer of LSD. He took a disliking to them... and
cooked them up a special batch. And they have never been right in the head since. I've seen them once. From a distance. What
you're hunting is rabid animals... and you should go in knowing that your odds ain't that good... and you will probably die.”
++ Mandy [2018] ++
“KNOW YOUR DOPE FIEND. YOUR LIFE MAY DEPEND ON IT! You will not be able to see his eyes because of the
Tea-Shades, but his knuckles will be white from inner tension and his pants will be crusted with semen from constantly jacking
off when he can't find a rape victim. He will stagger and babble when questioned. He will not respect your badge. The Dope
Fiend fears nothing. He will attack, for no reason, with every weapon at his command-including yours. BEWARE. Any officer
apprehending a suspected marijuana addict should use all necessary force immediately. One stitch in time (on him) will usually
save nine on you. Good luck.”
++ Hunter S. Thompson, Fear and Loathing in Las Vegas ++
++
Fiends are heretics with an interest in chymistry and all things narcotic.
++
There is no escape from the darkness of the far future except through special means or extraordinary money. For little
people of such times, it is the only reality that is possible, and it has always existed; the Imperium, the ecclesiarchy, the
3
Dark Heresy: Disciples of the Dark Gods 97-102.
[++71++]
despondence, the misery, all for ten thousand years and likely ten thousand more. This is intolerable in the same fashion
it is inescapable, but there are limited avenues one can escape short of death or peril. Typically the only option many
have is what they can procure or find; narcotics, amnesec, or other substances that might alter the mind in such a way as
to create a new avenue to endure the austere grimness of it. Indeed, without hope of flight or change this is what
remains.
It is a tried-and-true method, delusion. To submerge harshness in a flood of sensation to forget for a time is so banal as
to pass without comment; in ages past it was the drunkard, the inebriate, the junkie, the druggie, the burn out, the
degenerate, or other unflattering terms. Such struggling types have always been on the arm of society along with other
familiars: the prostitute, the mad, the evil aunt, the stern father, or others. Much as those, one finds one cannot escape
because they are society itself.
The fiend is of those shadowy worlds. They may partake, or they may stand aloof. What is usual is that they are always
adjacent to addiction and caught in the gullet of the thing; appropriately, they have knowledge from certain circles. They
are a professional, of a sort. If they are principled, they are nearly an institution: a pillar of the community and a provider
of services, skills, or otherwise. If less principled, it is simply about money. If an aesthete, the narcotics are an art and
border on religion. Other types also exist: they may be dabblers, experimenters, or a person with a certain zeal for new
avenues of perception ala a psychonaut. Still, in the foremost this type is a chymist and understands what narcotics can
do.
This is a vital function in the dark millennium and all millenniums. Without this sort, complex society could not function
with such frightening regularity. Even untrained, the fiend knows their craft and are a professional of a professionalized
society; they have refined their skills, talents, and live at the fringe of society or near the core of it. They both have skills
and gain skills; they are neither fools, nor stupid. They work in chymistry, and work with a certain elegance, technical
precision, and skill that vastly exceeds their formal fellows; they might have a lab, a facility, or work within obscure
mechanicus facilities to fabricate narcotics. They might have a facility in a ship, on a planet, or a mine. Most importantly,
such types are already at war with their society, in whole or part, and as such are willing to make common cause with
individuals that have a place for them. Indeed, given the fate that awaits them within Imperial carceral systems, it
surprises no one.
The teeming mass of chaos always will have room or enough pull. It is easy to see why: the chem, the drug, the narcotic,
has all the flexibility and adaptability demanded by such forces and as heretics they have the capacity to assist the ends
of the powers through subtle and unsubtle effects. At its most subtle such things work slowly: to experience a drug is to
understand altered states, and to understand the barest possibility is to invite the possibility of the Dark Gods. This
makes these specialists valuable in creeping expansion, creeping subversion, and the steady deterioration of Imperial
society.
Perhaps better, once they are set to work on immediate practicable objectives both clearly stated and understood: a man
to be drugged, poisoned to be fabricated, wells to be tainted, atmospherics to be adulterated, weapons to be improved,
created, revised. All are possible, probable, effective.
++ Archetype Profile ++
SPECIAL ABILITY: BETTER LIVING
The heretic never fails to apply drugs to a target. All such tests always succeed in their basic application, though they might vary in
their effectiveness. The heretic may, optionally, also apply drugs twice to a target, though this may be ineffective on a [95-100].
Negative effects are also doubled, however, regardless of success.
SPECIAL ABILITY: STREET SMARTS
The heretic is typically aware of the stakes of high-intensity situations, criminal or otherwise. The heretic may use their inquiry skill
to gauge the probable results of interactions with criminals, underclass, or other situations of danger at a maximum of challenging
[+0]. The heretic also gains some basic knowledge if failed, though this might be scanty. This can be used in a variety of situations
to determine dispositions, as it is intuitive.
CHARACTERISTIC BONUS
[++72++]
The heretic gains intelligence [+4] and fellowship [+3] reflecting the nature of their trade.
STARTING SKILLS
Awareness [+10]; Commerce [+10]; Dodge; Forbidden Lore: Underworld; Inquiry; Scholastic Lore: Chymistry [+10]; Scholastic Lore:
Judgement; Navigate: Surface; Operate: Surface; Scrutiny; Stealth; Survival; Tech Use
STARTING TALENTS
Heightened Senses [choose one]; Jaded; Light Sleeper {or} Paranoia; MechadendRitual Use; Resistance 3 [Toxins, Diseases];
Weapon Proficiency [SP, Basic, Las]
STARTING GEAR
Drugs: [1d5] doses of drugs of [rare] or lower quality; handcannon [Sobrieti] {or} or stub pistol/w suppressor [Sobrieti]; heavy
hive-leathers [2/all] w/ integral respirator; injectors [2x]; tox rounds [1 reload].
STARTING WOUNDS
7+1d5
OTHER GEAR
Mechanicus implants; mechadendRitual [utility] {or} mechadendRitual [medical]; small drug production facility {or} equivalent;
autolorry [Sobrieti pattern]; 2d100+100 thrones.
OPTIONAL QUIRKS: CHOOSE ONE {or} NONE AT CHARACTER CREATION
+++
RESTRICTIONS
Fiends are unrestricted in the choice of races.
[++73++]
7.9: Fool
Possibly useful media: The Dark Knight Rises [2012]; It [1990]
“A strange thing happened to me in my dream. I was rapt into the Seventh Heaven. There sat all the gods assembled. As a
special dispensation I was granted the favor to have one wish. ‘Do you wish for youth,’ said Mercury, ‘or for beauty, or power,
or a long life; or do you wish for the most beautiful woman, or any other of the many fine things we have in our treasure
trove? Choose, but only one thing!’ For a moment I was at a loss. Then I addressed the gods in this wise: ‘Most honorable
contemporaries, I choose one thing — that I may always have the laughs on my side.’ Not one god made answer, but all began
to laugh. From this I concluded that my wish had been granted and thought that the gods knew how to express themselves with
good taste: for it would surely have been inappropriate to answer gravely: your wish has been granted.”
++ Soren Kierkeegard, The Sickness Unto Death++
“I have never made but one prayer to God, a very short one: Oh Lord, make my enemies ridiculous. And God granted it."
++ Voltaire, Letters ++
++
The Fool is a heretic that takes refuge in the amusements of madness.
++
For mortals there is still some laughter to be had. However, to maintain humor in such times is no idle task for a mortal
and these individuals are seen as fools amidst what is without humor. In this the fool is dangerous, as he has a peculiar
insight borne of perspective and he does not take very much seriously, if anything. He is beyond sense and has slid into
nonsense, into insanity, owing to the vast and total evil of what is the case; to behold what is the case has no other
option than this, as the universe, if properly understood, is utterly mad. To behold it, truly, drives the mortal mind into
insanity: it is carnage upon carnage spiraling down and into eternity and beyond; to accept such a notion is quite enough
to seek refuge in beliefs that some might consider insane.
[++74++]
Indeed, the best defense against madness is madness. Still, though the fool understands the terrain, he must still live in
it, and one must wake and do something; there is no alternative. Most sensibly, it seems, to make common cause with
those who also laugh seems best – when such individuals inflict their cruelty on the gray Imperium there will be much
time for the fool to amuse himself.
7.10: Lost
Possibly useful media: Mishima: A Life in Four Chapters [1985]; Jesus Camp [2006]; Letters from Iwo Jima [2006]
“If we put this whole progression in terms of our discussion of the possibilities of heroism, it goes like this: Man breaks
through the bounds of merely cultural heroism; he destroys the character lie bounds of merely cultural heroism; he destroys the
character lie that had him perform as a hero in the everyday social scheme of things; and by doing so he opens himself up to
infinity, to the possibility of cosmic heroism, to the very service of God. His life thereby acquires ultimate value in place of
merely social and cultural, historical value. He links his secret inner self, his authentic talent, his deepest feelings of uniqueness,
his inner yearning for absolute significance, to the very ground of creation. Out of the ruins of the broken cultural self there
remains the mystery of private, invisible, inner self which yearned for ultimate significance, for cosmic heroism. This invisible
mystery at the heart of every creature now attains cosmic significance by affirming its connection with an invisible mystery at
the heart of creation. This is the meaning of faith.”
++ Ernst Becker, The Denial of Death ++
++
[++75++]
Lost are those raw recruits of Chaos favored by the gods and fated to die.
++
Lost is a challenge archetype meant to embody a more difficult start for players; functionally, it
might be comparable to the ‘deprived’ start in games like Dark Souls – it is intentionally unfair, though
many of the talents are highly useful.
The vast majority of chaos forces during insurrections are termed ‘Lost’. They are the cells, the ad-hoc militias, the
troops, and the logistical tail of the forces of chaos; they seethe through trenchworks, battle zones, and places too
numerous to recount easily. They are everything mobilized, and carry the weight of cults, rebellions, and schisms.
Indeed, their sheer enthusiasm and zealotry in conversion can do much to bolster flagging morale, poor combat results,
or early disasters all too typical of chaos forces organizing in Imperial space. They are the low-born, the juve, the urb, the
menial, the house-serf, the grade zed cogianalyst, the foodstuffs provisioner, and others. What binds them all is a
common unity in heresy and an increasing knowledge of the dawning dread truth of the universe; such individuals are
aware, and in being aware are lost to the Imperium.
Despite this awareness these types are barely skilled in the ways practical to a heretic, a rebellion, or otherwise. Most
are not warriors, soldiers, or military men. They are civilians with civilian knowledge and civilian talents; some can hardly
aim an autogun while others have never seen a weapon in their lives. Indeed, truly, they are the unwashed mass of
chaos: such types are truly all members of society without discernment or delineation.
It is a strength and weakness. Such a type comes in surges of recruits, masses of volunteers, and popular enthusiasm.
They are often the second wave of joiners who have recently converted or recently become aware of the mysteries of
the warp or have otherwise decided to become political; many join despite lacking clear knowledge or know only the
basic slogans of the cult, insurrection, civil organization, or group. Indeed, raw stone quarried out requires chiseling to
make any use of. Similarly, human beings require time and drill to fashion this pottery’s clay into a hardened killer.
Usually they lack skills appropriate to war, and so find themselves retrained or pushed into roles ad-hoc – or if
demanded, as brute labor. Even in such denigrated roles the lost are enthusiastic, spiRituald, and forthright: their morale
is high, as they now have true knowledge of the truth of things; such knowledge makes even bitter struggle benediction
and harshness a kind gesture – it is educative, corrective. Death does not concern them.
++ Archetype Profile ++
SPECIAL ABILITY: FACELESS
The heretic passes through civil society as a fish through the sea. The heretic always has the ‘unremarkable’ talent. If the heretic
gains this talent again, the heretic can increase their stealth skill by a grade [i.e.: 0 to 10 or 10 to 20]. Further, in combat situations
the heretic is always seen as less of a priority by enemies unless they are a direct and visible threat.
SPECIAL ABILITY: LAY OF THE LAND
A life of mediocrity equips the heretic with a knowledge of mediocrity’s structure. The heretic knows ‘a little of everything’ about
their trade’s logistics chain. The heretic can test their trade skill to gain local knowledge or knowledge that might be appropriate to
said logistics, such as how certain elements of the economy work. This always provides some basic information, even if limited.
Ask your GM for certain trades that might be more applicable. For example:
++ EXAMPLE TRADES ++
Agri-labor Bonded Laborer Digger Linguist Scavver
Archaeologist Chymist Driver Menial Scrimshawer
Assistant Corpsegrinder Functionary [Nobility] Prostitute Security Guard
Astrographer Cogianalyst Voidsmen Records Clerk Shipbreaker
Armourer Cryptographer Grox Herder Remembrancer Shipwright
Bodyguard Demolitionist House Laborer Salvager Technomad
Body Slave Drainage Specialist House Guard Service [Food] Vendor
Borehole Miner Cogitator Analyst House Serf Service [Retail] Voxcaster
[++76++]
CHARACTERISTIC BONUS
The heretic gains a bonus of [+3] to a single characteristic of choice and [-3] to another characteristic.
STARTING SKILLS
Awareness; Common Lore [Any Two]; Deceive; Inquiry; Dodge; Linguistics [High Gothic]; Scholastic Lore [Any Two]; Scrutiny; Trade
[pick one]
STARTING TALENTS
Weapon Training [SP+Basic]; Double Team; Light Sleeper {or} Paranoia
STARTING GEAR
[3] Incendiary Grenades; autogun [Sobrieti] {or} Lasgun [Sobrieti]; civilian clothes; stub pistol [Sobrieti]; sword {or} knife.
STARTING WOUNDS
8+1d5
OTHER GEAR
The heretic may have items the GM finds appropriate.
RESTRICTIONS
Doomed are not limited to a race, however it is unlikely they will be an anything but human or mutant.
7.11: Master
Possibly useful media: The Master [2012]; Wild Wild Country [2018]; The Void [2016]; Mandy [2015]
“If you figure a way to live without serving a master, any master, then let the rest of us know, will you? For you'd be the first
person in the history of the world.”
++ The Master [2012] ++
+++
Masters are cult leaders, religious vessels, and individuals with a considerable charisma in the milieu of chaos.
+++
The Master is the intermediary for the deity. The typical human spirit cannot accommodate the deity, speak for divinity,
or otherwise interpret the such deities without said. His palette of thought is too rude, his senses too dulled, his intellect
too unrefined. He lacks the tools to articulate the divine nor containerize it in such a way that might be understood,
intuitively or otherwise; he is neither mysterious, nor able to speak to the desires and demands of individuals disparate
and numerous. Work, the pleasures of the flesh, and the world itself brutalizes too much the typical person, particularly
in the dark millennium.
The routes of failure are too numerous to count, and so The Master is a rare person to find amidst the mining-gangs,
mutant enclaves, and stranger places. It is a rare type that is all of the above and more, but what such types
constitutionally require is a pure and raw charisma combined with a robust mind and a kind of creativity to avoid the
shoals of callousness, impenetrability, and the like.
The Master is building something. The Master is something. The Master is a person that has a magnetic charisma, and he
attracts naturally amidst the darkness of the future. These individuals that surround him are disaffected, hopeless, or
seeking some solace – such solace amidst the cruel qualities of human life are all too valuable, as not even the richest
individual can defeat death and the numerous horrors that stalk humankind. Death, in the form of enemy or other,
haunts all men, and not even the very rich can escape its blind clutches; The issues are too numerous, overpowering,
constant, and crushing. Orders of misery outpace every attempt to keep pace, and the pain of life trails even the lucky
and the obscenely rich; the poor miner killed during blasting are kin to the rich man struck dead in a groundcar accident.
Both are gemini to a turning of a cruel universe that the Emperor condones, defends, and styles himself master. Within
the Imperial cult, he might even be said to be the author of all that is.
The Master is different, but the same. He himself is an author, but as an author he is a critic. More importantly, he is a
type and a way of thinking; He exists in the hives, the orbitals, on Holy Terra, and other places too numerous to count. To
[++77++]
him, the authorship of the Emperor is spotty, at best. The Master has a solution, as much as any have a solution: an
idiosyncratic faith, often resembling the faith of the ecclesiarchy, but promising actionable results where the ecclesiarchy
cannot. Indeed, The Emperor is silent on the pain of the individual; his places of faith demands the pain and death of the
individual in service to his immortal armies with little given in return. Indeed, it can offer little except more pain, notions
of duty, and the petty material things: power, money, and pleasures that are too inconstant, uneven, or soon exhausted
to boredom. It is harsh, cruel, impersonal, and poor fare for the variegations of misery. But more important, it is worldly:
there can be no escape from the world, as the immortal god-man is the world and has authored it.
The Master is building something different but speaks in a familiar doctrine to human ears. He reveals a world that exists
beyond evil, life, and death. It, as a place, is particular and true to human desires, as it is human desires. It is a flow and a
tide of all life that has existed and will exist; it is timeless and formless; it contains and houses all the souls of the dead. It
is glorious, endless, and æternal. These things and more he promises his adherents – he also, much as the Emperor,
demands only sacrifice.
Unlike the Emperor, however, The Master can deliver through Dark Gods.
++ Archetype Profile ++
SPECIAL ABILITY: CULTIC MILIEU
The Master leads a cult with capacities of a small cult. The heretic has a functioning cult that acts as a minion that may undertake
tasks assigned to it. The cult is treated as abstract and typically resilient, though individual members may perish.
Combat: If the entire cult is forced into combat it is classified as a horde with a magnitude of [10] with [plentiful] rarity
weapons. If destroyed or reduced in strength the cult must be reconstituted with effort the GM finds appropriate.
Strength: The cult may be upgraded in strength as a minion, though some reason for an increase in strength must be
justified. Individuals may be drawn for usage as lesser minions of chaos. Provisioning the cult occurs as normal, but it is
assumed to be less than a hundred members with assets to match – weapons of [plentiful] availability are more typical.
SPECIAL ABILITY: FEROCIOUS SERVANTS
Those who serve master serve ferociously. The heretic’s individual minions gain [+3] wounds, regardless of classification. Said
minions are assumed to be unswervingly loyal and do not make loyalty tests, though they are not completely insensible. Further,
all experience costs for minions of all types – lesser, greater, etc – reduces by [50] experience points at point of purchase. Further,
if a minion is slain the experience is refunded and the heretic may replace the minion for free.
CHARACTERISTIC BONUS
The heretic gains a bonus of [+3] to fellowship and [+3] to willpower {or} intelligence. They lose [-3] from a characteristic of their
choice.
STARTING SKILLS
Charm; Command; Commerce; Common Lore [Any Two]; Deceive; Dodge; Forbidden Lore [Heresy]; Inquiry; Linguistics [High
Gothic]; Logic; Scholastic Lore [Any Two]; Scholastic Lore [Ecclesiarchy]; Scrutiny; Trade [Cult Leader: +10]
STARTING TALENTS
Air of Authority; Cold Hearted; Lesser Minion of Chaos; Paranoia; Polyglot; Radiant Presence; Strong-Minded; Weapon Training
[SP+Las+Primary]
STARTING GEAR
Autopistol [Sobrieti]; shock-scepter [Sobrieti]; civilian clothes; ceremonies attire [1/all]; handvox; 1d1000 thrones; cult
accoutrement.
STARTING WOUNDS
8+1d5
OTHER GEAR
Cult compound [small: 1d100 persons]; ground limo [or] groundcar [Sobrieti].
RESTRICTIONS
This archetype is largely unrestricted.
[++78++]
7.12: Monster
“What you lookin' at? You all a bunch of fuckin' assholes. You know why? You don't have the guts to be what you wanna be?
You need people like me. You need people like me so you can point your fuckin' fingers and say, ‘That's the bad guy.’ So...
what that make you? Good? You're not good. You just know how to hide, how to lie. Me, I don't have that problem. Me, I
always tell the truth. Even when I lie. So say good night to the bad guy! Come on. The last time you gonna see a bad guy
like this again, let me tell you. Come on. Make way for the bad guy. There's a bad guy comin' through! Better get outta his
way!”
++ Scarface [1983] ++
The Monster is an individual of violence of one form or another. They are the toughs, the brutes, the bouncers, the
killers, or individuals that are simply violent as part of their constitution. Such a role attracts all types for all reasons, but
the commonality of such an archetype is the commitment to violence and unsubtle qualities of their behavior and
comportment: where others might try to negotiate to avoid violence, or behave in a pragmatic matter, the monster
simply does not care. As a result these individuals play a vital functional role within the forces of chaos as raw muscle,
terror-troops, specialists in wetwork, or other roles where unvarnished violence is key: they are the constituent element
of death squads, purge troops, and liquidation teams – among other terrible things.
When it occurs the monster is typically skilled in matters of violence, though they might approach such things with
varying means; in this The Monster may be simple and cruel or sophisticated and clinical – among other ways and
means. What is categorical about these individuals is their willingness and readiness to deploy violence: they know their
best card and best strength if their strength and commitment to the usage of violence; if other means might be used,
this does not concern them. They would in the same breath crush an insect as take a life.
It is no great surprise that these individuals – if they are not already in service to the Imperium – rapidly gain station
within the assorted hordes of chaos owing to their skillset. Indeed, the capacity for unflinching unremitting violence is as
valuable as the talent for it and these individuals are critical to enforcing control over the vast ingested mass of slaves,
new converts, prisoners, and others.
This archetype is most appropriate for individuals keen to utilize violence to solve their goals with other means being
largely unimportant. Tainted ogryn, mobilized gangers acting as militia, psychopathic criminals, or even mediocre
criminals – among others – all are of this archetype.
++ Archetype Profile ++
SPECIAL ABILITY: HEAVY
The Monster excels with heavier weapons. Such heavy weapons always gain the reliable special quality, regardless of their status. If
the weapon is a two-handed melee weapon it gains the [tearing] quality if it did not possess it. Lastly, all heavy weapons count as
twin-linked if they are ranged.
SPECIAL ABILITY: TERROR
The Monster is a brute and vicious. All attempts to intimidate the heretic automatically fail and the heretic cannot critically fail
intimidate tests, though fear applies as usual. Further, every time the heretic slays an opponent they invoke fear [0] in targets
within [5] meters.
CHARACTERISTIC BONUS
The heretic increases their strength by [+7] and their ballistic skill {or} weapon skill by [+4]
STARTING SKILLS
Athletics: [+10]; Awareness: [+10]; Intimidate [+10]; Navigation: Surface [+10]; Security; Scrutiny [+10]; Tracking; Trade: Criminal -
Violent [+10]
STARTING TALENTS
Bulging Biceps; Die Hard; Double Team; Pity the Weak; Enemy: [Enforcers] and [Arbitrators]; Hatred: [Arbitrators] and
[Enforcers]; Resistance – Fear [1]
[++79++]
STARTING GEAR
Heavy Stubber [Sobrieti] {or} Grenade Launcher [Sobrieti]; Autopistol & Chainsword; Flak Armor Suit [Sobrieti]; Microbead; [2]
Frag Grenades
STARTING WOUNDS
10+1d5
OTHER GEAR
+++
OPTIONAL ADVANCES: CHOOSE ONE {or} NONE AT CHARACTER CREATION
+++
RESTRICTIONS
None, though some backgrounds might conflict with certain racial types.
7.13: Philistine
Possibly useful media: Nightcrawler [2014]; There Will Be Blood [2007]; Deadwood [2004]; Puss in Boots: The Last Wish [2022]
“I have a competition in me. I want no one else to succeed. I hate most people.”
++ There Will Be Blood [2007] ++
“The value I gave the gold restrained me, you see? Your utility in connection to it. And because of my gold those at the other
tables deferred to my restraint. Gold confers power. Power comes to any man who has the color.”
++ Deadwood [2004] ++
++
Philistines are men of wealth that have adopted darker methods.
++
Philistines are truly ruthless individuals. Lacking much the status or station of nobility, philistines are relentless and
implacable to a fault. As servants of the Dark Gods, the philistine is frightening in their single-minded iconoclasm; what
they desire, the Dark Gods can deliver.
The Philistine has never cared not a jot for what is the case, and their namesake mostly respects their relentless capacity
to offend any status quo as they bulldoze through it. What is the case is a mere nuisance for their own personal
objectives, personal goals, and personal interests. They have no respect, no sense of decorum, no sense of honor, and no
sense of what has come before; if such things exist they are merely expedient leverage. What has come before is to be
regarded with contempt, as what has come before has not involved them. They have no love of art, no higher tastes, and
no sentiments that that one would call higher; their spiritual life, if it is a spiritual life, is purely material; in ages past said
individuals-built statues to their own greatness that would be called art – but it is merely a testament to their own vanity,
power, or political calculus. In truth for such people any goal that does not involve the money or power is no goal at all.
This is the Philistine. In Imperial terms such types are always new money; such individuals are a rarity, as the Imperium’s
rigidity and the brutal exploitation by the nobility renders such individuals rare and their path fraught. Social mobility is
low, and the integrity of the Imperium depends on such things; one does not rise to become a noble, as to be a noble is
to be a class apart; the rigid inheritance of titles, duties, and advantages makes economic advancement miserable.
Society remains stable and has remained stable by such machineries, organization, and strict regimentation of
advantages that the lower orders must simply accept. Inertia is the rule, the demand, and the goal: it has been so for ten
thousand years.
Despite it, these individuals climb: they might recently come into money, come into a source of money, or have come
into connections that gains them advantage in prestige, power, or property. This person may lack titles, may have titles,
or may have acquired titles through fraud; indeed, the complexity of the Imperium. Indeed, given the size and scale of
civil society, it is utterly impossible to vanquish such types as one cannot exterminate a particularly virulent weed that
[++80++]
can grow through the thickest ferrocrete. They are criminals, they are pirates, they are cold-traders, loansharks,
scammers, frauds, wastrels, conniving officials, brash planetary authorities, and the freight merchant with suspicious
goods – among others. They are always ruthless and cruel without exception: only such individuals can defeat systems
that cheat them, exploit them, and intend to keep them in their position by means legal and extralegal.
The Philistine meets cruelty with cruelty and climbs owing to this lack of sentiment. He is unmoved by anything the
nobility holds dear and any loyalty, notion of ethics, or otherwise. Indeed, the philistine ruins many things and respects
nothing but their own power. Self-serving, egotistical, narcissistic, and utterly confident, the philistine condemns all
things traditional, all existing structures, and all opposition. He is a cruel man for his contempt, unsentimental, and this
cruelty and harshness draws them to the promises of the Dark Gods as a rivulet of water is drawn down a deeply-set
channel: their form is given to it, they cannot resist it, and the channel is well suited. Few require fantastic inducements.
++ Archetype Profile ++
SPECIAL ABILITY: NEW MONEY
The heretic has access to a considerable amount of personal assets. Commerce tests to acquire items cannot critically fail and any
attempt procure items of [common] or below always pass once per day. Any failure is attributed to a variety of impediments:
miserliness, fraud, legal obfuscation, or the requirement to build contacts. All starting items are of best quality, and all item quality
is considered a grade higher than requested.
SPECIAL ABILITY: DOMINEERING
The heretic has a considerable amount of assets determined by the player and GM. The heretic may use their considerable assets
to avoid certain situations or merely complete certain actions by spending money. Instead of using charm, intimidate, or another
social skill the heretic may use [commerce] instead to overawe the enemy. There is a chance money may not be effective.
CHARACTERISTIC BONUS
The heretic increases their characteristics [+5] intelligence {or} fellowship. They suffer a [-2] to two characteristics of choice.
STARTING SKILLS
Commerce [+20]; Common Lore [Choose One]; Charm; Diplomacy; Forbidden Lore [Nobility] and Forbidden Lore [Pirates] {or}
[Heresy] {or} [Navigators] {or} [Underworld] {or} [Administratum]; Inquiry; Logic [+10]; Navigation [Aeronautica & Surface];
Operate [Aeronautica & Surface]; Scholastic Lore [Choose Two]; Scrutiny; Trade [Merchant]
STARTING TALENTS
Weapon Training [exotic: digi, SP, primary]; Cold Hearted; Excessive Wealth; Paranoia {or} Hatred [choose two, no doubles]; Peer:
Midhivers
STARTING GEAR
Midhive wear, stub pistol [Sobrieti]; handvox [Sobrieti]; digi-laser {or} archeotech laspistol; [2] items of [rare] or lower quality.
STARTING WOUNDS
7+1d5
OTHER GEAR
Skimmer [Sobrieti pattern]; [2d100+1000] thrones; daily itinerary; middling planet-appropriate housing.
OPTIONAL ADVANCES: CHOOSE ONE {or} NONE AT CHARACTER CREATION
Antiquarian [Cost: 300xp]: The heretic has managed to procure an artefact of the player’s determination planetside, but it is
currently in need of repair. The heretic also gains [1] rank in Forbidden Lore: Archeotech.
Magnate [Cost: 600xp]: The owner of the means of production, well and truly. The heretic has a massive array of resources and in
excess of 10d1000+1000 employees. Their New Money special ability increases item rarity to [average] and they can easily draw
from a combination of menials, bonded serf-labor, tech-dregs, lexmechanics, rabble, temps, interns, and other servile employees.
It should be noted that these are employees, not slaves, and they may view the actions of their employer with concern or
suspicion...
RESTRICTIONS
Philistines may be any race where sensible.
[++81++]
7.14: Recidivist
Possibly useful media: Heat [1995]; Reservoir Dogs [1992]; No Country For Old Men [2007]; Goodfellas [1990].
“For us, to live any other way was nuts. To us, those goody-good people who worked shitty jobs for bum paychecks and took
the subway to work every day, worried about their bills, were dead. I mean, they were suckers. They had no balls. If we wanted
something, we just took it. If anyone complained twice they got hit so bad, believe me, they never complained again.”
++ Goodfellas, [1990] ++
“Marge everything is a sin. Have you ever sat down and read this thing? Technically we're not allowed to go to the bathroom.”
The Simpsons [S05E22: Secrets of a Successful Marriage]“
+++
The Recidivist is a career criminal now consumed by darkness in whole or part.
+++
The Imperium is a tyranny of rules. These rules are numerous, large, small, invisible, or other. Bracketing said rules are
ten millennia of norms, traditions, folkways, and mores. Combined with a similar dense layer of innumerable – and
arbitrary – religious decrees and local governance structures of specious quality. In such environs it is easy to break a
rule, implicit or explicit. Indeed, to live is to break some rule, and to try to survive necessarily requires rules be broken.
Taken as a whole it is a Gordian knot that cannot be untangled or hardly made sense of by most. It is too complex and
unfathomable for people with an education that is both limited, stilted, meant to indoctrinate; the few that understand
are located in the bowels of obscure departments with little concern of what little people think or how they live.
Still, to survive often requires violations of the law. Accordingly, criminality is a way of life in the Imperium where survival
is in question; to survive is the most dire of all concerns, and all individuals will do what is required to survive, thrive, or
assert themselves. Laws are thereby broken necessarily; To break a law is to gain some advantage reserved for another;
to try to claw ahead beyond station that It is change, of a sort. Criminality is therefore rebellion against the social order
and the assertion of dignity and terse statement against what is the case. Accordingly, criminality is a way of life: to
survive, thrive, and to deny death.
Perhaps most importantly crime helps the Imperium work. It is a strange case that much of the Imperium is
dysfunctional in this way with crime being punished but also what perpetuates life. Over time the dysfunction grows, and
all the threads of malfunction become untraceable, general, or endemic. Laws are bent, bending, askew, warped. None
can say how it worked– the stagnation of the Imperium and the age of the state means such things have been forgotten
with not even the diagrams remaining. It is all too complex to fix, and thereby merely be maintained as one simply
cannot gut the foundation. It is thus that the issues of the Imperium become a mirror of the Emperor himself.
The Recidivist is the person that breaks laws constantly. They vary in their type, though all have broken the laws for their
own interest, goals, survival, or other reasons too numerous to count. That they have broken the laws, however, is clear.
They embody a professional, of a sort, though the professional is always a rule-botherer too scared to break the law.
Comparatively, The Recidivist is cattier and has no love this way of things: it hurts him, annoys him, jails him, makes him
poor, and makes him miserable – and so he simply continues to break the laws.
++ Archetype Profile ++
SPECIAL ABILITY: FLIGHT RISK
The heretic is skilled in evading authorities. Any tests for authorities to notice the heretic must test at [-10]. Further, the Recidivist
always has a change to escape from the authorities during detainment or incarceration using [sleight of hand] in almost all
instances. Certain extremely effective organizations, such as the Inquisition, may be impossible to escape with this ability!
SPECIAL ABILITY: LIFE OF CRIME
[++82++]
The heretic knows how to break laws. The heretic can deduce a basic plan to commit crime with a Trade: Criminal [Property] test
at challenging [+0]. This will formulate a basic plan but will take longer for highly complex crimes with modifiers the GM finds
appropriate. This special ability handles exclusively property-based crimes, not violent crimes, or white-collar crimes. If additional
field are desired, check advances, below.
CHARACTERISTIC BONUS
The heretic increases their perception characteristic by [+3] and agility by [+3].
STARTING SKILLS
Acrobatics; Awareness [+10]; Commerce; Dodge; Deceive; Forbidden Lore: Underworld [+10]; Navigate [Surface]; Stealth [+10];
Operate [Surface]; Scholastic Lore: Underworld; Scrutiny [+10]; Security [+10]; Sleight of Hand [+10]; Tracking {or} Survival; Trade:
Criminal [Property] {or} [Violent] {or} [Civil]
STARTING TALENTS
Catfall; Die Hard; Double Team; Enemy: [Enforcers] and [Arbitrators] Hatred: [Arbitrators] and [Enforcers]; Jaded; Peer:
[Underworld]; Sound Constitution; Weapon Training: [SP+Primary+Chain].
STARTING GEAR
Handcannon [Sobrieti] [worst] and Autogun [Sobrieti] [worst]; knife; heavy hive leathers [2/all]; menialwear; forgery kit {or}
multikey.
STARTING WOUNDS
10+1d5
OTHER GEAR
+++
OPTIONAL ADVANCES: CHOOSE ONE {or} NONE AT CHARACTER CREATION
Blaze: The heretic is more acquainted with heresy and the dark powers. They know the basics of all the powers, their wiles, and
their politic. Effect: Add [1d10-6] raw corruption; [1] rank in Forbidden Lore: Heresy and the talent Peer: Lost and the Damned.
Blotter: The heretic is exceedingly violent and is known for using violence for pretty much any problem. Effect: The heretic gains
the Trade: Criminal [Violent] which can be used for “Life of Crime” and [1] rank of parry.
Bricky: The heretic is tough, very tough. This makes them off-putting, physically slow, or frightening. Effect: The heretic gains
toughness [+5] and [+3] maximum wounds at the cost of [5] intelligence, fellowship {or} agility.
Burglar: The heretic steals, a most ancient and common crime. How the theft occurs varies. Effect: The heretic gains the Trade:
Criminal [Property] which can be used for “Life of Crime” and [1] rank in security.
Daddle: This heretic is skilled in unarmed combat from many solar years of fights, scraps, and brawls. Effect: All unarmed attacks
lose their primitive quality and inflict an additional [+1] damage per hit. The heretic also gains [+2] maximum wounds.
Dodgy: The heretic is exceedingly good at stealth and avoiding threat. Effect: Lower infamy by [3] but gain [1] rank in Stealth,
Sleight of Hand, and the Sprint talent.
Droog: The heretic is a violent sociopath, or close to it. They derive excitement the usual avenues of sadism, sex, violence, and
other things. Effect: The heretic gains the [fearless] talent and the disorder of sociopathy. The heretic is chronically bored and must
engage in ‘thrilling’ actions as they find sensible.
Edskum: The heretic has experience committing civil [‘white collar’] crimes involving money or other types of fraud – among other
things. Effect: The heretic gains [1] rank in Trade: Criminal [Civil] which can be used for “Life of Crime” and [1] rank in Tech Use.
Gigglemug: The heretic is affable to a degree owing to their inoffensive appearance. Effect: Gain [+5] fellowship and [1] rank in
Charm.
Gal-sneaker [or Guy-sneaker]: The heretic is accustomed to the wiles and ways of the sexes. Effect: The heretic gains [+10] charm
bonus to interacting with the sex of their choice, though gender-ambiguous types are unaffected. These interactions also cannot
critically fail.
Malefactor: The heretic is skilled with ranged weapons. They can use them intuitively with only a minor penalty. Effect: The heretic
can use all ranged weapons untrained at a penalty of [-5]. If the weapon is trained the heretic can ignore critical failures [95-100].
[++83++]
Podsnapper: The heretic’s ignorance is considerable but has some advantages. Effect: Increase base cost of knowledge skills by
[+50xp] per skill but the heretic gains [+10] willpower and [2] ranks of resistance: Psi.
RESTRICTIONS
None, though some backgrounds might conflict with certain racial types.
7.15: Ultra
Possibly useful media: V For Vendetta [2005]; Reds [1981]; The East [2013]; Four Lions [2010]
“The Revolutionist is a doomed man. He has no private interests, no affairs, sentiments, ties, property nor even a name of his
own. His entire being is devoured by one purpose, one thought, one passion - the revolution. Heart and soul, not merely by
word but by deed, he has severed every link with the social order and with the entire civilized world; with the laws, good
manners, conventions, and morality of that world. He is its merciless enemy and continues to inhabit it with only one purpose -
to destroy it.”
++ Sergey Nechayev, The Revolutionary Catechism ++
++
An Ultra is a person driven to try to topple the Imperium.
++
The future is no different. What is also the same is that such abuses carry the germ of rebellion. Such things are
uncommon in the dark millennium; To rebel against anonymous, cruel, and vicious institutions of the future is not easy
even if such things have long been tried. It easily said that the Imperium is oppressive, tyrannical, and has no concern for
the individual’s life, feelings, goals, aspirations, or dignity. Indeed, it crushes them all as an impediment to perpetual war.
Against such a backdrop the old flame of human dignity flickers against debasement. In the dark millennium men are
food and things to be devoured or fed to machines; men become machines; men destroy their kind as one destroys an
insect; barbarisms abound in such bewildering scale and quantity that the sorrows of the universe cannot be tabulated –
to consider them for a moment is to be drowned in the tears of innumerable screaming widows, screaming children, and
the screams things that should not be – but are anyway.
Humans have their dignity all the same. It is a legacy of ancient times and the idea of ancient peoples; it does not go
quietly even if the tides of horror submerges it. However, as these tides flood in, the loss of one’s life becomes less of a
loss; it is positive, and a reassertion of one's own value against a universe that says he has none – or less than none.
In such times mere men find courage and strength to try to resist; Indeed, the emergence of the most brutal tyranny to
exist spurs droves of those willing to dare on their dreams and spend their lives where bare survival is not enough. These
are rebels, insurrectionists, terrorists, and radicals: individuals who accept the loss of their own lives as the chit to spend
to destroy the hated Imperium that destroys them. Violence given is violence repaid; there is a symmetry.
The road of such types is tragic and fraught. To deny the Emperor is to walk a narrow line between disaster and death
with the hearts of angry men attracting attention from things of the warp. Even if said individuals have pure hearts and
clear thinking, to rebel requires coalition with individuals that are unknown, with strange hearts, strange dogmas, and
unverifiable interests. It requires compromise, and tolerance. It is in this milieu of subjects that the insurrectionists exists
and work: some have found guidance in strange politics, some have found proscribed religion, and others have simply
determined the sensibility of removing the system that oppresses them.
In such coalition it is only a matter of time before chaos dominates. The needs of such forces are too varied, numerous,
and constant; the repression of the Imperium is too severe, and retaliation is uniform, unremitting, heinous. It is a matter
[++84++]
of time before war against the authorities spills out into general terror force slams into force: the Imperium does not de-
escalate and survives only by the rule of terror. Against such eternally escalating pressure the idiosyncratic religions and
idiosyncratic faiths can deliver actionable response, goals, and allies. In this the ultra is a pragmatist, or he is dead. There
is no half measure: defeat means extermination of his allies, friends, lovers, and fellows. Defeat cannot be permitted,
cannot be entertained.
The weight of the decision to deploy desperate measures is sensible. It may be a daemon’s advice, an odd artefact, or
some other thing. It is sensible to deploy such means. Always it makes sense. Always damnation follows.
++ Archetype Profile ++
SPECIAL ABILITY: REVOLUTIONIST
The ultra has many abilities and advantages by virtue of their trade. This has a few effects:
Damage and AP: Increase all damage from [primitive] and [solid projectile] class weapons by [+2] damage and AP by [+1]
per hit.
Accuracy and Suppression: Solid projectile weapons are not penalized in accuracy for firing on [burst]. Additionally [full
auto] automatically applies suppression effect to as per suppression within [2] meters but does not generate more hits.
IE: all targets in 2m are affected. Any weapon combined with the [SP] weapon gains the accuracy and damage bonus but
not suppression.
Ad-hoc: Most primitive weapons may be modified to lose their [primitive] quality with a crafting test.
Home Made: The heretic has a good working knowledge of all ammunition types and their methods of fabrication with a
[trade] test and appropriate tools.
SPECIAL ABILITY: GO TO GROUND
The heretic has a good working knowledge of how to evade authorities or ‘go to ground’ once discovered. This includes hiding
from authorities, hiding a safehouse, and other similar actions. This also applies to immediate desperate circumstances, such as
trying to flee from authorities. All such tests of [Insurgency] always provide some information, though higher degrees of success
yield better results.
CHARACTERISTIC BONUS
The heretic increases their ballistic skill characteristic by [+3] and a second characteristic of choice by [+3]
STARTING SKILLS
Awareness [+10]; Command; Common Lore: [War]; Deceive; Dodge; Forbidden Lore: [Insurgency]; Inquiry; Navigate: Surface;
Operate: Surface; Tech Use; Weapons Tech; Scrutiny [+10]; Security: [+10]; Sleight of Hand; Stealth; Trade: [choose day job]
STARTING TALENTS
Ambidextrous; Blind Fighting; Jaded; Quickdraw; Two-Weapon Wielder; Weapon Training [sp+las+chain].
STARTING GEAR
Autogun [Sobrieti]; subflak armor [2/all]; knife; autopistol [Sobrieti]; forgery kit; Menialwear; magnoculars; signal jammer {or}
stummer {or} screamer; demolitions kit.
STARTING WOUNDS
10+1d5
OTHER GEAR
2d100 thrones
OPTIONAL ADVANCES: CHOOSE ONE {or} NONE AT CHARACTER CREATION
+++
RESTRICTIONS
None.
[++85++]
7.16: Wolves
Possibly useful media: Bad Lieutenant [1992 / 2009]; Training Day [2001]; Dredd [2013]; The Wire [2002]
"Surely the most terrible and shameful thing of all is for shepherds to rear dogs as auxiliaries for the flocks in such a way that
due to licentiousness, hunger or some other bad habit, they themselves undertake to do harm to the sheep and instead of dogs
become like wolves."
++ Plato, the Republic ++
++
Wolves are individuals who defended the order of things but now predate on it.
++
Wolves once served the Imperium as enforcers, bounty hunters, or other gangs of armed men. In this they were also
small people at the behest of systems, but now they are they act as they see fit: they are dangerous individuals, cruel,
and with hearts blackened by the nature of the churning of violence.
The coming of chaos has not made such individuals better. The Lex Imperialis and the creed demand ironclad obedience
in maintaining the tithe and to prevent other issues that obstruct or hamper the tithe; Anything less risks the integrity of
a complex system. To support and bulwark this structure requires individuals who manage, perpetuate, and reinforce it.
To effect such a system, the Imperium is organized around a nobility so as to maintain a steady stream of production
through proxy; these elites serve to organize production, streamline issues, and perpetuate the status quo. The threats
to such a scheme are too numerous to count: cults, protests, riots, civil associations, unionization, criminal influence, or
other disruptions. All such things are enemies that are comorbid and at times indistinguishable but in the same fashion
requiring repression, suppression, and constant vigilance. Indeed, such threats must be constantly pruned and burned
lest they hamper the great machinery of the Imperium; this pruning never stops, and it has never stopped. It cannot
stop, lest the Imperium stop. It is a constant machine, turning over, and nothing must obstruct the clockwork of things.
Wolves find their basis in the strata that acts as the spine of these thing and the method is as ancient as the Imperium
itself: that of the enforcers, police, mercenaries, bounty hunters, house guard, and other more opaque violent things.
They assign guilt, punishment, and violence. It is therefore no surprise that individuals would, in a system of profound
violence, decay spiritually and morally: to be bombarded with what is most heinous and most dark in the Imperium is to
entreat in what is most heinous through the act. It is never clean. It will never be clean.
There is an endless churn, and it marinades the psyche. Even when met with batteries of psychoindoctrination, chems,
cybernetic augments, or other things such darkness penetrates a measure at a time. Steadily, slowly, the world changes.
It becomes senseless, random, and ever-unsteady. Too much is contingent and pointless: the innocent suffer without
reason, the powerful suffer too little, and the Emperor allows it. The Emperor endorses it. It is all pointless. The Emperor
watches it happen and does nothing.
Wolves are maddened by this notion or similar notions. If it is perceived or admitted, the universe becomes insane and
thereby they go insane in return; the entirety of their lives have been fraud, lies, and an errand of fools. There is no
[++86++]
purpose and no point in restraint for such types and no measure of restraint matters, now. To bend them to new purpose
is a trifle; they need not change, they need only embrace what surges. In such a situation whispers of support are worth
their weight in gold and consolidation is desperately needed – but at the end of the day, The Emperor is silent, and the
Dark Gods speak.
++ Archetype Profile ++
SPECIAL ABILITY: BAD LIEUTENANT
The heretic has allies within the local enforcement apparatus. This does not make the heretic invincible, and it is assumed that all
said enforcers are from a discrete precinct, unit, or the like. Said enforcer allies are assumed to be more interested in avoiding
public scrutiny than outright heresy or the like. Typically only arbitrators deal with problems in such apparatchiks; independent
authorities or scrutiny does not exist in a meaningful way. Further, most civilians are deferential to law enforcement: at the end of
the day they are armed and could arrest them, beat them, or otherwise.
SPECIAL ABILITY: LONG ARM
The heretic is well trained with melee impact and shock weapons. This has several effects:
Damage: All such weapons gain [+3] damage and [+1] AP per hit in addition to strength modifiers.
Superior Parry: The heretic may also parry twice with said weapons once per combat round – this otherwise functions as
the [step aside] talent.
Shield Training: The heretic is trained with shields and can use them to parry ranged attacks as parry.
CHARACTERISTIC BONUS
The heretic gains a bonus of [+4] to ballistic skill and weapon skill. However they suffer a penalty of [-5] intelligence {or} [-5]
fellowship.
STARTING SKILLS
Awareness; Command; Dodge; Forbidden Lore [Judgement]; Forbidden Lore [Underworld]; Inquiry; Intimidate [+10]; Operate
[Surface]; Security; Parry; Scholastic Lore [Judgement]; Scrutiny; Trade [Choose appropriate: Enforcer, Frateris, Bounty Hunter,
House Guard, etc.]; Scholastic Lore [Judgement]
STARTING TALENTS
Cold Hearted; Jaded; Resistance: Fear [+10]; Sidearm; Quickdraw; Takedown; Two-Weapon Wielder; Weapon Training
[SP+Las+Shock+Throwing+Primary]
STARTING GEAR
Enforcer light carapace armor [Sobrieti], stub pistol [Sobrieti]; shock truncheon [Sobrieti], combat shotgun [Sobrieti]; microbead;
manacles; handvox [Sobrieti].
STARTING WOUNDS
10+1d5
OTHER GEAR
Enforcer groundcar [or similar]; [2d100+100] thrones; monotask servo skull [Judgement]; judgement procedures dataslate.
OPTIONAL QUIRKS: CHOOSE ONE {or} NONE AT CHARACTER CREATION
Aesthete: The heretic has a more artistic sensibility and understand their work more in terms of aesthetics, the movement of line,
color, texture, and feeling. This is clearly vital work, and to understand such things is to understand the nature of violence and the
criminal mentality. Effect: Gain [1] rank in trade: art; linguistics: high gothic; scholastic lore: nobility; forbidden lore: nobility.
Apocalypse: The heretic has a peculiar perspective. This has impacted his career; comments like ‘the liquid darkness that drowns
all things’ makes him unpopular. Effect: Gain fearless talent; lose [3] infamy; special ability ‘bad lieutenant’ less effective.
Detective: The heretic is trained as a detective. He knows the basic procedures of such things – and how to cover up such things.
Effect: Gain [1] rank in forbidden knowledge – judgement, scholastic lore: administratum, and trade: detective.
Drunkard: The heretic is a chronically inebriate. This make them mildly disagree, depressed, or otherwise. Effect: Gain the
following while drunk: hatred [1] [all]; lose [3] from a characteristics of choice except strength. The heretic must drink constantly,
else they become non-functional.
Rookie: The heretic is new to enforcement procedures and their allegiance is untested. They may be entirely new or simply lacking
skills for a variety of reasons. Effect: Lose [1] weapon training of choice & jaded & resistance: fear [1]. This prevents [1d10] future
scorn.
[++87++]
Sad: The heretic is perpetually sad or depressed for reasons peculiar or mundane. He sees life as it is, and it is depressing. Effect:
None, although certain individuals may recognize this terrible inner sadness and comment on it. This may be combined with
another quirk if the GM permits.
Unsound: The heretic is a veteran and has a low rank in their apparatus. Effect: The heretic occasionally has hallucinations of
creatures – such as ancient Terran lizards – or other strange visualizations. This replaces a future disorder if one is gained; the
character also gains [+1] corruption, raw. This may be combined with another quirk if the GM permits.
Veteran: The heretic is a long-standing and bitter veteran of the judgement system with a reasonable rank. His life is marked by a
lifetime of abuse, exploitation, fraud, and lies – or worse things – in service of the order of things. Effect: Gain: [1d5] infamy; [1d5]
raw corruption; [1] cybernetic implant of [best] quality; other policing apparatus likely deferential to a degree. Add [1] rank in
scrutiny [or] intimidate. However, the heretic has the following enemies as per the enemy talent: [gangs], [administratum],
[judgement].
RESTRICTIONS
Wolves must be mundane humans owing to genetic screening – although certain exceptions might occur!
[++88++]
8. Ascension
“Pech laughs, but there’s no real joy in it. ‘The enslavement of Chaos has been a dream of many, for a long time,’ he says.
‘Everyone thinks they can do it… Lupercal, the Phoenician, Lorgar Aurelian, the Pale King… even that twisted little bastard
Erebus, the so-called Hand of Destiny… they all thought they could do it, and they’ve all ended up slaves to darkness. That’s the
way it works. No one can do it. Some think they have enslaved the warp, but that’s just the warp telling them what they want to
hear while it merrily pulls their strings.’”
++ Dan Abnett, The End and the Death ++
Additional ascension options for adherents of the Dark Gods derived
from lore the author found appropriate; such paths are meant to be a
capstone on the careers of heretics and may functionally be the end of
the game depending on the scenario in question, although play may
continue as per post-100 infamy gameplay in the core of Black Crusade
or the GM’s interest.
What is common in the provided paths is the merger with the divine;
apotheosis, deification, divinization, or the like. Said paths, owing to
their nature, involve the forces of the warp in some form or other:
merger, fusion, revelation, gnosis, or ekpyorsis – to be consumed by the
divine, and in being consumed merge with it. These ascensions are the
last phase of great heretics favored by the gods and are the elevation of
the mortal to the well and true immortal, the superhuman, and the
ultimate conquest of death.
These paths beyond to true greatness vary – apotheosis and the height
of true power allows great individuals many roads with different results.
Within this supplement, a few additional options exist for heretics with truly unusual paths to power, typically in relation
to possession and association with daemons. They, as paths, are also not assured: they promise great power, but they
have a final combination of tests, demands, and impositions.
+++
Ascensions are [1] additive, [2] exclusive, and [3] optional. The heretic may discuss other qualities of their
ascension with their GM as the GM finds appropriate, as such an event may be quite the major event and
may even be the end of the campaign. All ascensions are meant to be sensible, but not balanced in the
narrow sense – be sure to consult your GM.
+++
To be a Blessed One is to have met and become one with such a thing of the warp through a well-and-true fusion with a
daemon.
Typically, pressure from daemonic energy makes a ruin of human life; the relationship is neither symmetrical, nor
amicable, nor fruitful in the long term. Still, individuals brave and numerous submit themselves to merge partially with
the powers beyond in exchange for power in mortal life. Few survive for a short time, fewer survive for a longer time,
and the fewest are able to hold their forms together for longer than that under the sheering pressure.
This is the nature of the daemon: as things pantomiming life, daemons devour rather than engage in other arrangements
with mortals. Even in well-structured arrangements they are treacherous, deadly, arrogant, and actively work to subvert
their erstwhile allies owing to their own urges. As a result, most possessions are asymmetrical, treacherous, and
fundamentally slanted affairs. Indeed, cases are too numerous to count, and the failure or ultimate destruction of said
individuals is nearly uniform.
Nearly. To become a Blessed One is among the few exceptions; It is to achieve the mythical. Within the most forbidden
manuals and accounts of the most remote ages only a handful of individuals achieving such a goal across the entirety of
the galaxy are recorded. That such a handful exist, however, leaves open the realm of possibility as a general rule. Still,
each case is as special as it is rare with such accounts being spotty, rumor-porous, or the stuff of myth.
Once completed, the heretic’s mind becomes united with that of a daemon. This fusion cannot be easily described by simple
words: the noises, sensations, textures, and smells alone lack a vocabulary as the nature of the event are not well understood or
documented, demonstrated, or expounded upon. As the heretic is wracked by the effects of said fusion it is said that the chaos
gods themselves look on with varying degrees of approval, nervousness, or ambivalence – it means a new enemy, a new ally, or a
new tool.
EFFECT
The heretic gains all of the following features unless otherwise noted:
Add Daemonic Traits: The character gains Daemonic [6], Dark-sight, Fear [4], From Beyond, Stuff of Nightmares;
Unnatural Strength [5]; Daemonic Presence [20m/-10 Willpower]. These replace existing possession track traits.
Add Traits and Talents: Choose [2]: Auto-Stabilised & Unnatural Toughness [2]; Burrower [agi]; Hoverer [agi]; Multiple
Arms [2]; Quadruped & Stampede; Regeneration [5]; Strange Physiology & Sturdy; Swarm; Undying; Sonar Sense & Blind;
Warp Weapons [Limbs]; Wings.
Add Wounds: Blessed Ones gain an additional [10] maximum wounds.
[++90++]
Integrate Special Characteristics: The character can maximize two daemonic characteristics of choice for [2] daemonic
characteristic categories. These maximized characteristic replace the character’s existing mortal statistic, and the player is
compensated for any experience spent on said mortal statistics. E.g. 50+3d10 becomes [80].
Reassign Manifestations: The character can re-assign their [4] daemonic manifestations as they find appropriate to
different manifestations. Each choice must be separate.
Remove Possession Track: The possession track becomes inactive. The character no longer uses invoke the daemon.
Revise Advancement: The character advances as appropriate in the post 100 infamy system.
Revise Appearance: The character can take on certain minor aesthetic traits the player finds appropriate if approved by
the GM. Burning eyes, a pall of noxious fog, whispers in the presence of the Blessed One, among others, are all
appropriate.
Revise Corruption Bonus: The character revises their corruption bonus to [15] regardless of the existing value [e.g.:
100/10]. This value applies only to daemonic manifestations and not other abilities, psyker powers, etc.
Revise Corruption: The character’s corruption freezes. Accumulated scorn decreases infamy or prestige instead.
Revise Death Process: If a Blessed One dies it is counted as banished to the warp and may be re-summoned with an
appropriate ritual, sacrifice, or fell means appropriate. Any non-natural equipment is lost and the character returns
without equipment. Such a ritual is not simple and may take time.
Revise Personality: The character’s core personality fuses with that of the daemon, which can be handled as appropriate
to the player.
Revise Possession: The character no longer utilizes invoke the daemon and possession track traits, gifts, and other
effects, such as fear, are now constant. Such a state cannot be hidden, obscured, or the like. The character retains any
slayer limbs they possess.
Other: Corruption – The heretic may continue to accrue corruption as usual.
Other: Post 100 – The heretic may continue to accrue favor (and infamy) as usual.
EXAMPLES
Argel Tal.
8.2: Metempsychosis
+++
To behold terrible vistas and gain a terrible perspective.
+++
Perception is reality and reality is perception. As humans, the scheme of perception is narrow, and the doors of
perception are few and hard to open; the Imperium intentionally attempts to make such avenues narrower, foreclose
them, and constrain them to avoid their effects. Opposed to this is the furthest veil of perception: to see the true nature
of chaos in such avenues is to have, necessarily, an expansion in perspective and knowledge – but also experience. While
the magos can fabricate cybernetics to see different and the sorcerer’s book can provide information to expand
knowledge of a sort, all the lifetimes in the universe cannot create pure experience; To see, hear, and interpret the world
as something other.
What if such a thing could be penetrated? What might be experienced or understood as experience? What might be
gained? To manage it is a task of madness, as it requires the wager of one’s soul and to gamble. It further requires finding
enlightenment of a sort in defeat; to reverse what is essential in the warp into newfound glory of understanding – the
individual experiencing existence as a daemon, although briefly.
Metempsychosis is this state. In effect, such an individual must be possessed by a daemon, loses – or surrenders – the
battle for control, and by their will restores control. In doing so, the individual gains that most precious thing:
perspective. It is not an easy accomplishment. Daemons consume mortal psychical power and utilize human bodies as
prosthesis; few could be defeated in a force of will, and even fewer could be defeated in a duel when incumbent.
[++91++]
In doing so, however, these narrow few have lived what few have. In doing so, they have learned dread knowledge of the
empyrean and the warp far beyond the range of the forces of chaos as-is-typical. In gambling at such stakes and
surviving, have achieved a terrible knowledge of oceanics things: Terrible. Awful. Glorious.
Exalted possession is the act of possession by a greater daemon. The process is fatal, permanent, and the last act of the
desperate in times of disaster to attain apotheosis-of-a-sort; it embodies the classical dictum Graecia capta ferum
victorem cepit.4
It is easily said that human form is unsuited to handle the raw power of greater daemons. To gaze upon them or to
experience them is to be rendered dead, mad, insane, or worse. Indeed, the mere presence of a greater daemon is, by its
lonesome, quite capable of shredding apart material law as it arrives; unnatural gouts of magma appear and spurt, the
air crackles with static, and mundane sensation retreats against what is unnatural in the eye, the ear, the nose. Indeed,
such entities have such raw empyreal power that it destroys the human; No mundane human can view them with ease,
no human can house them for long, and such things have the qualities of molten steel against a porcelain cup.
The process is not kind, and the human is not equipped for it. On a good day, the human mind is mere fat and human
flesh is a coalition of proteins, amino acids, water, and salt. Against such power it is no surprise this frail form contorts,
warps, and then finally breaks. The surge is too much, too strong, and too unmanageable. One might simply try to hold
the ocean in bare hands, use a colander to catch a waterfall, or stop an avalanche with a tree.
Despite this, some try. A brave few, a daring few, seek to be host to a greater daemon. Indeed, the human is not like
other things; few things are impossible when one considers the mind is as a balloon that can expand to meet challenges,
concepts, and the furthest, often impossible, ideas. But it is more: it carries the infinite and explicates on the infinite; it is
generative but also pliable. More importantly, as a thing that greatly aids the nature of the warp and the warp itself, it
has a peculiar relation; It has created the universe of the warp and is now met with the legacy of itself. It is a desperate
move, a desperate strategy. To be a vessel for such a thing is a fatal game, a game of madness and death. It is the highest
point of ascension for a few with peculiar, truncated destinies; to bring a perpetual thing of death and misery and
insanity to the waking universe.
Such requests are not unknown. Such requests exist the galaxy over in the milieu of chaos; it is the nature of mortal
things to try to avoid death. Failure is common, failure is the rule, and failure is intolerable.
What makes such an individual different? The difference is that the exalted possessed are chosen by the gods, chosen by
the random vicissitudes of fate, or chosen by inscrutable machinations. Why such individuals submit to the oceanic
powers vary: to save their friends, comrades, lovers, or as a final act of benediction to avoid that most profound fate:
utter failure. It is to gamble their lives to achieve victory and to claw back glory from the shame of ignominious defeat,
shame, or an expression of the heart’s desire. It is to cheat death and to grip at immortality with a dying hand; to
become a walking testament to the power of faith, the power of human wants, and the human will ever grasping – even
if failing.
Designer’s Note: This ascension path is meant to allow heretics that perish on the ‘higher end’ of the
progression curve to continue play as their character with a ‘fail forward’ strategy in mind; individuals
4
“In being conquered, Greece herself conquered her ferocious conqueror” – Horace, Book II, Epistle 1.
[++93++]
are often attached to their and may be disinclined to spend. This path is mutually exclusive with all other ascension paths.
5
Apocrypha [Atrocity] Supplement, 22.
[++94++]
Revise Psychology and Mind: The character is counted as a daemon and so has no mental states in the usual sense. The
player decides which character personality elements imprint on the daemon, if any. The daemon, having consumed the
heretic’s mind and soul, starts with full knowledge of the character’s former mind, skills, relationships, inclinations etc.
The daemon’s own inclinations are held in check by their agreement with the now-consumed heretic unless the
ascension has failed [see “Failure” above].
Other: Corruption – The heretic may continue to accrue corruption as usual.
Other: Post 100 – The heretic may continue to accrue favor (and infamy) as usual.
EXAMPLES
Fulgrim
Long has the human being reviled their flesh. It rots, it decays, it fails, it weeps, it suffers. It is a canvas of pain.
Petty process, pure incidental process, carries it forward. Cycles of decay amidst cruelty, pain, and horror all stemming
from the flesh. Amidst such a backdrop small human things enduring through disgusting cycles that are themselves
inexplicable. There is no control, no sense. It is a fate to watch all attempts to defeat such gnawing forces fail, all gambits
be outwitted, and all the most clever schemes be undone through time and mortality. Disease ravages. Children perish.
Skin wrinkles. It comes for all without mercy and without pity; it comes for the high and the low. To be a victim of swirl of
naturalism, random chance, and fates not written by man himself. Perhaps the greatest indignity is that the greatness of
the human mind, capable of grasping the infinite, is confined in what amounts of a coffin of flesh that it cannot escape.
The machine gives new hope, though. It is firm where the flesh is fluid, and it is fluid where the flesh is entropic. With
the onset of the machine a new way has opened, and for ten thousand years the practices and knowledge of the
machine have been pushed forward to dignify human life through the machine: where organs fail, new ones are
fabricated or grown. Where limbs are destroyed, new ones are grown, built, or revised. In this the machine has proved a
friend to defeat death: The machine has promised something new to human life and a means to conquer limitations.
Where flesh is weak and pliable, flesh is immutable and resilient. Where flesh rots, metal stands. Where the body desires
abstract pleasures, the machine desires only energy and fuel. The machine is elegant, stern, efficient, and the child of the
mind in the same fashion the child human is of flesh – though this marriage is unhappy.
The Adeptus Mechanicus has long dealt with such dissonance. Their faith extols the God-man as sacred, but the machine
is similarly so. It reveres the human are laudable but removes the flesh wherever convenient. Worst of all, the flesh has
failed the Emperor of Man himself: it is only through the grace of machines that he is kept alive, and through the throne
he yet protects humankind.
Such a notion is heresy, but it follows logically. This logic compels heretics and a radical conclusion drawn by said is that it
was not their god of metal that had failed: it was merely the flesh, and the flesh must be expunged to reach a higher
state of being.
Fleshless are the ultimate conclusion that finally topples the conservative principles and diktats of Adeptus Mechanicus;
these are individuals that, through varied means, have fully replaced all body parts with cybernetic implants with no
organic parts remaining. They are, for all intents and purposes, machines. Such a process is not simple. To replace all
organic parts with machine without losing the elan vital is technically complex, onerous, and often requires immense
technical talent combined with technologies long restricted or suppressed within the Imperium. However, perhaps
worse, the final task must be completed on one’s self – alone and unaided.
EFFECT
The heretic gains all of the following features when enacted. Their body is now entirely a machine with an inhabiting psyche-
essence. This essence is treated as incarnate, exclusive, and cannot be copied: it is unique and must transfer itself through ritual or
other means.
Revise Wounds: The heretic gains [+10] maximum wounds and [3] unnatural characteristics of choice [+1 each].
Revise Implants: The heretic’s implants all become [best] quality and the heretic gains [3] implants of choice at [best]
quality. The heretic’s body also becomes increasingly modular and capable of installing more implants – up to four times
their toughness bonus.
Revise Skills: The heretic gains [2] skills of choice at rank [3].
Revise Traits: The heretic gains the following traits if they choose: Daemonic [2]; From Beyond; Machine [12]; Multiple
Arms [+2]; Quadruped and Brutal Charge [5] [or] Crawler and Auto-Stabilized; Regeneration [3]; Undying.
Revise Size: The heretic becomes larger by [+1] size category.
Revise Death Process: If completely destroyed the heretic’s essence can be recalled from the warp and installed in a new
body, though this is often unless the heretic has fabricated their own backup. Such backups are highly costly, as they are
all the core components used for the first ascension.
Revise Appearance: The character can take on certain minor aesthetic traits the player finds appropriate if approved by
the GM. Burning eyes, odd noises, and other similar effects are all appropriate.
Other: Corruption – The heretic may continue to accrue corruption as usual.
Other: Post 100 – The heretic may continue to accrue favor (and infamy) as usual.
EXAMPLES
Lore Examples: Fleshless of Samech
[++96++]
To consume daemons is no idle game and such creatures are no idle sport.
Each daemon is unique, despite similarities, and despite such similarities each has a history, a mind, and a long-storied
train of violence – either against each other, against mortals, or against the universe writ-large. They are entities that
have seen the long history of humankind and also things that have preceded humankind: things ancient, dark and deep.
Mortals have a sort of arrogance to assume any capacity to master such things and bring them to heel. The lack of
history and a lack of knowledge guides their actions in the same fashion that a lack of things to lose; lives that were
specs and are specs risk little in gambling much on clawing a path to glory.
In this sense the mortal is truly a gambler: the daemon may only risk discorporation, but the mortal also risks not very
much in a fleeting life. Still, it is no idle risk; greater daemons have the strength of ages cunning without exception. The
greatest of such creatures have always existed, while the least are merely thousands of years old; even the dullest among
them might be called intelligent; To fight them is to fight a thing that can cleave a tank in twain, destroy regiment of
troops, or to simply be driven to the far side of madness with a simple gaze.
Despite it, there are those who risk such hazards to gain eternal life in the realm of daemons. Perhaps the most
notorious is Ax’senaea of Laomidia: a hubristic mortal that chained and consumed three greater daemons of Slaanesh in
succession, thereby earning her status as a daemon of Slaanesh through obscene hubris combined with heinous
arrogance. This arrogance is what has been termed the Laomidian gambit – where a mortal captures and consumes
greater daemons in order to forcibly elevate themselves and their status.
Indeed, owing to the danger, it is easy to understand why it has only been achieved once.
…And so on. These methods are simply examples though such methods should be largely innovative or devised ad-hoc or
improvised by the player in question to produce such a decoction. Such methods, owing to their rarity, are encouraged to be both
highly risky and rewarding: such methods should typically have a structure of a scheme that the heretic can undertake over time to
reward consistent effort, such as heretek constructing a terrible device.
RESOLUTION
[++97++]
The heretic must have consumed the soul-essence of a minimum of [2] greater daemons and has an infamy rating of [75+].
Consumption is resolved by an infamy test against the target, though for every daemon consumed the heretic gains a bonus of
[+25] to their next test. This typically has several ways:
Summon: The greater daemon must be summoned. This carries the typical foibles of greater daemon summoning.
Capture: The daemon must be captured or restrained by means the GM finds appropriate or the heretic has devised.
Greater daemons are immensely powerful and require devices, rituals, and other means appropriate. This will render the
daemon helpless, but not harmless [as per summoning issues].
Consumption: The daemon must be consumed with an infamy test through the means devised in the details section [ a
‘consumption test’]. Consumption is a difficult process and requires an infamy test against the target greater daemon
while it is hobbled or helpless. Consumption can take as much as [6d10] hours and requires the heretic’s full attention,
though failure ends such an attempt early. To consume a daemon requires a successful test against the daemons infamy
or the consumption drags on longer – possibly allowing the daemon to escape. Every time a daemon is consumed the
heretic gains [+33] to their next consumption test. Said consumptions need not be done in a narrow timeframe which
allows for refinement of method, recovery, etc. Daemonic essences of this sort cannot be shared or parsed.
Conclusion: The scheme concludes and the heretic has consumed [3] greater daemons. When the third daemon’s essence
is consumed the heretic earns enough interest of the chaos god in question to ascend to daemonhood.
EFFECT
The heretic gains daemon princedom as per Black Crusade core rules as well as the following:
Revise Traits and Talents: The daemon prince may take a maximum [4] talents or traits of their choice from the greater
daemons consumed.
Revise Special Abilities: The daemon prince gains [1] special ability of choice from the daemons consumed.
EXAMPLES
Lore Examples: Ax’senean
[++98++]
9. Familiars
Familiars are daemons that assist a ritualist, psyker, or other person of magic.
Typically these familiars serve the sorcerous and malign by their skill, intellect, and other
means. In particular, as daemons, familiars typically have knowledge of the unnatural
they can offer to their master. They very in their size, their capacities, and their form –
some may be small humanlike creatures, while others might take the form of inanimate
creatures such as books or objects that should not be able to ambulate. All exist to
further the goals of their master, though all are daemons with the foibles of such
entities.
Ritual of Companion
Prerequisites Forbidden lore: the warp [+0] and forbidden Lore: heresy [+0]
Ritual Test Forbidden lore: daemonlogy at a malus of [-10]
Duration Indefinite
Process and Cost Summons a familiar as per familiar rules with characteristics appropriate. There is [1] temporary
wound reduction by the summoner while the familiar is active. If the familiar dies the heretic suffers
a temporary loss of [3] wounds for [1d10] days and the creature must be resummoned – it may also
be very annoyed and behave petulantly. The ritual’s completion triggers psychic phenomena with
the issues that entails regardless of success or failure.
Price of Failure The ritual’s completion triggers psychic phenomena.
Restrictions Multiple familiars find each other disagreeable and may squabble or render each other less
effective.
Familiar’s Aid: The familiar acts to reduce the backlash of psyker powers. Once per day the heretic may re-roll a psychic
phenomena test – though this does not work with similar talents and abilities.
Psyker: The daemonic familiar has a psy rating of [2] unless it is a Khornate familiar. If so it functions as a bloodcaller
capable of self-sacrifice to allow rituals to be executed, after which it returns nonplussed, after [6] hours. The familiar
does not invoke psychic phenomena or perils of the warp, though it requires a focus test to utilize powers.
Changeling: The familiar is capable of changing appearance to reflect the needs of its master as a full action. These forms
are typically mundane in appearance but have an aura of malice. The familiar gains traits and talents as appropriate to its
active form.
Soulbound: The familiar is bonded to the summoner. If the summoner is slain the familiar is untethered and may act as it
wishes. If the familiar dies the heretic suffers a temporary loss of [3] wounds for [1d10] days and the creature must be
resummoned – it may also be very annoyed and behave petulantly.
Warp Obfuscation: The familiar is concealed from typical detection methods. Such attempts, technological or otherwise,
suffer a malus of [-20].
[++100++]
Items
Familiars typically do not start with items, but the GM may permit very small items.
+++
Other Familiars: Other familiars exist in the Warhammer 40,000 universe. Animals like Gyrinxes, Servo
Skulls, and other things; such creatures The difference is that such familiars are not explicitly daemonic
in nature – however the GM may allow the usage of such familiars with the above features appropriate.
+++
10. Daemonhosts
Daemonhosts are soukilled mortal shells bound to house the essence of
a daemon within a complex combination of wards and binding.
Forbidden within the Imperium has utter heresy, the restrictions on
daemonhosts within the forces of chaos simply do not exist: where such
limitations occur they are largely owing to concerns about the safety,
efficacy, or other concerns about such creatures. Such concerns are
warranted: daemons categorically destructive, conniving, and
fundamentally keen to destroy what is mortal with their own innate
urges.
As one might suspect such things are banned within the Imperium for all of the above reasons – and more. Still,
Daemonhosts are a forbidden and effective method so supplement the forces of chaos with a reliable, effective, and
deadly tool if employed. There are typically five variations of daemonhosts with some variances:
Cackling Abominations: Daemonhosts created using Eldar to house a Slaaneshi daemon in a controllable form
and bound by particularly exotic xeno warp-occultism.
Dybuks: Non-sentient creatures utilized as shells for a daemonhost and bound by wards and complex occult
rituals.
Daemonhosts: Sentient creatures, typically humans, used as a shell for a daemon and bound by wards and
complex occult rituals.
Greater Daemonhosts: Sentient creatures, typically humans, that house rare or exalted daemons. Such bindings
and methods are typically more complex than standard daemonhosts and often demand more sincere sacrifices.
Exotic Daemonhosts: Daemonhosts of unusual fabrication or manufacture utilized by the more enterprising
heretic.
1. Find Knowledge: The heretic must locate the knowledge appropriate for the fabrication of daemonhosts by dark
bargain, theft, or other means. Once located, it must be understood. This is often an involved process and can
take a large amount of time. Typically it is much easier to understand knowledge on dybuks with a forbidden lore
test at a malus of [-30], daemonhosts at a malus of [-60], and cackling abominations require forbidden lore:
xenos at a malus of [-60].
2. Prepare a Host: All daemonhosts require a living host which is prepared with a malus of hellish [-60]. There are
different prerequisites for different forms of daemonhost. At minimum:
a. Cackling Abomination: A cackling abomination requires an Eldar as a host, as well as knowledge: xenos
[+30].
[++102++]
b. Dybuks: A dybuk requires a living animal of size [3+] as a host.
c. Daemonhost: A typical daemonhost requires a sentient creature, typically a human, as a host.
d. Greater Daemonhost: A greater daemonhost requires a sentient creature, typically a human, typically
with a direct relationship to the daemonologist – a best friend, lover, or similar – to act as a soulkilled
host for the daemon. Furthermore, the [1.] The offered target must be sincere, [2.] The offering must
damn the ritualist and the offered sacrifice, and [3.] the Dark Gods must be personally invested in the
proceedings.
3. Summoning a Daemon: A daemon of choice is summoned to be put into the daemonhost. The daemon used for
such a ritual is always a lesser daemon, though enterprising heretics may try riskier summonings…
4. Daemonhost Creation: The summoned daemon is installed into the host with daemonic mastery test at a malus
of hellish [-60], though dybuks are less complex at a malus of [-30]. Degrees of success determine the strength of
binding: 1-2 degrees of success allows a once-bound and unbound, while 3-4 allows for twice-bound, once-
bound, and unbound. 5+ allows for any thrice-bound. Note: The heretic may intentionally reduce the strength of
the binding to their desired result, though this cannot exceed degrees of success.
5. Apply Profile: Characteristics, talents, skills, and binding modifiers (if any).
3 Cindershield: The daemonhost burns with terrible warp fire. All enemies that attack the daemonhost in melee are
struck immediately by 1d10 energy damage [AP0] with the [flaming] quality. The daemonhost also halves all
incoming energy damage that does not come from psychic or holy sources after factoring toughness and armor.
4 Aura of Malice: The daemonhost is unsettling to attack. Attackers attempting to hurt the daemonhost must make a
willpower test at challenging [+0] or their attack action is considered wasted for that round. This triggers once per
hostile attacker.
5 Maddening Claws: The daemonhost has claws that can secrete an analgesia that gives its natural weapons
hallucinogenic [2].
6 Warp Infested: The daemonhost houses a variety of warp-creatures of fire, flesh, disease, or magic. It gains a power
field with a rating of [40] that never overloads.
7 Fog of Madness: The daemonhost can emit a fog of hallucinogen that inflicts hallucinogenic [1] with a radius of [15]
meters. This functions as a sphere originating on the daemonhost.
8 Alacrity: The daemonhost is exceedingly fast and may attempt to take a defensive action up to [3] times per combat
round.
9 Shrieking Laughter: The daemonhost can trigger shrieking laughter as a non-attack half action. All entities within
audible range must make a toughness test at a malus of [-10] or be deafened for [1] combat round.
10 Cackle: The daemon can emit a pall of laughter as an attack half action which triggers a fear [4] effect to all entities
in audible range. All those affected by this suffer [hallucinogenic 1 AP0] untyped damage that ignores armor.
10.4: Dybuks
++
Dybuks are daemonhosts fabricated from soulkilled bodies of animals.
++
Dybuks are daemons that exist inside the body of a non-sentient creature by
the intentional soul-slaying of a creature and the installation of a daemonic
spirit. Complemented by occult wards and complex sorcerery, dybuks are
typically understood as more stable and less keen on rebellion or the like.
Dybuks can be created by a variety of means but are typically the result of
efforts to create a daemonhost but lacking most of the occultic skill and
materials required for a daemonhost proper. Owing to their typically weaker
souls dybuks are always considered thrice-bound.
+ Dybuk Profile +
Dybuks remove their host’s skills, talents, and other qualities aside from their basic form and replace them with the
following. Other talents, traits, weapons, etc may be included as the GM finds sensible or appropriate.
Binding Strength: Dybuk are always considered thrice-bound unless the entity breaks free.
Psy-Powers: Dybuk possess rudimentary powers and have [300xp] of powers of any type or sort.
Skills: All dybuk have the following skills: Athletics [+10], Awareness [+10], Deceive [+10], Dodge [+10],
Daemonic Presence [5]; Intimidate [+10], Parry [+0], Psyniscience [+0].
Talents and Traits: Ambidextrous, Berserk Charge, Combat Master, Combat Master, Daemonic [3], Dark Sight,
Deadly Natural Weapons, Fear [1], From Beyond, Quadruped [if quadraped], Size [5], Unnatural Strength [3]
Unholy Changes: All dybuk gain [2] unholy changes from the dybuk chart as they do not have a binding
strength aside from thrice-bound. Roll 1d100 and reroll doubles. If the GM permits it, certain changes may be
considered additive. If not, reroll.
[++105++]
+ Dybuk Characteristics +
Characteristic Khorne Slaanesh Tzeentch Nurgle Undivided Malal
Weapon Skill 50+1d10 35+1d10 25+1d10 35+1d10 35+1d10 35+1d10
Ballistic Skill 20+1d10 35+1d10 45+1d10 35+1d10 40+1d10 40+1d10
Strength 50+1d10 35+1d10 20+1d10 45+1d10 40+1d10 40+1d10
Toughness 50+1d10 35+1d10 35+1d10 60+1d10 40+1d10 40+1d10
Agility 30+1d10 50+1d10 30+1d10 20+1d10 40+1d10 45+1d10
Intelligence 05+1d10 10+1d10 30+1d10 05+1d10 10+1d10 20+1d10
Perception 40+1d10 50+1d10 45+1d10 25+1d10 35+1d10 35+1d10
Willpower 30+1d10 40+1d10 60+1d10 45+1d10 40+1d10 45+1d10
Fellowship 10+1d10 40+1d10 20+1d10 20+1d10 30+1d10 01+1d10
Infamy 05+1d10 05+1d10 05+1d10 05+1d10 05+1d10 05+1d10
Corruption Always 100
Wounds 20+1d10 15+1d10 15+1d10 20+1d10 15+1d10 20+1d10
8 Vicious: The dybuk has utterly brutal horns that allow it to attack opponents with increased ferocity. It
gains brutal charge [3] and swift attack.
9 Resilient: The dybuk is armored with thick plates of armor, exceedingly elastic skin, or cancer-ridden
sores. It gains natural armor [9/all] and an additional [+5] wounds.
10 Unremarkable: Discard other unholy changes and the dybuk gains the [unremarkable] talent. It may still
be detected at close range by psykers and may be disturbing to mortals at similar range. This unholy
change can be ignored should the ritualist desire – once – and a reroll is provided.
10.5: Daemonhosts
++
Daemonhosts are mortal flesh repurposed to allow a daemon to reside within –
permanently.
++
Daemonhosts are soulkilled mortals that have a daemon implanted in their mortal
form and bound to said form with an elaborate combination of runes, wards, binding
incantations, and other means. These means amplify and restrict the daemon and
allow it to operate with brutal effectiveness but also precise control: daemonhosts
undertake actions demanded by their hosts without question or deliberation, though if
they break free they become equally horrible things of destruction. Typically these
hosts are often seen as highly effective owing to their resilience, capacity for violence,
and other features. For more information on daemonhosts the reader can consult
chapter 10.
+ Daemonhost Profile +
Daemonhosts remove their host’s skills, talents, and other qualities aside from their basic form and replace them with
the following. Other talents, traits, weapons, etc may be included as the GM finds sensible:
Binding Strength: Greater daemonhosts gain a binding strength proportional to the degrees of success during
daemonhost creation; more degrees of success allows for stronger classes of binding. Enterprising heretics
may lower the binding strength as they find appropriate – though at their peril!
Innate Psykers: Daemonhosts are sophisticated psykers and have [3] powers of the fabricator’s choice of any
type, sort of dispensation. They count as daemonic psykers and do not need to test to utilize their power –
though they may.
Skills: All daemonhosts have the following skills: Athletics [+20], Awareness [+20], Deceive [+20], Dodge [+20],
Intimidate [+20], Parry [+20], Psyniscience [+20].
Talents and Traits: All daemonhosts have the following: Baneful Presence [10], Brutal Charge [5], Daemonic
[6], Dark-sight, Deadly Natural Weapons, Fear [3], From Beyond, Hoverer [agi], Size [5], Stuff of Nightmares,
Swift Attack, Unnatural Strength [8]
Unholy Changes: All daemonhosts gain a series of unholy changes based on their binding strength roll [1d100]
(if doubles happen, re-roll). If the GM permits it, certain changes may be considered additive. If not, reroll.
The precise demands of Greater Daemonhosts makes them unique, rare, and difficult to acquire – mostly owing to the
stringency of said demands. Typically, the creation of such a thing demands the following in addition to the already
onerous demands of daemonhosts be met in addition to three more:
The sacrificed host must be sincere. The fundamental goals or motivations of the sacrificed host – a friend,
lover, or other important person – must be genuinely given away unfreely to the powers as part of the ritual.
The sacrificed host must damn both the ritualist and the sacrificed. Simply put, the final damnation of the ritual
must conclusively prove the ritualist’s corruption by the powers by making the sacrifice – the goals, demands,
good wishes, and other intentions are irrelevant. The victim, by being soulkilled in such a way, is assured to be
damned – and by allowing such a thing the ritualist assures their own morale debasement in exchange for the
daemonhosts’s creation..
The ritual must draw the personal attention of the Dark Gods. This requirement is peculiar and rare; Amidst
such transitive godlike focus, drawing the view of the gods – and their interest – is difficult. Still, on occasion, the
powers may take interest in such activity as it is important: the survival of a life to stop some greater hindrance,
for instance, such as an emergent deity or other usurper…6
6
Eisenhorn, Hereticus.
[++109++]
Corruption Always 100
10.7a. Spawnhosts
++
Spawnhosts are chaos spawn utilized as daemonhosts.
++
One of the more unorthodox methods is to simply utilize the flesh of a chaos spawn as the base for a daemonhost;
although beyond sanity, the soul of the accursed mortal is still present within the flesh of a chaos spawn and may be
soukilled and offered to the gods of chaos. Such a method has many problems: owing to the nature of spawns of chaos,
bindings of such monstrosities inevitably corrode, and the entities break loose to cause havoc owing to the ever-
changing qualities of the spawn. Still, such risks are deemed appropriate by certain, certifiably bold, heretics: spawns can
be found, are typically expendable, and can be utilized as hosts so long as the sorcerer in question is bold.
+ Spawnhost Profile +
Spawnhosts function as daemonhosts – not greater daemonhosts – in creation, binding, characteristics, and other
features. Much as other daemonhosts spawnhosts remove their host’s skills, talents, and other qualities aside from
their basic form and replace them with the following:
Binding Strength: Greater daemonhosts gain a binding strength proportional to the degrees of success during
spawnhost creation; more degrees of success allows for stronger classes of binding. Enterprising heretics may
lower the binding strength as they find appropriate – though at their peril!
Skills: All spawnhosts have the following skills: Athletics [+30], Awareness [+30], Dodge [+30], Intimidate [+30],
Parry [+30] and Psyniscience [+30] – however spawnhosts are bereft of knowledge skills.
Talents and Traits: Spawn have the following: Baneful Presence [20], Brutal Charge [10], Daemonic [6], Dark-
sight, Deadly Natural Weapons, Fear [4], From Beyond, Size [6], Stuff of Nightmares, Swift Attack, Lightning
Attack, Unnatural Strength [8]
Unholy Changes: All spawnhosts gain a series of unholy changes based on their binding strength roll [1d100]
(if doubles happen, re-roll). If the GM permits it, certain changes may be considered additive. If not, reroll.
Spawnhost Mutations: The spawnhost gains [2] spawn of chaos mutations as per the spawn of chaos
mutation table listed below. These are always considered additive unless the creator would prefer to re-roll.
Additional Limbs: The spawnhost gains [1d5] additional limbs which may result in additional arms [1-5] and
the [multiple arms] trait. The spawn always starts with the default limbs of its host.
Altered Characteristics: Spawnhosts always have a willpower of [25] regardless of their daemonhost
characteristics.
Non-Psykers: Spawnhosts can never be psykers owing to their accursed state.
[++111++]
!! Unstable Bindings !!: Spawnhosts degrade their bindings on a daily basis. Every other day the spawnhost
makes a willpower test against its bindings at challenging [0]. If the spawn passes the test it reduces the
strength of the bindings a grade in the following order: Thrice-bound, twice-bound, once-bound, unbound.
When unbound the spawn behaves as a spawn possessed by a daemon is inclined.
Daemonhost astartes resemble their typical daemonhost brethren but possess the strength and resilience of space
marines combined peculiar corruptions atypical to such entities. Indeed, the daemons that occupy such forms are
typically more pliable even when bound in a superficial way: the daemons summoned, while being daemons, find the
element of personal insult to be agreeable – at least to degree.
7
Black Crusade, p.292.
[++112++]
Altered Characteristics: Daemonhost astartes gain unnatural: all [2] and unnatural toughness [3]. These are
additive to typical daemonhost talents, traits, etc.
Additional Abilities: Daemonhost astartes gain all space marine special abilities, organs, and other features as
well as Forbidden Lore: Astartes [+30].
Armored: Daemonhost astartes are always armored and gain machine [9] unless space marine power armor
was removed beforehand.
[++113++]
11.1: Tyranid
Tyranid powers are in the main not the powers of the hive mind, but rather
polluted variants expressed through tainted xeno-hybrids. As appropriate,
they cannot be learned by non-xeno chaos adherents owing to their peculiar origin and nature.
12. Tech-Heresy
Tech-heresy is any method declared outside the bounds of the law of the
Imperium and the Adeptus Mechanicus. Often such methods involve the
warp, forbidden technologies, or other means novel or otherwise. This
excludes many new technologies, technologies long abandoned, or
technologies with a heavy social stigma. Tech heresy is therefore a varied
enterprise.
Typically there are two variations of the chorus and the precise manufacture of this malatek varies by the needs of the
fabricators: personal devices and larger-scaled generators. Personal devices are typically most common and most often
fabricated by itinerant hereteks for their own continued pursuit of life’s interests, while large-scale generators are
typically equipment used by chaos lords or insurrectionary groups to battle the forces of the Imperium – after all, what
better tool, what better weapon, than the Imperium’s own lives?
The device varies in form but have some universal qualities. It is usually the case that most such devices resemble an “#”
shape roughly the size of an olf spheroid. Despite its size, the anima device is unnaturally heavy. Further, although clearly
cybernetic, the device lacks any internal machine structure and is seemingly filled with a preternatural darkness on the
interior which is intelligible through small fissures of darkness on the surface; Elsewise what typically prevails in all such
devices house a combination of blackened circuitry. Larger anima chorus devices typical of a military application have
several of these devices connected to a power source with variable scales to form a ring which floats only slightly from
the ground with their interaction and nature known only to hereteks.
Regardless of size, the result is almost uniform. Those that return to life are tainted by the darkness of the empyrean and
assume deadly urges of the empyrean; though they may have been normal individuals, they return as well and true
monsters that have unnatural cravings, behaviors, and are stricken of sanity. Indeed, to die and return to find oneself
suffuse with evil breaks even the most good hearted of those who have perished…
Process During the fabrication process a choice must be made on the type of device desired.
[++117++]
As a baseline the fabrication of an Anima Chorus has requires parts of [rare] quality as a baseline. Once located
the device can be fabricated so long as tools are available with a tech-use test at [-40]; this usually takes [24]
hours. Fabricating a larger chorus emitter requires additional materials and appropriate power source to
function, as well as facilities to broadcast effectively. The two options are functionally indistinct in their
fabrication methods – though the later requires the infrastructure demands of heavy equipment [see below].
Result The completion of the device yields different results and effects.
Personal Anima Chorus: The most common deployed device is the personal anima chorus. The device, while
active and installed as an implant [medicae: +0] on a living individual reanimates them as a living corpse if their
life ends. While this is appealing for many reasons, the foibles of the device are numerous: If the body is heavily
dismembered the individual returns to life without vital extremities and retains damage incurred at point of
death; they no longer regrow, regenerate, or otherwise carry on life functions. Further, the bearer must
manage this post-death status as if they were alive but do not eat, drink, or sleep. Lastly, if the device is
damaged or disabled the animated corpse perishes again after a period – typically a week. Ultimately the
individual depends on the device to continue feeding warp energy into the corpse to maintain function.
Chorus Emitter: A rarely deployed device. These emitters are larger variant of the anima chorus comprised of
[6] of the above devices linked to a large power source and and emitter-array appropriate to voxcasts or other
industrial communication equipment. Owing to the broadcast quality of said emitter and the aggregate power
required for usage, the emitter’s function must be sustained in order to generate a field effect. Most such
emitters generate an effective range of [5km] in diameter, though interference may cause the effect to be
unstable. Despite this the effect is the same: all dead biological in the matter will exhibit the same behavior
insofar as animating any functional or semi-functional motor system. The affected dead themselves are fueled
by the warp and are driven insane by the experience, though some may survive with their minds intact. Once
agitated by the chorus all such corpses remain active so long as the emitter remains active – however if the
emitter goes offline the animated dead gradually decay or cease function if not periodically within range of the
device. While this may seem to be beneficial those interested in destroying such devices, the issue of such a
device is that the animated dead gradually determine that consuming existing lifeforms is a rapid and effective
way to maintain function.
Conventionally seen matrices are typically daggerlike and small, roughly the size of a small cylinder. However, heretics
there is an increasing proliferation of larger matrices capable of swaying the minds of individuals at a great distance
without physical contact, thereby making such machines incredibly valuable in subversion: seemingly invisible broadcasts
over the airwaves can destroy entire minds and do the work that not even the most charismatic preacher could
accomplish.
Perhaps most disconcertingly, the effect of such matrices does not diminish when destroyed. The damage done to
individuals is permanent – and likely the most disconcerting quality of such devices…
Resolution The heretic must construct a [1] a structure and [2] components for a matrix and provide a power supply
appropriate. Such components are always [very rare] for both the shell and components. Once acquired, both
require [10] degrees of success to assemble with a tech-use test at [-40]: such attempts typically take [8] solar
hours per item. After completion, a daemonology test [-40], along with a fresh sacrifice, is required to activate
the device. Once activated the device continues to function while powered and may not be powered down
easily.
Effect Once constructed, the machine must be powered and has a diameter of [1km], after which the willpower of
Imperial citizens will begin to corrode with a test every [24] hours, though heretics beyond sanity are
nonplussed. There is no protection from this devices aside from certain types of psi-shielding,
psychoindoctrination, drug therapies, or vox-hymnals of considerable strength. Affected persons make a fear [2]
test until their minds are broken, and their willpower is reduced to zero – though talents germane, such as fear
resistance, function as normal. Once mentally broken by the device the individual may act erratically, violently,
or as the GM decides appropriate for such a sudden and immense loss of faith. Typically this passes through
phases:
Phase 1 - Disquiet [0-24hrs]: No response to device effects aside from unusual behavior. Weak-willed
persons commit a rash of violence, strange behavior, self-mortification, or suicide.
Phase 2 - Disorder [25-48hrs]: Increasingly severe effects. A wave of crime sweeps through society,
suicides mount, and authorities respond.
Phase 3 - Dissolution [49-72+hrs]: Civil disorder is now generalized. Crime and madness stalk the
streets, waves of suicides constant, strange behavior endemic.
Phase 4 - Mayhem [73+hrs]: Varies. Civil disorder becomes endemic.
12.3: Bioforging
Malygrisian Bioforging is the intentional introduction of gene modified physioslats, each roughly the size of a finger, to a
patient’s musculature. Once inserted said rods release bio-motes to increase overall cellular resilience by generating
additional plasteen to bolster existing cellular density, strength, and overall resilience. While superficially effective the
costs of the procedure become evident.
In particular the constant increase in bio-motes in the body creates deformation of form and subsequently of function
which will eventually result in the death of the host. As a result an effort must be made to mitigate the count of such
motes after the bioforging has been completed lest the host suffer in an agonizing way the effects – portions of the brain
might be compressed to the point of brain damage, organs might be crushed or stretched
Immateria wards, despite their effectiveness and usefulness to the forces of the Imperium are seen as heresy for being
the province of warpcraft and maletek.
Process The creator must find basic materials for the process, which are typically [rare]. However, blood sacrifices can
be used in lieu of such materials with [1] mortal life being appropriate. Once located, the following must be
accomplished:
Inscription: The armor or piece of equipment in question must be modified with a tech use test at [-
10]. If not modified the attempt fails. Said inscription must be in the sacrificed adjacent in the room.
Creation: A forbidden lore: daemonology test of [-20] must be completed to bind a small spirit to the
armor. The armor itself is counted as adulterated and may not be used as daemon armor or the like.
Multiple of said wards do not stack. This takes roughly [8] hours of painstaking work.
Result The immateria ward has a few effects – in addition to their protective qualities against warp energy:
Protection: Once inscribed the ward grants [+6] points of armor against typical psychical sources of
damage, such as force weapons or psyker powers. This stacks with other similar effects and armor. The
wearer also reduces all corruption accrued by ½, though if the bearer’s mind is already insane this has
no effect aside from protective qualities owing to existing taint,
Suppression: The use of all psyker abilities by imposing a malus of [-30] to all focus tests and causing
any warp objects held by the individual to behave erratically or not at all – daemon weapons may see
their bindings strained, daemon armor may react violently, and occult artefacts may be repelled by the
ward.
Obfuscation: Daemons will be disinclined to set upon the wearer of the armor as a first priority. While
this does not protect the bearer absolutely, daemons must make a scrutiny test to determine their
location as if they had been blinded; more powerful daemons are typically able to sight such warded
individuals easily owing to the massive wash of their own warp-power to illuminate the warded
person.
Exceedingly rare except for certain segments of the Calixis sector and select sectors across the galaxy, Irradial machines
combine the dread knowledge of the Dark Age of Technology and the hideousness of silica animus with the demands of
modern production, security, or other needs – indeed, it is hard to think of a more effective means to control large
volumes of equipment without relying on truly treacherous silica animus.
Requirements The heretics must know the intricacies of irradial machines ala daemonhosts. This knowledge is obscure but
might be known with a forbidden lore: Dark Mechanicum test at a malus of [-10] and forbidden lore:
daemonology at [-30].
Prerequisites Forbidden knowledge: heresy [+20], tech use [+20], Dark Mechanicum [+20], Daemonology [+20].
Process Creation of irradial machines is complex and goes through the following process. It is superficially similar to the
fabrication of daemon engines but has less risk owing to the basic helplessness of the installed daemon – at
least until it is installed:
1. Shell Fabrication: A shell-cogitator is fabricated. The cogitator controls the machine through
accursed paraconsistent logic gates which determines the structure of the daemon’s capacities,
range, and means of control. Typically servitor colonies are more effective for the machine owing
to their increased load, residual soul structure, and other villainous reasons. As a process the shell-
cogitator is typically altered with daemonic bindings, a neural pattern is constructed, runes of
control are installed, and a sympathetic scrapcode refined to be sensible to the daemon. This
requires a logic test at [-30] and tech-use at [-30], but the time taken is often considerable: at
minimum [5] shifts of eight hours each. Dark speech or daemonic runes, if known, provide a bonus
of [+10] to any of these tests.
a. Modifiers – cogitator types: If the cogitator is part of a servitor-colony lowers the result of
the irradial machine features table [below] roll by [-10].
b. Modifiers – degrees of success: Every degree of success to the tech use roll lowers the
result of the machine features table by [-2].
2. Summoning: A daemon is summoned with a daemonology test. The daemon must be lesser.
3. Installation: The summoned daemon is installed into the cogitator with a daemonic mastery test
and then installed into a machine with a forbidden lore: Dark Mechanicum test at [-40].
4. Conclusion: The cogitator gains machine features and may be installed into a machine of choice
appropriate. Said machines are typically stationary any larger and the Irradial cogitator must take
time to come to function: typically [1d10-5] days.
Result An irradial cogitator is created but must be inserted into a machine. This becomes a core with the following
statistics listed below. The machine functions as an NPC that obeys the fabricator so long as sacrifices are meted
out to the device on a regular schedule, typically [1] per day. The Irradial core may be fitted to and control other
attached machine appropriately prepared and physically linked machines with neural patterns prepared to
accommodate the device. It may control all devices within a solar system.
Restrictions The Irradial Machine cannot control devices it is not physically linked to or without a proper neural pattern.
Once introduced to the targeted machine it has little chance to properly defend itself or repel the attack: the overload
and surge of tainted energies simply fragments the targeted machine spirit until it is rendered inert and dead in short
order. While undeniably effective, certain machine spirits of scale – such as void ships – have the capacity to simply shrug
off the attack and the usability of any system after such an attack is unlikely.
Process Murder cogitators are comparatively simple to fabricate and require only an existing cogitator – such a servo
skull – and considerable amount of time to make alterations. Said test can utilize forbidden lore: Adeptus
Mechanicus at a penalty of [-10] or tech use at a penalty of [-10]. Once fabrication begins – typically barebones
– facilities of all sorts are appropriate. This process is time consuming but simple, often requiring at long as [16]
hours of sustained work – though this work can often be handled by servitors with proper programming.
Result A murder cogitator is fabricated. The device is easily portable and has four anchoring legs to make physical
intrusion to a system and it is typically only the size of a handheld item such as an omnitool or cherub skull. The
device has a few basic requirements before it can destroy a target:
The murder cogitator must be close to the target. Specifically, the murder cogitator must have a
reasonable proximity to the targeted system’s mass of neural structure to work – a core, cogitator-
nexus, or similar things.
The murder cogitator must be able to attack the target. Not all cogitators are equal and certain
machines are simply more robust by virtue of their size. A single murder-cogitator cannot successfully
kill a cogitator-system exceeding itself in raw neural power – things like voidships or manufactora
require more complex attacks with multiple devices.
Once introduced to a viable target the murder cogitator must execute a security test at [+0] over the course of
1d10 minutes. Basic murder cogitators have a value of [30] and continue to work in increments of 1d10
minutes until the targeted machine-spirit is destroyed with a test. After this time the targeted machine
becomes nonfunctional and may be plundered for information – though it is otherwise inoperable and typically
defaults to an emergency state. Typically the murder-cogitator becomes inoperable after such a process but
there is a base [50] chance it may be recovered on a 1d100 roll.
In appearance obliviate devices have the appearance of a spike roughly the size of a thumb with a hooked tip that
distends a full three inches. Once inserted into a target’s skull – typically near the amygdala – the subject’s mind and
spirit are subsumed into the warp and filled with a type of warp energy that resembles a null field in form but not in fact.
The end result of such a process is a drooling warp-thing that works to serve the fabricator of the device proper.
Obliviates – as they are called – are still useful in their mental or menial capacities in the same fashion as a servitor as
they understand simple tasks and actions.
Requirements The heretics must know about obliviate devices. This knowledge is obscure but might be known with a
forbidden lore: Dark Mechanicum test at a malus of [0] , heresy [-10] or forbidden lore: Adeptus Mechanicus
[+0] – or similar.
Prerequisites Forbidden Lore: Adeptus Mechanicus [+10] {or similar}.
Process Murder cogitators are comparatively simple to fabricate and require only an existing cogitator – such a servo
skull – and considerable amount of time to make alterations. Said test can utilize forbidden lore: Adeptus
Mechanicus at a penalty of [-10] or tech use at a penalty of [-10]. Once fabrication begins – typically barebones
– facilities of all sorts are appropriate. This process is time consuming but simple, often requiring at long as [16]
hours of sustained work – though this work can often be handled by servitors with proper programming.
Result A murder cogitator is fabricated. The device is easily portable and has four anchoring legs to make physical
intrusion to a system and it is typically only the size of a handheld item such as an omnitool or cherub skull. The
device has a few basic requirements before it can destroy a target:
The device must be close to the target. Specifically, the murder cogitator must have a reasonable
proximity to the targeted system’s mass of neural structure to work – a core, cogitator-nexus, or
similar things.
The device must be able to attack the target. Not all cogitators are equal and certain machines are
simply more robust by virtue of their size. A single murder-cogitator cannot successfully kill a
cogitator-system exceeding itself in raw neural power – things like voidships or manufactora require
more complex attacks with multiple devices applied at critical subsystems.
Once introduced to a viable target the murder cogitator must execute a security test at [+0] over the course of
1d10 minutes. Basic murder cogitators have a rating of [30] and continue to work in increments of 1d10
minutes until the targeted machine-spirit is destroyed with a successful test. After this time the targeted
machine becomes nonfunctional and may be plundered for information or other designs – though it is
otherwise inoperable and usually defaults to an emergency state. Afterward the murder-cogitator becomes
inoperable after such a process but there is a base [50] chance it may be recovered on a 1d100 roll.
12.8: Psy-Engines
Psy-engines are clusters of psyker-brains connected to form an effective source of warp energy. Although typically used
as part of energy weapons or similar devices, the general principle of psy-engines and their ultimate functional qualities
vary by the heretek’s goal: the psy-engine, after all, is merely a source of power and chaos energy – as a result it might be
applied to all variety of tasks that the heretek may have in mind, such as:
Power generation
Weapon augmentation
Explosives
Etc.
++ Psy-Engine Fabrication ++
Requirements The heretics must know about Psy-Engines. This knowledge is obscure but might be known with a forbidden
lore: Dark Mechanicum test at a malus of [-50].
Prerequisites Forbidden knowledge: the warp [+30] and tech use [+20].
Resolution Psy-Engines are complex to construct and require a combination components:
Brains: At least [3] psyker brains. Said brains must be removed from living psykers or otherwise
acquired. Up to [8] brains may be provided to increase the aggregate power output and unreliability.
Each brain increases the difficulty of the test by a malus of [-10] after [3] brains are utilized. For
example, if [8] brains were installed the malus would be [-50] – additional brains may be added,
however the danger during fabrication increases..
Conduits: A power conduit system, typically of [average] availability.
Ritual: A soulbinding ritual [ch.13] to aggregate all the existing brains together to a unitary ‘system’.
One ritual is required.
Completion: Once collected, a tech-use test at a malus of [-50] is required to fabricate the device.
o If [4+] brains are used this produces a Psy-Engine Array.
o If [3] brains are used this produces a Psy-Engine.
[++124++]
Result A psy-engine – or psy-engine array – is created is available for installation. Certain installations have side effects
[see below]. The following applications are possible – or more! Such is the nature of tech-heresy:
Weapon Modification [Psy-Engine]: With a weapons-tech test at a malus of [-30] any shock or power
weapon may have such a device installed to increase the damage by [+6] – the weapon also gains the
[shocking trait], but also the [unreliable] trait which triggers the power system in the weapon to fail.
This can only be done to two-handed weapons owing to size complications incurred by compressing
the psyker-brains to fit in a pommel or otherwise. Thankfully, there are no other side-effects.
Armor Modifications [Psy-Engine]: With a weapons-tech test at a malus of [-30] as a backpack-
mounted device many forms of armor can be powered. This provides unnatural strength at [½] the
count of brains installed but has [side effects] to power the armor on if taken off. For example, [8]
brains would grant unnatural strength [4].
Vehicle Power [Psy-Engine Array]: A device might be installed into a vehicle’s engine. This increases
aggregate groundspeed by [4/tactical and 8/km cruising] per brain installed; the vehicle may also react
twice as per the [jink] defensive action for vehicles. There are no side-effects, however.
Vehicle Weapons [Psy-Engine Array]: The array can produce vast amounts of weapon power for
plasma weapon. If installed increase damage by [1d5] per brain installed up to a maximum of [4d10],
add the [shocking and blast 1] special qualities as additive proportional to the brains installed. Such
massive emissions generate surges in warp energy as per [side effects] when firing, however.
Explosive [Either Device]: A large explosive can be produced using either devices. Fabrication of such a
device requires a demolitions test at [-40] and produces a device roughly size [4]. The weapon profile
has the following features:
o Radius: the blast radius of [250m] multiplied by the number of brains installed to the device
and the damage. For example, [8] brains would yield an effective blast radius of [2km] in
diameter. All targets within the blast zone have a [3%] chance to survive on a [1d100]. If the
GM judges it appropriate certain targets may be afforded slightly better chances to survive at
[25%] for hardened structures or other circumstances.
o Damage: If damage must be calculated all affected targets suffer [8d10 E AP0 Warp Weapon,
Decay {0}]. This halves as distance increases: blast area [max], long range [4d10], and
extremely long range [2d10].
o Aftermath: The detonation destroys all objects in a sphere and rips [1d5] tears in realspace
roughly [25m] in diameter; survivors may be warp-tainted, mutated, driven insane, or flash-
transmogrified into pathetic chaos spawn. Said damage to realspace permanent and said
tears remain open and semi-stable. What emerges from the rifts is to be determined by the
GM.
Side-Effects Usage of a psy-engine device generates psychic phenomena tests of doubles [e.g. 55]. This applies to tests using
devices employing certain psy-engine devices.
The end result of the speculum’s process is the emergence of a form of those have perished previously. Lacking bodies
and largely reconstituted by the heartless nature of the machine, said forms only vaguely resemble the individuals they
were in life: bereft of form and confused by their discorporation, these shade-like figures still carry knowledge and
information they had in life – though their personality varies owing to the oceanic variances of the empyrean; those
drawn forth may be violent, may be meek, or may seek to possess the living.
Once activated said spirits materialize and discorporate at random but typically loiter in an area of [25] meters
for several minutes. Said spirits will increase in number and behavior in various ways depending on the GM’s
inclination. Said spirits can typically speak gothic but have similarly random personalities. Said spirits
summoned may be disturbing and resemble the deceased relatives, friends, or others of the past of those
present, though they may exhibit disturbing unfamiliar behavior. For statistics of said spirits see below.
Speculum Shade
CHARACTERISTICS
WS BS S T AG INT PER WP FEL
40 [6] ~ ~ 20 [4] 20 [2] 25 [2] 25 [2] 25 [2] 15 [1]
WOUNDS TB [Total] ARMOR SIZ SPD SKILLS TRAITS/TALENTS
8 6 0 5 2/4/6/12 None Dark Sight; Deadly Natural Weapons; Fear
[1]; From Beyond; Hoverer [agi], Unnatural
Toughness [2]; Unnatural Weapon Skill [2];
Warp Instability
WEAPONS
NAME CLASS RNG ROF DAM PEN SPECIAL
Warptouch Melee ~ ~ 1d10+4 3 Target struck gains [1] corruption. If target is
insane or heretical take [1] corruption
[scorn: apocrypha] or [1 corruption: classic
system].
++ Transgenic Grafting ++
Requirements The heretics must know about transgenic grafting. This knowledge is notorious enough to be known with a
forbidden knowledge: xenos at a malus of [-10].
Prerequisites Forbidden knowledge: medicae [+20], heresy [+10] and tech use [+10].
Process The procedure requires a malus [-40] forbidden lore [xenos] test followed by a malus [-40] medicae test as a
baseline. It also requires a semi-intact xeno corpse, organ, or other piece of biological mass and appropriate
facilities; the graft may not be effective if such conditions are not met, or the GM may penalize such activity
further! Recovery times on such grafts vary, but typically take as long as [1d5] days to gain function in the new
organ, limb, or other modification.
Note – Genetic Conflicts: Various xeno species may conflict at a genetic level and create all variety of problems.
In particular variant physiologies, discordant genetic structures, and other problems stalk such work. Depending
on the radical qualities of the graft the GM may impose additional penalties for these conflicts.
[++126++]
Result When completed the heretic gains one of the following, of their choice, from the xeno in question. Multiple
grafts are more risky and the possibility of compulsions and side effects increase. This takes the form of traits
and talents assumed from the xenograft, though other options are possible:
Limbs: Additional limbs can be grafted to the heretic. These function as their xeno counterparts but
may be stronger or simply increase the count of arms available. This typically takes the form of
unnatural strength [1].
Locomotion: Forms of movement such as [crawler] and [quadraped]. This is typically consonant with
other forms and is considered additive to allow the heretic more flexibility.
Natural Weapons: Claws, bites, spines, etc.
Physiognomic Features: Armor plating can be gained through grafts. Each instance typically grants [3]
armor.
Resistances: Resistances can be gained if appropriate. For example, grafts from Nurgle-tainted
creatures might yield resistance: poison [1].
Talents: The heretic may gain a talent from a graft.
Traits: The heretic may gain a trait from a graft.
Note: The GM may restrict certain grafts, as well as the knowledge of possible advantages, from basic
knowledge. It is not suggested and typically metaknowledge to know about particular traits, talents, and
abilities. The GM may wish to restrict the availability of xeno corpses owing to ‘battle damage’ or ‘mutilation’ in
the event of abuse.
Side Effects Even when successful the effects of such genetic tampering yields strange results. Every time a graft is
undertaken beyond the first, roll a willpower test at challenging [+0]. If this fails, the heretic gains a disorder of
the GM’s choosing as appropriate to the graft – for example, an ork limb may generate inclinations to violence.
The completion of such grafting always registers the heretic as genetically tainted.
Failure Failure on such a procedure is possible and has the following effects:
Injury: A failure on a medicae test results in 1d10 wounds in damage that cannot be mitigated.
Malformation: A failure on the forbidden lore: xenos test indicates the graft has caused genetic
warping. While otherwise successful, the heretic suffers a [-10] cumulative fellowship malus to
fellowship owing to a malformed body. This can be corrected but creates a [-15] cumulative malus if
failed; this can create an issue where the heretic attempts to tries to fix surgeries by other surgeries,
thereby making the situation worse.
13. Rituals
Rituals are magical invocations, sympathies, invocations, and
actions that invoke the power of the warp to act on the material
world; It is the drawing out and mobilizing the essence of what
lies beyond reality into realspace for benefit, detriment, or other
purposes. However, when one engages in ritual only a select few
respond: the Dark Gods of chaos, their minions, they servants.
Aside from practical purposes, rituals exist for the basic reason of
communion with Dark Gods. The mundane world, with its
drudgery and pain, requires something more to make it
satisfactory – average lives are average, pathetic, or droll – and
doubly so within the Imperium.
Ritual of Binding
Prerequisites Forbidden knowledge: the warp [+10]
Ritual Test A forbidden knowledge: the warp test at a malus of [-20]
Duration Indefinite
Effect Two targets are bound together by the energies of the warp and their essences are ‘in sympathy’.
Price of Failure The would-be soulbound targets suffer [5] wounds in damage which cannot be mitigated. They are
also nauseated for [2] rounds and vomit.
Restrictions Binding is typically reserved for entities with a warp presence – daemons, mortals, and so on.
However, in rare instances an individual’s essence might be bound to a fixed object with aberrant
result.
Ritual of Companion
Prerequisites Forbidden lore: the warp [+0] and forbidden Lore: heresy [+0]
Ritual Test and Costs Forbidden lore: daemonlogy at a malus of [-10]
Duration Indefinite
[++128++]
Effect Summons a familiar as per familiar rules [9.1] with characteristics appropriate. There is [1]
temporary wound reduction by the summoner while the familiar is active. If the familiar dies the
heretic suffers a temporary loss of [3] wounds for [1d10] days and the creature must be
resummoned – it may also be very annoyed and behave petulantly. The ritual’s completion
triggers psychic phenomena with the issues that entails regardless of success or failure.
Price of Failure The ritual’s completion triggers psychic phenomena.
Restrictions Multiple familiars find each other disagreeable and may squabble or render each other less
effective.
Ritual of Extrusion
Prerequisites Forbidden knowledge: the warp [+10]
Effect Summons a mass of warp-energy that can be used to fabricate certain objects, tools, machines, and
other devices desired by the sorcerer. Said objects do not last very long in realspace, perhaps a solar
hour, however the infinite pliability has advantages: the extruded matter might be molded, used as
a mold, used as an imprint, or other exotic fabrication techniques that only have the vaguest
semblance of sanity.
Duration [1] solar hour
Process and Cost A forbidden lore - the warp test at [difficult: -10], a blood sacrifice, [2] hours of preparation.
Price of Failure If failed the ritual generates psychic phenomena. However, this suffers a malus of [-20] to the test -
the unformed raw energy lacks any real heft.
Ritual of Haunting
Prerequisites Forbidden lore: the warp [+20] and forbidden lore: heresy [+0].
Ritual Test and Costs A ritual forbidden lore: Dark Mechanicum test at [hard: -20]
Effect Psychic phenomena is triggered. Spirits infest the vehicle’s structure driving out other entities
owing to their volume. Once resident, said spirits defend the vehicle from harm and grant it a
refractor field with a rating of [30] against all manners of attack - even psychic attacks. The
vehicle also becomes immune to cold-based energy attacks.
Duration [8] solar hours
Price of Failure The ritual unleashes 1d10-6 spirits on the ritualists. Said spirits are hostile to all living things but
do not attack coherently.
[++129++]
Ritual of Interface
Prerequisites Forbidden Lore: Dark Mechanicum or daemonology [+10], daemon present.
Ritual Test and Costs A forbidden lore: daemonology test at [very hard: -30], [8] hours of preparation, a vehicle to be
dismantled, and sacrifices equal to the daemons bound.
Effect Up to [4] present daemon/s are bound to the vehicle and must stay near [100m] of the vehicle.
Periodic blood offerings [1 per daemon per week] must be given to the demons to maintain
their form; however the vehicle’s acts are enough to keep the daemons satiated. All daemons
bound in such a fashion lose the [warp instability] trait.
Duration: Indefinite
Duration Indefinite. Periodic blood offerings [1 per daemon per week] must be given to the demons to
maintain their form; however the vehicle’s acts are enough to keep the daemons satiated.
Price of Failure The summoned daemons discorporate and the vehicle itself may be damaged by the failure of
the ritual. The markings made for the ritual burn into the hull inflicting double that much
integrity damage. The vehicle’s structure is reduced by [2] permanently.
The difference is that the ritual of the pure engine creates a daemon engine of a pure type. It is not a daemon wrapped
in the shell of a machine; it is a machine formed by the substance of daemons. In this it is rare: true daemon engines of
this type are technically complicated to fabricate, complex to summon and affix, and are not often seen on the
battlefield. Depending on one’s level of artifice and care, said machines may be custom-built to the structure of the
daemon a one fashions a suit. With such artifice comes great power: the device is an order greater than its counterparts.
When unleashed, such engines frightening and often bear the most powerful daemons, often in the form of grand
monsters of ages past.
The form of the daemon’s ensoulment need not reflect physiocratic concerns, such as a head, legs, arms, and so on.
Daemons are not material and lack a physical body, being things of the warp. What is remanded is instead elsewhere: it
is found in the structure of the binding, the particularities of the rituals, and the types of materials used in such rituals.
Certain daemons prefer certain rare metals, others spurn metals, and still others have idiosyncratic demands appropriate
to their deity – the Slaaneshi daemon may demand a proper anointment in wines before possession can be considered
true, while a daemon of Khorne may demand the vessel be smeared in the blood of the dishonored dead before
deigning to materialize. Such considerations make the machine peculiar and specific.
Restrictions This Ritual can only enacted on shells with an appropriate form factor for a daemon’s natural form.
8
Tome of Decay p.51
[++132++]
14. Equipment
14.1. A Tale of Two Forge-Worlds: Unifying Equipment
Owing to the doubling of statistic lines across systems, the items here often have a moniker to distinguish them, typically
by their location of origin: Obscurus, Unknown, etc, etc. The need to unify fragmentary equipment profiles across [7]
discrete game lines has been desired and needed owing to the variety of equipment in the Warhammer 40,000 universe.
As a result this author has seen fit to impose two source of equipment that can serve to be available for loyalist or
traitor forces or more generic origins for regional or unknown forces – Samech for chaos forces, and Sobrieti for
loyalists. Samech should be familiar to FFG readers as a hell-forge in the Calixis sector, while Sobrieti is more vague owing
to the distribution of Imperial power; These might be used as the reader desires, or simply typed as “unknown source”
or “unknown”. Owing to fragmentary information about hell-forges, many liberties have been taken.
Owing to the change in warp eddies and routes to and from Samech, the
production of the planet has increased to meet the demands of
increasingly distant demands: the arrival of the circatrix maledictum, the
issue of the Imperium Nihilius, and the assorted titantic wars occurring in the galaxy have only increased the size and
production power of this hell-forge in comparison to similar chaos production facilities galaxy-wide.
14.2: Armor
NAME LOCATIONS AP WT. AVAIL NOTES
Assault Shield, Legion Arm 5 15 Very Rare Wielded & additive with arm slot. +10 parry,
Defensive Special Quality
Carapace Armor Suit, Sobrieti All 6 20 Scarce Sealed Environment
Demolition Flak Suit, Sobrieti All 5 25 Rare 10AP from blast (ablates), Sealed Environment
Enforcer Mesh Armor, Sobrieti All 4 10 Rare Integral: Holster, Microbead, Medikit
Flak Armor Suit, Samech All 4 15 Scarce Tainted, Integral Rebreather
Flak Armor Suit, Sobrieti All 4 15 Scarce Integral Rebreather
Flak Vest, Samech Body, Head 4 12 Average Tainted
Flak Vest, Sobrieti Body, Head 4 12 Average
Hexagrammic Mk.3 Power Armor, All 15 65 Unique Hexagrammic Wards, Powered Armor [+20STR/3
Samech Subsystems], Tainted
Hexagrammic Terminator Armor, All 9 400 Near-Unique Powered Armor [+20STR/3 Subsystems], Tainted
Mk.3, Samech
Improvised Armor Legs, Body 2 7 Abundant ~
Menialwear Body, Legs 1 2 Ubiquitous ~
Mesh Armor, Samech Arms, Body, Legs 3 7 Average Tainted
Mesh Armor, Sobrieti Arms, Body, Legs 3 7 Average ~
Mining Frame Arms, Body, Legs 2 20 Very Rare Unnatural Strength [+1], Power Source 10hrs
Mk. 3 Power Armor, ‘Iron’ All 9 40 Extremely AP10 (Body), Powered Armor [+20STR/3
Rare Subsystems]
Mk. 5 Power Armor, ‘Heresy’ All 9 50 Extremely AP10 (Body), Powered Armor [+20STR/3
Rare Subsystems]
Shield Robes, Sobrieti Arms, Body, Legs 3 3 Scarce No footwear
Sororitas Power Armor All 7 35 Very Rare Powered Armor, Light [+10 STR, 3 Subsystems] +
Helmet
Subflak Armor Body, Head 3 6 Plentiful ~
14.2b: Exotic
NAME CLASS RNG ROF DAM PEN CLP RLD SPECIAL Wt. AVAILABILITY
[++134++]
Aether Fire-Pistol Pistol 50 1/3/~ 1d10+10 E 3 10 1 Full Fire, Warp 5 Extremely
Weapon Rare
Hellrifle Basic 300 1/~/~ 1d10+4 E 4 ~ ~ Felling [4], 8 Very Rare
Accurate, Proven
[4]
Lash of Khorne Basic 10 ~ 3d10+5 R 6 ~ ~ Flexible, Tearing, 20 Near-Unique
Power, Unwieldy
Mutating Warpblade Basic ~ ~ 2d10+3 E 0 ~ ~ Warp Weapon 1 Near-Unique
Parasite Doll Basic ~ 1/~/~ *E * ~ ~ See Details 1 Very Rare
Soulburner Pistol, Pistol 75 1/~/3 3d10 E 5 ~ ~ Tainted 3 Very Rare
Samech
Parasite Doll
A parasite doll is typically made in the likeness of an individual and may contain
their flesh, hair, or other relation to make the doll more effective. Once fabricated
or located, the doll may be subject to damage or destruction to attack a target of
choice. Most injuries on the doll inflict damage similar to the type of damage
inflicted on the doll; fire damage would yield energy damage. Certain types of
void-shield ignores this damage, and such dolls have a tendency to be disrupted by
psykers or highly willed persons. These dolls are not for the faint of heart, and doll-
sorcerers are truly terrible and frightening…
As a Weapon: If the user is skilled in crafts they may utilize the doll in
combat, altering it with a brief crafting test. Once done, the doll can be
used as a weapon: the character makes an intelligence test with a malus of
[-10] as a half action that counts as an attack, injuring the doll as appropriate [eg. impact damage by stabbing the
doll, the usual method that causes organ damage]. If successful, the doll deals 1d10+[degrees of success] with
penetration of the same value to the target. This ignores toughness, but a critical failure [95-100] damages the
doll and it requires stitching before being re-used. The doll itself ignores range concerns, visibility, once
fabricated and the alteration takes a half action that does not count as an attack. Example: Hershey the Heretic
wants to use her parasite doll. On her turn, she tests her intelligence as a half action; this yields [3] degrees of
success which means the doll inflicts 1d10+3 AP3 to a target of choice she can see or has made the doll to
resemble. She chooses to use a large pin which inflicts impact damage; said injuries are typical of such stabbing
injuries – in this case organ damage from punctures.
As a Longer-Range Weapon: If the heretic has flesh or some personal item the doll may be used as above but
the target might make a willpower test. If they fail, damage continues until they perish, or they make a willpower
test. The heretic must have seen the target and have some sort of personal item and the target is only affected
once per day; This will typically be enough to kill a target.
14.2c: Flame
NAME CLASS RNG ROF DAM PEN CLP RLD SPECIAL Wt. AVAILABILITY
Aether Fire Cannon Basic 100 1/3/~ 1d10+10 E 8 10 1 Full Overcharge, 25 Near-Unique
Maximal, Flame
Gas Torch Flamer Basic 15 1/~/~ 1d10+3 E 0 20 1 Full Spray, Flame 10 Common
Hand Flamer, Sobrieti Pistol 8 1/~/~ 2d10 E 1 4 1 Full Spray, Flame, 10 Rare
Unreliable
14.2d: Heavy
NAME CLASS RNG ROF DAM PEN CLP RLD SPECIAL Wt. AVAILABILITY
Ankle-Mortar, Sobrieti Basic 300 1/~/~ Varies Varies 1 1 Indirect, Inaccurate, Variable 10 Rare
Full Payload
Autocannon Array, Basic 100 ~/~/4 3d10+6 I 5 60 2 Twin-Linked 25 Rare
Samech Full
[++135++]
Grenade Launcher, Basic 75 1/~/~ * * 6 1 Indirect, Reliable 8 Average
Sobrieti Full
Hades Autocannon, Basic 150 1/3/~ 3d10+5 5 30 2 Concussive [1], 30 Very Rare
Samech X Full
Heavy Stubber, Sobrieti Basic 100 ~/~/6 1d10+4 I 3 50 2 Reliable 20 Common
Full
Heavy Stubber, Basic 120 ~/~/6 1d10+4 I 2 60 2 Twin Linked 35 Rare
Gorgonum Full
Heavy Stubber, Samech Basic 75 ~/3/5 1d10+5 I 3 40 2 Proven [2]
Full
14.2e: Laser
NAME CLASS RNG ROF DAM PEN CLP RLD SPECIAL Wt. AVAILABILITY
Bichamber Laslock, Sobrieti Basic 100 1/~/2 1d10+4 E 0 4 1 Full Reliable 7 Uncommon
Hellgun, Samech Basic 75 1/3/~ 1d10+3 E 7 20 1 Full Unstable 6 Rare
Hellgun, Sobrieti Basic 75 1/3/~ 1d10+5 E 3 30 1 Full 10kg Backpack 6 Rae
Lasgun, Accatran mk.7a Basic 60 1/~/4 1d10+4 E 0 50 1 Full Storm 6 Rare
Lasgun, Lucius mk.2 Helbore Basic 125 1/~/~ 1d10+5 E 3 10 1 Full Recharge, Accurate, 8 Rare
Felling [4]
Laspistol, Samech Pistol 25 1/2/~ 1d10+3 E 2 10 Half Unreliable 4 Uncommon
Laspistol, Sobrieti Pistol 25 1/2/~ 1d10+3 E 1 60 Half Variable Settings, 3 Common
Reliable
Long Las, Sobrieti Basic 150 1/~/~ 1d10+5 E 1 40 1 Full Variable Settings, 8 Common
Accurate, Felling [4]
14.3f: Plasma
NAME CLASS RNG ROF DAM PEN CLP RLD SPECIAL Wt. AVAILABILITY
Heavy Plasma Incinerator, Mars Heavy 100 ~/~/4 2d10+8 E 8 30 2 Full Overheat, 40 E. Rare
Blast [1]
Plasma Exterminator, Mars Pistol 30 1/2/~ 1d10+8 E 8 10 1 Full Overheat 4 Very Rare
Plasma Gun, Samech Basic 75 1/3/~ 1d10+9 E 7 30 1 Full Overheat, 8 Very Rare
Maximal
Plasma Gun, Sobrieti Basic 75 1/3/~ 1d10+9 E 7 30 1 Full Overheat, 8 Very Rare
Maximal
Plasma Incinerator, Mars Basic 100 1/3/~ 2d10+5 E 8 18 1 Full Overheat 8 E. Rare
Plasma Pistol, Samech Pistol 35 1/2/~ 1d10+7 E 7 10 1 Full Overheat, 3 Very Rare
Maximal
Plasma Pistol, Sobrieti Pistol 35 1/2/~ 1d10+7 E 7 10 1 Full Overheat, 3 Very Rare
Maximal
14.4h: Shock
NAME CLASS RNG ROF DAM PEN CLP RLD SPECIAL Wt. AVAILABILITY
Shock Mace, Sobrieti Basic ~ ~ 1d10+5+SB E 1 ~ ~ Shocking 5 Rare
Shock Truncheon, Sobrieti Basic ~ ~ 1d10+2 SB E 0 ~ ~ Shocking, 3 Rare
Crippling [2]
Shock-Scepter, Sobrieti Basic ~ ~ 1d10+3+SB E 0 ~ ~ Shocking, 6 Rare
Crippling [1]
14.4i: Thrown
NAME CLASS RNG ROF DAM PEN CLP RLD SPECIAL Wt. AVAILABILITY
Blasting Charge Basic SBx3 ~ 2d10-1 X 0 ~ ~ Blast [3] 1 Common
Incendiary Grenade Basic SBx3 ~ 2d10 E 0 ~ ~ Flame, Blast 1 Common
[2]
Firebomb Basic SBx3 ~ 1d10 E 0 ~ ~ Flame, 1 Common
Unreliable
Shrapnel Bomb Basic SBx3 ~ 2d10-2 R 0 ~ ~ Blast [4] 1 Common
14.5a: Chain
NAME CLASS DAM PEN SPECIAL Wt. AVAILABILITY
Chain Lance, Sobrieti Basic 2d10+SB 3 Tearing, Unwieldy, Unbalanced, Lance 15 Very Rare
Chaincleaver, Sobrieti Basic 1d10+8+SB 3 Tearing, Unwieldy 10 Very Rare
Murderous Axe of Khorne Basic 3d10+4 5 Proven [5], Razor Sharp 20 Very Rare
14.5b: Power
NAME CLASS DAM PEN CLP RLD SPECIAL Wt. AVAILABILITY
Legion Power Scythe, Basic 3d10+10+SB 9 ~ ~ Power, 20 Near-Unique
Deimos Unwieldy, Unbalanced
Infernal Axe, Samech Basic 4d10+SB 4 ~ ~ Power, Unbalanced, 12 Extremely
Tearing Rare
Power Knife, Sobrieti Basic 1d10+5+SB 6 ~ ~ Power 2 Very Rare
14.6: Vehicles
Civilian vehicles are vehicles found in civil society as part of the basic infrastructure of daily life. In a pinch said vehicles
can be utilized in combat, but said vehicles are typically not the first choice.
Name Armor Speed Mnvr Size Avail Carry Integrity Crew Traits
[Front/Side/Rear] Cruise/Tac
Improvised APC 19f/15s/10r 60km/12 0 6 Uncommon 6 18 1 Enclosed
Up-Armored Groundcar 16f/13s/10r 50km/10 0 6 Uncommon 4 16 1 Reinforced
Armor, Enclosed
Autolorry, Sobrieti 11f/11s/11r 50km/10 +10 7 Common 24 23 1 Rugged
[++139++]
Chimera, Sobrieti 30f/21s/16r 70km/12 +10 7 Rare 12 35 1 Enclosed,
Tracked, Rugged,
Amphibious
Groundcar, Sobrieti 13f/10s/11r 50k/10 0 6 Common 4 15 1 Rugged,
Englosed
Sentinel, Sobrieti 25f/20f/15 60km/12 +10 7 Rare 1 25 1 Enclosed,
Walker
Skimmer, Sobrieti 8/all 80km/18 +20 7 Rare 4 12 1 Skimmer,
Enclosed
Quadwheel, Sobrieti 5/all 40km/12 +20 5 Uncommon 2 7 1 Rugged
14.7: Items
NAME RARITY COMMON
Amulet of Chaos Very Rare Rarely found in Mechanicum robots. Rating varies: [20-50].
Atomantic Shielding Unit, Samech Extremely Rare Vehicle-grade. Counts as a power field with a rating of [50] when
installed on a vehicle. Uses enormous amounts of power.
Backpack With Standard, Samech Common Has an integral symbol of chaos.
Bi-Cycle, Sobrieti Common Counts as a vehicle with a cruising speed of 25km/h or tactical
speed [12].
Cingulum of skulls Common Has no effect, though it may impress.
Handvox Very Common Makes an irritating honking noise up to 200m
Hellfire Reactor Near-Unique Vehicle-grade power source.
Hornvox, Jester's Uncommon Makes an irritating honking noise up to 200m. Victims must
make a willpower test at [+20] or suffer annoyance [-5] to all
tests during first combat round.
Magboots Common As a free action can stick to metallic surfaces.
Magna-ties Ubiquitous Restraint. Victim can sleight of hand a [-40] to escape.
Scrapcode Emitter, Wide Band Extremely Rare Functions as a scrap code generator but can attempt to flood vox
frequencies
Throne Mechanicum Near-Unique Impossible to purchase, easier to scavenge.
Unicycle, Sobrieti Common Requires awareness or test every [5] minutes of usage.
Parasite Doll Very Rare For rules see 14.2b
[++140++]
16. Appendices
15.1: Dramatic Abilities
Dramatic abilities exist to add some unexpected circumstances to sometimes one-sided fights with heroes or other
notables. They are treated as functionally being the same as lair actions in D&D5e: the notable character is typically
provided [1] such dramatic ability for their usage as the GM in questions determines appropriate and may use it at will or
whenever seems narratively sensible as a free action. It is typically suggested that such abilities be used sparingly, as
their impact can be somewhat diminished or the combat be annoying if they are constantly used.
Complication
A third enemy enters the fight, complicating the encounter. This third enemy is likely another enemy of the hero and has
functionally the same statistics as the hero. Although heroes are intended to fight the party explicitly and have many
abilities. This dramatic ability can be used in two ways: to distract the hero in case the party is doing poorly, and to aid
the party they are doing poorly in the encounter. As a mechanical notion, this serves as an NPC to ‘fudge’ the encounter
using mechanics.
• Example: The party is fighting Commissar Yarrick. Unexpectedly, Ghazghkull arrives as Yarrick is weak, bellowing
at the party that Yarrick is his to kill!
• Example: The party is fighting Sly Marbo. Although concealed, Sly Marbo is being also being hunted by Tyranid
lictors that desire to destroy him.
Invective
The hero insults the players with a variety of probably accurate but extremely hurtful comments. This gives all players a
malus to their actions unless they use [command] to try to restore order. This functions as Baleful Presence but affects all
individuals within [250] meters of the hero, who suffer a [-20] to all tests – it is not a fear test.
Leverage
The hero has some sort of leverage they can use against the players. This can come in a few forms: they might know
information about the players, their vehicles, their equipment, or other means that could be used in tactical combat. This
information may also be abstract – the goals of the players, strategic goals, and others.
Overconfidence
The hero simply refuses to fight the players, instead doing something innocuous like cleaning their nails. This trait is best
reserved for certain situations where the hero has some sort of guards, defenses, or the like.
Reversal
The hero has laid a trap and uses it – a building topples, an explosive detonates, artillery fires. This may act to stall for
time, stun the players, or otherwise frustrate their capacity to kill the hero.
Run Away
Some heroes might simply run away, deploying waves of allies rather than give direct combat. It is typically suggested
these be minor in character, possibly amounting to [2] squads of veteran level troops with equipment sufficient to slow
down the party but not defeat it.
[++142++]
Ruse
The hero has tricked the players with a holofield or illusion and he is elsewhere! While frustrating, this can drive
engagement by frustrating the players strategically – however it may simply be ineffective because everyone has
perception as their dump stat…
Staredown
The hero’s notoriety is sometimes more than enough to overawe their opponent. This may have no effect or it may cause
the party to think twice.
Summon Ally
The hero summons a #1 to the fight: A Jurgen, a Bequin, etc.
Superweapon Surprise
The hero reveals they have some sort of advanced weapon, technology, etc. This may be revealed mid-fight to attempt to
make the fight one-sided if it is more interesting.
Terrain Shift
The hero changes the terrain somehow – they teleport enemies away, unleash deadly gas, or do something to make the
fight more in their favor.
Timer
The hero has an escape route that he will use unless stopped deliberately – a ship waits for debarkation, a teleporter
charges, etc.
15.2: Tables
Chaos Superheavy Critical Hit Table
Damage Result
1 Auspex Damage: A well-placed hit penetrates the vehicle's superstructure and the vehicle's targeting system is
damaged! All attacks take a malus of -20 and, if a daemon engine, the daemon is considered blind unless it has
another sense; if so, it may ignore this.
2 Runic Overbleed: Runes on the machine are damaged and warp-energy leaks into realspace. The vehicle emits a
burst of warp-energy inflicting 1d10 damage [pen 10] on targets in 2d10 meters. If the vehicle is mundane, nothing
happens.
3 Armor Damage: The vehicle's armor cracks and warps; it now cannot deflect attacks as effectively owing to large
gaps in armor coverage. The vehicle's armor facing damaged takes 1d10+5 damage; if it is a daemon engine it loses
half that value in toughness. [IE: a roll of 1d10 generating a 4 reduces toughness by 2 in addition to armor reduction]
If the vehicle is Nurglish, a massive swarm of insects prevents this result.
4 Weapon Damage: Incoming fire causes the rotation system of a weapon to seize up and refuse to move. A weapon
system of the GM's choice requires a tech use test [-10] to restore to full function. All tests involving it have a malus
of -20.
5 Mobility Damage: The vehicle's movement is impaired by damage, and it cannot half-move, jink, or take complex
movement actions.
6 Weapon Destroyed: The power cell, internal ammunition, or power feed of a weapon detonates. This destroys the
weapon system of the GM's choice.
7 Phase Change: The vehicle cannot move due to damage to its motive system, though it may rotate its turrets, torso,
etc. If the vehicle is Tzeentchian, it sprouts wings spontaneously and may traverse the battlefield with flying [10].
8 Burning Rage: The vehicle catches fire and burns, reducing structure by 1d10+2 at the start of the combat round. If a
daemon engine, the daemon engine prioritizes the target that damaged it in this way. If the daemon engine is
Khornate, all weapons gain the [flame] quality and [2] bloodletters materialize on the vehicle and act immediately!
[++143++]
9 Warp Feedback: The vehicle groans to a halt as it spews invisible fragments of tainted matter in every direction. All
targets in 4d10 meters are struck by 1d10 damage [warp weapon] but may react. If the vehicle is Slaaneshi, the spew
of energy immediately blinds all visible targets for a round unless they test agility [-10] to avoid the effects.
10 Warp Explosion: The vehicle detonates in a truly massive mushroom cloud of tainted mater, forbidden elements,
and unnatural energies that surge into real space. The blast size is a sphere 25+3d10 meters, inflicting 3d10 [pen0]
damage and causing all machines to to be stunned and shut down for a round; aircraft may fall out of the air and
hovering units may fall to the ground depending on their size and elevation. All machines may test toughness at +[0]
to avoid the effect.
11+ Fell Dirac: The vehicle's structure contorts and collapses into warpspace, creating a 3d10+10 meter diameter star of
chaos that acts as a rift to the warp on the ground. The rift is perfectly flat and bisects realspace. Units may attempt
to react to avoid falling into the dirac; such a thing means almost certain death. Daemons may enter realspace
through such a rift in 1d4 turns. If this happens within the empyrean, ignore the effect and use [10] instead. The
dirac eventually becomes unstable within 1d4 hours.