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Tenebrae Occultae (10.29.23)

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100% found this document useful (1 vote)
283 views144 pages

Tenebrae Occultae (10.29.23)

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 144

A production of:

Email me with comments!


[++2++]

+++ 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++]

+++ Table of Contents +++


1. Introduction .............................................................................................................................................................................................................................. 7
1.1: What is this? .................................................................................................................................................................................................................... 7
1.2: Categories of Chaos........................................................................................................................................................................................................8
1.3: Chaos Category Relations Chart ...................................................................................................................................................................................9
2. NPC Templates & Creation................................................................................................................................................................................................ 12
2.1: Minion NPC Templates ............................................................................................................................................................................................... 12
2.2: Troop NPC Templates ................................................................................................................................................................................................ 13
2.3: Veteran NPC Templates.............................................................................................................................................................................................. 14
2.4: Elite NPC Templates ................................................................................................................................................................................................... 15
2.5: Master NPC Templates ............................................................................................................................................................................................... 16
3. Hero NPC Templates ...........................................................................................................................................................................................................17
3.1: Heroes and You .............................................................................................................................................................................................................17
3.2: Hero [Minor].................................................................................................................................................................................................................17
3.3: Hero [Major] ................................................................................................................................................................................................................ 18
3.4: Hero [Legendary] .......................................................................................................................................................................................................... 19
4. Chaos NPC Templates ........................................................................................................................................................................................................ 21
4.1: Beastfiends ...................................................................................................................................................................................................................... 21
4.2: Tainted ...........................................................................................................................................................................................................................22
4.3: Marked ...........................................................................................................................................................................................................................22
4.4: Possessed .......................................................................................................................................................................................................................22
4.5: Greater Possessed .........................................................................................................................................................................................................23
5. Daemon Engines ...................................................................................................................................................................................................................24
5.1: Infernal Engines..............................................................................................................................................................................................................24
5.2: Possessed Engines .........................................................................................................................................................................................................25
5.3: Daemon Engines .......................................................................................................................................................................................................... 26
5.4: Incarnate Engines ......................................................................................................................................................................................................... 28
5.5: Infernal Relics ............................................................................................................................................................................................................... 30
5.6: Daemon Engine Shells ................................................................................................................................................................................................. 31
6. Races.......................................................................................................................................................................................................................................34
6.1: Afriel Strain ...................................................................................................................................................................................................................34
6.2: Beastmen........................................................................................................................................................................................................................35
6.3: Chaos Ork .................................................................................................................................................................................................................... 37
[++4++]
6.4: Chaos Eldar ................................................................................................................................................................................................................. 39
6.5: Daemonborn .................................................................................................................................................................................................................. 41
6.6: Felinid ............................................................................................................................................................................................................................42
6.7: Half-Daemon .................................................................................................................................................................................................................43
6.8: Longshanks ....................................................................................................................................................................................................................44
6.9: Loxatl .............................................................................................................................................................................................................................45
6.10: Mutant .......................................................................................................................................................................................................................... 47
6.11:. New Men .................................................................................................................................................................................................................... 49
6.12: Neandors ..................................................................................................................................................................................................................... 50
6.13: Nightsiders ................................................................................................................................................................................................................... 51
6.14: Palegar .......................................................................................................................................................................................................................... 51
6.15: Scaly .............................................................................................................................................................................................................................52
6.16: Squat ............................................................................................................................................................................................................................53
6.17: Tenebrian Hybrid ........................................................................................................................................................................................................54
7. Archetypes ............................................................................................................................................................................................................................. 56
7.1: Adepta Diabolus............................................................................................................................................................................................................ 56
7.2: Auxiliary ........................................................................................................................................................................................................................ 58
7.3: Aflame ........................................................................................................................................................................................................................... 59
7.4: Damned .......................................................................................................................................................................................................................... 61
7.5: Diabolist........................................................................................................................................................................................................................ 62
7.6: Doomed ........................................................................................................................................................................................................................ 65
7.7: Fallen Gentry ................................................................................................................................................................................................................ 68
7.8: Fiend ..............................................................................................................................................................................................................................70
7.9: Fool ................................................................................................................................................................................................................................ 73
7.10: Lost ............................................................................................................................................................................................................................... 74
7.11: Master ............................................................................................................................................................................................................................76
7.12: Monster.........................................................................................................................................................................................................................78
7.13: Philistine .......................................................................................................................................................................................................................79
7.14: Recidivist ....................................................................................................................................................................................................................... 81
7.15: Ultra............................................................................................................................................................................................................................. 83
7.16: Wolves ......................................................................................................................................................................................................................... 85
8. Ascension .............................................................................................................................................................................................................................. 88
8.1: Blessed One .................................................................................................................................................................................................................. 88
8.2: Metempsychosis ........................................................................................................................................................................................................... 90
8.3: Exalted Possession ....................................................................................................................................................................................................... 92
[++5++]
8.4: The Absolution of Flesh ............................................................................................................................................................................................. 94
8.4: The Laomidian Gambit............................................................................................................................................................................................... 96
9. Familiars................................................................................................................................................................................................................................ 98
9.1: Summoning a Familiar ................................................................................................................................................................................................ 98
9.2: The Ritual of Companion........................................................................................................................................................................................... 98
Ritual of Companion ........................................................................................................................................................................................................... 98
9.3: Generating a Familiar.................................................................................................................................................................................................. 98
10. Daemonhosts ....................................................................................................................................................................................................................... 101
10.1: Daemonhost Creation ................................................................................................................................................................................................. 101
10.2: Ritual Modifiers ......................................................................................................................................................................................................... 102
10.3: Cackling Abominations ............................................................................................................................................................................................ 102
10.4: Dybuks ....................................................................................................................................................................................................................... 104
10.5: Daemonhosts.............................................................................................................................................................................................................. 106
10.6: Greater Daemonhosts ............................................................................................................................................................................................... 107
10.7: Exotic Daemonhosts................................................................................................................................................................................................... 110
11. Psyker Powers ...................................................................................................................................................................................................................... 113
11.1: Tyranid .......................................................................................................................................................................................................................... 113
12. Tech-Heresy ......................................................................................................................................................................................................................... 116
12.1: The Anima Chorus ..................................................................................................................................................................................................... 116
12.2: Apostatic Matrices ...................................................................................................................................................................................................... 117
12.3: Bioforging .................................................................................................................................................................................................................... 118
12.4: Immateria Wards ........................................................................................................................................................................................................ 118
12.5: Irradial Machines ........................................................................................................................................................................................................ 119
12.6: Murder Cogitators ..................................................................................................................................................................................................... 121
12.7: Obliviate Devices ....................................................................................................................................................................................................... 122
12.8: Psy-Engines ................................................................................................................................................................................................................ 123
12.9: Speculum Umbrae .................................................................................................................................................................................................... 124
12.10: Transgenic Grafting ................................................................................................................................................................................................. 125
13. Rituals ................................................................................................................................................................................................................................. 127
13.1: Ritual of Binding ........................................................................................................................................................................................................ 127
13.2: Ritual of Companion ................................................................................................................................................................................................ 127
13.3: Ritual of Extrusion .................................................................................................................................................................................................... 128
13.4: Ritual of Haunting .................................................................................................................................................................................................... 128
13.5: Ritual of Interface ...................................................................................................................................................................................................... 129
13.4: Ritual of Living Metal............................................................................................................................................................................................... 129
[++6++]
13.5: Ritual of the New Flesh ........................................................................................................................................................................................... 129
13.6: Ritual of the Pure Engine ......................................................................................................................................................................................... 130
Ritual of the Pure Engine .................................................................................................................................................................................................. 130
14. Equipment ........................................................................................................................................................................................................................... 132
14.1. A Tale of Two Forge-Worlds: Unifying Equipment .............................................................................................................................................. 132
14.2: Armor.......................................................................................................................................................................................................................... 133
14.2: Ranged Weapons ....................................................................................................................................................................................................... 133
14.3: Melee Weapons ......................................................................................................................................................................................................... 136
14.4: Vehicle Weapons: Melee .......................................................................................................................................................................................... 137
14.5: Vehicle Weapons: Ranged ........................................................................................................................................................................................ 137
14.6: Vehicles ...................................................................................................................................................................................................................... 138
14.7: Items ........................................................................................................................................................................................................................... 139
15. NPCs & Special Critters ................................................................................................................................................................................................. 140
16. Appendices ........................................................................................................................................................................................................................... 141
15.1: Dramatic Abilities ....................................................................................................................................................................................................... 141
15.2: Tables.......................................................................................................................................................................................................................... 142
15.3: Vehicle-Scale Carry/Lift/Push ................................................................................................................................................................................. 143
15.4: Abbreviations and Errata ........................................................................................................................................................................................... 143
[++7++]

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 does this supplement do?


This supplement provides statistics, rules, and features for Black Crusade. It also rationalizes factional terminology that
has occurred over the decades with groups being revised, adjusted, or added to the Warhammer 40,000 setting. It is
meant to be, as a supplement, as expansive as possible. It, as a matter of simple demand owing to the vagary of source
material is, to varying degrees, ‘fan fiction’.

What does this supplement cover?


Templates: Statistics that can be added to existing statistics to reflect changes.
NPC Statistics: Baseline statistics to be used generally.
Races: New character creation options.
Archetypes: New careers for character creation.
Ascensions: New capstones for careers.
Daemonhosts [revised]: New options for lesser daemonhosts [dybuks] and greater daemonhosts.
Psyker Powers: New psyker powers.
Rituals: For the above.
And more!

What does this supplement not cover?


This supplement does not cover vehicle traits, weapon qualities, campaign structure, campaign settings, or the like. It
also does not ‘double up’ on existing statistics for existing creatures, vehicles, etc. It also utilizes existing traits, traits, and
gameplay terms to avoid increasing bloat; it might be stated that FFG have something of this problem. To that end, it is a
resource that exists to assist GMs develop and add flesh to their campaigns.

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.

What systems does this supplement support?


This supplement functions best under Black Crusade rules. However, this supplement may be effective for Dark Heresy 2
rules, Deathwatch, or FFG system variants considered higher on the average scale of resilience or selectively for systems
of reduced player resilience. Owing to the broad enemy classes contained within and the typical ‘swinginess’ of D100
systems the author finds that a more effective means of balance is a concern for the action economy rather than the
respective enemies in question.

Is this supplement balanced?


No, probably not. The volume of statistics makes it difficult. As such it is not extensively tested owing to my status as a
single human being with a single group I play with. Most statistics, rules, and methods are a rough pantomime of FFG
balancing with an emphasis on gameplay fun over pure lore accuracy. Given the somewhat haphazard nature of
[++8++]
balancing these systems it is generally suggested that the GM greatly consider the nature of their encounter, the desired
goal of the encounter, and what will be gained from the encounter’s structure.

I Disagree With Something


Understandable. You can email me below, and I will consider whatever is said. I do not claim to be entirely authoritative
on such a vast franchise.

I have a comment, concern, etc.


You can email me at my email. I actually read all emails, but if you have something you’re angry at me about try to
consider my feelings. I also appreciate suggestions and comments. Thank you.

I would like to donate to you.


You can support me on patreon, although such support is merely encouraged and not required.

1.2: Categories of Chaos


There are issues of creating an exhaustive account of Warhammer 40,000’s depiction of chaos. Chaos must be
categorized beyond what has been established in lore owing to its sometimes vagary, overlap in terminology, and other
concerns. Although Warhammer 40,000 has an expansive lore and accounts for the many changes individuals under the
effects of the warp, systemization of said effects is a prerequisite for making a cogent complete bestiary of chaos forces.
Indeed, although Dark Heresy and Black Crusade detail corruption at a basic mechanical level for gameplay purposes
germane to those games, a broader and more expansive accounting of chaos corruption is desirable with a category
scheme having been implemented:

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:

Warhammer 40,000 “Core”: Chaos Codexes + Rulebooks [1st – Current]


Warhammer 40,000 Digital Media [Games, Books, Comics]
Warhammer 40,000 Books [Abnett, Dembski-Bowden, etc.]
Warhammer Fantasy “Chaos” Books [Realms of Chaos, etc.]
Outdated Materials [e.g. Warhammer Fantasy 2nd Edition]
Other “Adjacent” Media [Critters, Dune, etc.]
[++9++]

1.3: Chaos Category Relations Chart

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++]

2. NPC Templates & Creation


This section provides a loose outline of ‘rules of thumb’ to NPC creation to expedite such a process. These are very basic
foundations for an NPC. All statistics and calculations are suggested and are to be loosely interpreted and implemented
owing to the variability in results. If the reader would like ‘stable’ results that are consistent, it is suggested to use
average damage values provided.

USE AT OWN RISK


These templates are provided as a loose rule of thumb to expedite NPC creation and are untested. Owing to the
variations and peculiarities of the system, this author sees fit to warn the reader about such concerns. In particular, the
Fantasy Flight d100 system [henceforth: ‘the system’] gives priority to the following parts of the system:

Action Economy [countered by: enemy count].


Armor Penetration [countered by: toughness].
Rate of Fire [countered by armor, dodge, toughness].
Fear [countered by: command, fearless].
Toughness [countered by: rad-phage, felling, fleshbane].
Wound Count [countered by: average damage, characteristic drain].
Initiative [countered by: positioning/surprise].

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!

2.1: Minion NPC Templates


CHARACTERISTICS MINION
WS BS S T AG INT PER WP FEL INF
20-29 [2] 20-29 [2] 25 [2] 20-29 [2] 20-29 20-29 [2] 20-29 [2] 20-29 [2] 20-29 00 [0]
[2] [2]
WOUNDS [Total] TB [Total] ARMOR SIZ SPD SKILLS TRAITS/TALENTS
1-6 2 1-2 1-5 2/4/6/1 Suggested: [2] Skills Suggested: [2-3] Appropriate Traits
2 at [0]
Typical:
Typical: Eldar: Step Aside, Unnatural Agility [1]
Awareness, Scrutiny, Orks: Sound Constitution, Unnatural
Stealth, Parry, Toughness [1]
Dodge, Acrobatics, Tyranid: Toxic [1], Deadly Natural Weapons
Athletics, Beasts: Bestial, Deadly Natural Weapons
Tracking, Survival Humans: Weapon Training, Hatred: GROUP
[1]
Daemons: From Beyond, Deadly Natural
Weapons, Fear [2]
Warp-Beasts: From Beyond. Incorporeal
BEHAVIOR COMMENTS
Minions are born to die. Minions attack without Minions is meant to be used in number to deplete the player’s action economy
using complicated actions like aim, cover, or the rather than to present a real threat. Their low skills, wounds, and other
like. ineffective weapons makes them no real threat, though their sheer volume can
present problems.
[++13++]
SUGGESTED WEAPONS [Damage/Average Damage/Rate/Pen/Range/Misc]
Typical Average Damage Range: 8-11/attack

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]

Melee [provided STR value]


Chainsword: 1d10+2+3 [AVG: 10] [I, Pen2] Traits: Tearing
Shock Maul: 1d10+1+3 [AVG:9] [E, Pen0] Traits: Shocking
Electro Flail: 1d10+3 [AVG: 8] [E, Pen0] Traits: Shocking
Sword: 1d10+3 [AVG: 8] [I, Pen0] Traits: Balanced
Improvised: 1d10+1+STR [I, AVG: 9] [Pen0] Traits: Primitive [7], Unbalanced

2.2: Troop NPC Templates


CHARACTERISTICS TROOP
WS BS S T AG INT PER WP FEL INF
30-39 [3] 30-39 [3] 30 [3] 30-39 [3] 30-39 [3] 20-29 [2] 20-29 [2] 30-39 [3] 20-29 [2] 0-5 [0]
WOUNDS [Total] TB [Total] ARMOR SIZ SPD SKILLS TRAITS/TALENTS
10-15 3 3-6 5 3/6/9/18 Suggested: [2] Skills at Suggested: [3] Appropriate Traits
[10]; [1] Defensive
skill, such as dodge or Typical:
parry. Eldar: Step Aside, Unnatural Agility [2]
Orks: Sound Constitution, Unnatural Toughness [2]
Typical: Tyranid: Toxic [1], Deadly Natural Weapons, Brutal
Awareness, Scrutiny, charge
Stealth, Parry, Dodge, Beasts: Bestial, Deadly Natural Weapons, Frenzy
Acrobatics, Athletics, Humans: Weapon Training, Double Team, Hatred:
Tracking, Survival GROUP [1]
Daemons: From Beyond, Deadly Natural Weapons,
Swift Attack
Warp-Beasts: From Beyond, Incorporeal, Unnatural
Weapon Skill [1]
BEHAVIOR COMMENTS
Troop NPCs are soldiers, militia, or creatures that Troop NPCs are typically used in fewer numbers and with better equipment than fodder.
attack in a group. They may occasionally take an action Utilizing basic methods and tactics, common NPCs are typically meant to support a larger
that is clever but are not meant to outwit the player. creature or a larger unit. Such units occasionally have a heavier weapon present.
SUGGESTED WEAPONS [Damage/Average Damage/Rate/Pen/Range/Misc]
Typical Average Damage Range: 8-13/attack

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

Melee[Note: STR/mods factored]


Chainsword: 1d10+2+3 [AVG: 10] [I, Pen2] Traits: Tearing
Electro Flail: 1d10+3 [AVG: 8] [I. Pen0] Traits: Shocking
Improvised: 1d10+1+STR [AVG: 9] [I, Pen0] Traits: Primitive [7], Unbalanced
[++14++]
Power Blade: 1d10+5+3 [AVG: 13] [I, Pen6] Traits: Power Field
Shock Maul: 1d10+1+3 [AVG:9] [I, Pen0] Traits: Shocking
Sword: 1d10+3 [AVG: 8] [I, Pen0] Traits: Balanced

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

2.3: Veteran NPC Templates


CHARACTERISTICS VETERAN
WS BS S T AG INT PER WP FEL INF
40-49 [4] 40-49 [4] 30 [3] 30-39 [3] 30-39 [3] 30-39 [3] 30-39 [3] 30-39 [3] 20-29 [2] 05 [0]
WOUNDS [Total] TB [Total] ARMOR SIZ SPD SKILLS TRAITS/TALENTS
10-16 3-5 5-6 5 3/6/9/18 Suggested: [3] Skills at [10]; Suggested: [4] Appropriate Traits or Talents
[1-2] Defensive skills, such
as dodge or parry. Typical:
Eldar: Step Aside, Unnatural Agility [3]
Typical: Orks: Sound Constitution, Unnatural Toughness [3]
Awareness, Scrutiny, Tyranid: Toxic [1], Deadly Natural Weapons, Brutal
Stealth, Parry, Dodge, charge, Frenzy
Acrobatics, Athletics, Beasts: Bestial, Deadly Natural Weapons, Frenzy,
Tracking, Survival, etc. Brutal charge
Humans: Weapon Training, Double Team, Hatred:
GROUP [1], Strong-Minded
Daemons: From Beyond, Deadly Natural Weapons,
Swift Attack, Unnatural Weapon Skill [1]
Warp-Beasts: From Beyond, Incorporeal, Unnatural
Weapon Skill [2]
BEHAVIOR COMMENTS
Veteran NPCs are well-equipped and trained. Veteran NPCs exist to threaten the players in squads or as supporting larger masses of
They operate using sensible tactics, but stillenemies, or to support a larger unit. As part of a squad some of them may be equipped with
make mistakes in haste. deadly weapons, but they are not overwhelmingly provided – such weapons are still
uncommon!
SUGGESTED WEAPONS [Damage/Average Damage/Rate/Pen/Range/Misc]
Typical Average Damage Range: 8-15/attack

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

Melee[Note: STR/mods factored]


Chainsword: 1d10+2+3 [AVG: 10] [I, Pen2] Traits: Tearing
Power Blade: 1d10+5+3 [AVG: 13] [E, Pen6] Traits: Power Field
Eviscerator: 2d10+STR [AVG: 13] [I, Pen9] Traits: Razor Sharp, Tearing, Unwieldy
Power Axe: 1d10+7 [AVG: 12] [E, pen7] Traits: Power Field, Unbalanced

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++]

2.4: Elite NPC Templates


CHARACTERISTICS ELITE
WS BS S T AG INT PER WP FEL INF
50 [5] 50 [5] 40 [4] 40 [4] 40 [4] 30 [3] 40 [4] 50 [5] 40 [4] 10-15
WOUNDS [Total] TB [Total] ARMOR SIZ SPD SKILLS TRAITS/TALENTS
17-44 8-10 7-12 5-6 4/8/10/20 Suggested: [3] Skills at Suggested: [6] Appropriate Traits or Talents
[20]; [2] Defensive skills,
such as dodge or parry. Typical:
Eldar: Step Aside, Unnatural Agility [3], Unnatural
Typical: Ballistic Skill {or} Weapon Skill [2]
Awareness, Scrutiny, Orks: Sound Constitution, Unnatural Toughness [4],
Stealth, Parry, Dodge, Brutal charge
Acrobatics, Athletics, Tyranid: Toxic [1], Deadly Natural Weapons, Brutal
Tracking, Survival, etc. charge, Frenzy, Unnatural Agility [1]
Beasts: Bestial, Deadly Natural Weapons, Frenzy,
Brutal charge; Sound Constitution [2]
Humans: Weapon Training, Sound Constitution,
Double Team, Hatred: GROUP [1], Quickdraw,
Fearless
Daemons: From Beyond, Deadly Natural Weapons,
Swift Attack, Unnatural Weapon Skill [3],
Warp-Beasts: From Beyond, Incorporeal, Unnatural
Weapon Skill [2], Hoverer [8]
BEHAVIOR COMMENTS
Elite NPCs are exceptional creatures, characters, Elite NPCs are meant to operate in small numbers to deliberately harry, harass, or kill the
or soldiers. They work in groups and deploy players. They are not meant to be fodder, as their wound count is considerable with
effective tactics to destroy their opposition. They considerable weaponry – they are deadly enemies, regardless, and even one or two such
flank, suppress, utilize cover, etc. enemies can turn the tide of an encounter from ‘dull’ to ‘harrowing’.
SUGGESTED WEAPONS [Damage/Average Damage/Rate/Pen/Range/Misc]
Typical Average Damage Range: 10-20/attack

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]

Special Equipment [Pick One]


Preysense Goggles, Rebreather, Chamoline Cloak, Vac-Sealed Armor, Filtration Plugs, Spikes [Armor], Photo-Visor

Special Abilities [Pick One]


Variable. Special abilities often decrease the aggregate combat power of the players to allow for combat against the entire party, or as a way to
generate surprises in an encounter. Special abilities are thereby somewhat arbitrary but follow thematically for the NPC involved.
[++16++]

2.5: Master NPC Templates


CHARACTERISTICS ELITE
BS S T AG INT PER WP FEL INF
60 [6] 60 [6] 60 [6] 60 [6] 50 [5] 60 [6] 60 [6] 50 [5] 15-50
WOUNDS [Total] TB [Total] ARMOR SIZ SPD SKILLS TRAITS/TALENTS
45-150 11-15 7-15 5-8 6/12/24/48 Suggested: [4] Skills at Suggested: [8-12] Appropriate Traits or Talents.
[30]; All Defensive
skills at [30]. Typical:
Eldar: Step Aside, Unnatural Agility [3], Unnatural
Typical: Ballistic Skill {or} Weapon Skill [2]
Awareness, Scrutiny, Orks: Sound Constitution, Unnatural Toughness [4],
Stealth, Parry, Dodge, Brutal charge
Acrobatics, Athletics, Tyranid: Toxic [1], Deadly Natural Weapons, Brutal
Tracking, Survival, etc. charge, Frenzy, Unnatural Agility [1]
Beasts: Bestial, Deadly Natural Weapons, Frenzy,
Brutal charge; Sound Constitution [2]
Humans: Weapon Training, Sound Constitution, Double
Team, Hatred: GROUP [1], Quickdraw, Fearless,
Lightning Attack, Swift Attack
Daemons: From Beyond, Deadly Natural Weapons,
Swift Attack, Lightning Attack, Unnatural Weapon Skill
[3],
Warp-Beasts: From Beyond, Incorporeal, Unnatural
Weapon Skill [2], Hoverer [8]
BEHAVIOR COMMENTS
Master NPCs attempt the most effective strategy to eliminate
Master NPCs are leaders. They have the best equipment, highest wounds, and best
the party by means they can locate as effective. They treat
possible methods of eliminating player characters. They are rare and should
their lives as real, and the enemy as real. This means they
probably be reserved for certain climactic situations owing to their deadliness.
utilize all possible means to eliminate them and defend their
Supported by elite allies or swarms of common NPCs, masters are deadly in their
own life. In this they behave realistically, but not perfectly.
own right but even moreso when supported – such a thing evens out the action
economy and demands the players try to balance the table with clever methods.
SUGGESTED WEAPONS [Damage/Average Damage/Rate/Pen/Range/Misc]
Typical Average Damage Range: 20-30/attack

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.

Special Equipment [Pick Three]


Preysense Goggles, Rebreather, Chamoline Cloak, Vac-Sealed Armor, Filtration Plugs, Spikes [Armor], Photo-Visor, Refractor Field [Rating 30] or
Refractor Field [Rating 40]

Special Abilities [Pick Two-Three]


Variable. Special abilities often decrease the aggregate combat power of the players to allow for combat against the entire party, or as a way to
generate surprises in an encounter. Special abilities are thereby somewhat arbitrary but follow thematically for the NPC involved.
[++17++]

3. Hero NPC Templates


This section deals with notable characters and statistics appropriate to such characters. Owing to the wide variety of such
characters, such templates are cast in broad strokes to allow the greatest possible representation. Heroes is a catch-all
term for characters that are notable, less so for their laudable actions.

3.1: Heroes and You


Hero NPCs templates exist to give some baseline statistic for individuals note
in the Warhammer 40,000 universe. They are an entirely new class of
difficulty that exist for the most skilled parties and exceeding master status.
+ Narrative Heroes? +
Heroes might sometimes be handled better
When they appear, the usual order of play and all bets are off: these are by narrative owing to the asymmetric
individuals with legendary notoriety, skills, and so on. damage output of many combat options in
the FFG system. It can be both irritating and
For ease, there are there variants provided: Minor Heroes, Major disappointing to kill Ciaphas Cain by one-
shotting him with a thunder hammer, for
Heroes, and Legendary Heroes. Each class is demarcated by their
example.
relative level of notoriety rather than other qualities.
Owing to hero strength, they have access to all variety of tools,
abilities, and powers normally reserved for players – and some the players don’t have!
Owing to the scale issues involved, these are difficult to playtest.

3.2: Hero [Minor]


Sector-Wide Notoriety. E.g. Sly Marbo, Ibram Gaunt, Ravenor, Ciaphas Cain.

CHARACTERISTICS HERO [MINOR]


BS S T AG INT PER WP FEL INF
75 [11] 75 [11 70 [11] 70 [11] 50 [5] 70 [7] 70 [11] 70 [7] 50+
WOUNDS [Total] TB [Total] ARMOR SIZ SPD SKILLS TRAITS/TALENTS
200-300 20 15 5-6 6/12/24/48 Suggested: [4] Skills at Suggested: [8+] Appropriate Traits or Talents.
[30]; All Defensive
{or} skills. Typical:
Touched by the Fates [2]; Step Aside, Brutal charge,
Wounds:
125 & Conversion Typical: Fearless, Unnatural Ballistic Skill, Strength, Toughness,
Field: [50]. Dodge [30]; Parry [30]; Agility, Willpower [4], Resistance: Psy [4],
Counterattack

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.

Special Equipment [Pick Two-Three]


Terminator Armor [Deflection Rating 30]; Artificed Power Armor; Preysense Goggles, Rebreather, Chamoline Cloak, Vac-Sealed Armor, Filtration
Plugs, Spikes [Armor], Thermal [Armor], Photo-Visor, Conversion Field [Rating 50].

Special Abilities [Pick Two-Three]


Dramatic Ability. It is suggested an ability be granted that negates some sort of major player advantage – either the player’s opening gambit is
reversed, the hero summons reinforcements, or the hero deploys something unexpected. A list of example abilities can be found on chapter 15.
Aura: The hero is immune to effects that would kill or disable them instantly, such as bolt of change or similar abilities, spells, and so on. Such
attacks inflict [10] wounds – unsoakable – instead.

3.3: Hero [Major]


Segmentum-Wide Notoriety. E.g. Dante, Bjorn the Fell-Handed, Cherubael, Kharn the Betrayer, Fabius Bile.

CHARACTERISTICS HERO [MAJOR]


BS S T AG INT PER WP FEL
85 [14] 85 [14] 80 [14] 70 [13] 60 [12] 70 [13] 70 [13] 70 [13]
WOUNDS [Total] TB [Total] ARMOR SIZ SPD SKILLS TRAITS/TALENTS
250-450 25 18 5-6 6/12/24/48 Suggested: [6] Skills at Suggested: [8+] Appropriate Traits or Talents.
[30]; All Defensive Psyker Rating 8: All powers appropriate.
and skills.
Typical:
Field: [60].
Psyker: [8] Typical: Touched by the Fates [3]; Step Aside, Brutal charge,
Dodge [30]; Parry [30]; Fearless, Unnatural [All: +6], Counterattack,
Resistance: Psy [5]

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

Ranged[Note: STR/mods factored]


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[Note: STR/mods factored]


[++19++]
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[Note: STR/mods factored]


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.

Special Equipment [Pick Two-Three]


Terminator Armor [Deflection Rating 30]; Artificed Power Armor; Preysense Goggles, Rebreather, Chamoline Cloak, Vac-Sealed Armor, Filtration
Plugs, Spikes [Armor], Photo-Visor, Conversion Field [Deflection Rating 50]; Teleportation Pack.

Special Abilities [Pick Two-Three]


Dramatic Ability. It is suggested an ability be granted that negates some sort of major player advantage – either the player’s opening gambit is
reversed, the hero summons reinforcements, or the hero deploys something unexpected. A list of example abilities can be found on chapter 15.
Aura: The hero is immune to effects that would kill or disable them instantly, such as bolt of change or similar abilities, spells, and so on. Such
attacks inflict [10] wounds – unsoakable – instead.

3.4: Hero [Legendary]


Galaxy-Wide Notoriety. E.g. Abaddon the Despoiler, Guilliman, Typhus, Mortarion, Doombreed.

CHARACTERISTICS HERO [LEGENDARY]


BS S T AG INT PER WP FEL INF
95 [16] 85 [16] 80 [16] 70 [15] 60 [14] 70 [15] 70 [15] 70 [15] 50+
WOUNDS [Total] TB [Total] ARMOR SIZ SPD SKILLS TRAITS/TALENTS
500+ 30 25 7 6/12/24/48 Suggested: [6] Skills at Suggested: [8+] All
[30]; All Defensive Psyker Rating [10]: All powers.
and skills.
Typical:
Field: [75].
Psyker: [10] Typical: Touched by the Fates [3]; Step Aside, Brutal charge,
Dodge [30]; Parry [30]; Fearless, Unnatural [All: +8].

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.

Special Equipment [Pick Any/All]


Terminator Armor [Deflection Rating 30]; Artificed Power Armor; Preysense Goggles, Rebreather, Chamoline Cloak, Vac-Sealed Armor, Filtration
Plugs, Spikes [Armor], Photo-Visor, Conversion Field [Deflection Rating 50]; Teleportation Pack, Power Field [Deflection Rating 80].

Special Abilities [Pick Any/All]


Dramatic Ability. It is suggested an ability be granted that negates some sort of major player advantage – either the player’s opening gambit is
reversed, the hero summons reinforcements, or the hero deploys something unexpected. A list of example abilities can be found on chapter 15.
Aura: The hero is immune to effects that would kill or disable them instantly, such as bolt of change or similar abilities, spells, and so on. Such
attacks inflict [10] wounds – unsoakable – instead.
[++21++]

4. Chaos NPC Templates


Templates are mechanical tools that can be applied to existing statistics to reflect the changes that have occurred under
the sway of chaos. These templates exist to be layered on top of existing NPC statistics to account for their varying
contamination by the powers as the GM finds appropriate. As such statistics are largely untested and unproven, GMs are
encouraged to handle said statistics as one might handle a double-edged blade – carefully, deliberately, and with
forethought. Chaos non-playable character templates are meant to be applied to units that have been corrupted by the
empyrean in whole or part; such individuals may be Imperial-aligned or other. Aside from stated changes, the listed
statistical changes are always considered additive unless stated to reduce the value in question. If this results in doubling
or overlap, simply use the highest value unless it is considered additive.

USE AT OWN RISK !!


1. Locate existing characteristics for an NPC. If no statistics can be found, use generic characteristics provided.
2. Apply the template by adding them to your own characteristics, creature, etc. Certain templates allow for additive
templates, simply add all said templates together to produce a usable NPC [e.g. marked and aligned].

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:

GENERIC BEASTFIEND CHARACTERISTICS [STANDALONE]


WS BS S T AG INT PER WP FEL
30 [4] 05 [1] 50 [7] 50 [7] 40 [4] 05 [1] 35 [3] 15 [6] 01
WOUNDS [Total] TB [Total] ARMOR SIZ SPD SKILLS TRAITS
11 8 5/all 5 [+0] 4/8/12/24 Awareness [0] Daemonic [2], Deadly Natural
Survival [20] Weapons, From Beyond,
Parry & Dodge [0] Unnatural Strength & Weapon
Skill [1]; Unnatural Toughness [1]

ALIGNED BEASTFIEND TEMPLATE [ADD TO EXISTING NPC]


ALIGNMENT ADDITIONAL SKILLS ADDITIONAL TRAITS/TALENTS/MUTATIONS
Khorne Parry [20] Unnatural Senses [Smell] [2] & Unnatural Strength & Weapon Skill [3]; Frenzy
Malal Deceive [int] [20], Multiple Arms [4]; Crawler [8]; Unnatural Intelligence & Willpower [2]; Polyglot
Awareness
Nurgle Athletics [10] Unnatural Toughness [2]; Toxic [2] on Natural Weapons
Slaanesh Dodge & Awareness [10] Unnatural Senses [Sight] [2]; Razor Sharp; Step Aside
Tzeentch Psyniscience & Logic [10] Hoverer [8]; Psi Rating 3 and Chaos Bolt [1d10+3 Damage]
Undivided Parry & Dodge [0] Possession [Rating 40]; Regeneration [5]
[++22++]

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]:

TAINTED TEMPLATES [ADD TO EXISTING NPC]


ALIGNMENT ADDITIONAL SKILLS ADDITIONAL TRAITS/TALENTS/MUTATIONS
Khorne Parry [10] Wounds +[1]; Unnatural Weapon Skill/Strength [1]
Malal +++ Wounds +[1]; Unnatural Ballistic Skill [1]; Talent: Hatred – All [1]
Nurgle +++ Wounds +[2]; Traits: Unnatural Toughness [1]; Cannot Half-Move
Slaanesh Dodge [10]; Awareness [0] Wounds –[2]; Unnatural Ballistic Agility & Ballistic Skill [1]
Tzeentch +++ Wounds –[2]; Unnatural Ballistic Skill [1]; Talent: Strong Minded; Orthoproxy
Undivided Dodge & Parry [0] Wounds +[1]; Traits: Unnatural Weapon/Ballistic Skill [1]; Quick Draw

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!

MARK OF CHAOS TEMPLATES [ADD TO EXISTING STATISTICS]


ALIGNMENT ADDITIONAL SKILLS ADDITIONAL TRAITS/TALENTS/MUTATIONS
Khorne Parry [30] & Dodge [10] Wounds +[5]; Unnatural Weapon Skill & Strength [3]; Natural Armor [4]; Brutal
charge; Battle Rage; Frenzy; Counter Attack; Fearless
Malal Dodge [10] Wounds +[5]; Hatred – All [3]; [1] Weapon Gains [Felling 2] Quality; Multiple Arms
[4]
Nurgle Parry [10] & Dodge [10] Wounds +[10]; Unnatural Toughness & Willpower [3]; Undying; Regeneration [3];
Never Die; Fearless
Slaanesh Dodge [30]; Awareness [20] Wounds +[2]; Unnatural Ballistic Agility/Ballistic Skill [3]; Heightened Senses – All
[2]; Step Aside
Tzeentch Psyniscience [20]; Dodge Wounds +[2]; Unnatural Weapon/Ballistic Skill [3]; Talents: Strong Minded; Touched
[10] by the Fates [1]; Psi-Rating [3] + Bolt of Change [3d10 pen 9]
Undivided Dodge [20] & Parry [20] Wounds +[5]; Unnatural Weapon/Ballistic Skill [2]. Talents: Quick Draw,
Unshakeable Will.

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

4.5: Greater Possessed


Greater possessed are individuals operating under the upper limits of daemonic possession prior to spawndom. Often
rare, such possessed rare individuals have survived and as a result are often but not always astartes of some fashion.
What is common is that they have undergone possession for a long period or are otherwise experiencing profound
influences from the empyrean via a powerful daemon or other similar influence. As such, this status is less a degree of
true power and more an indicator of the expression of the daemon’s power through the mortal form. In truth, there are
no red lines beyond this point: doom, death, or other unpleasant fates are all that remain. Most possessed have one or
more manifestations in line with possession rules found in the Tome of Decay.

GREATER POSSESSION TEMPLATES [ADD TO EXISTING STATISTICS]


ALIGNMENT ADDITIONAL SKILLS ADDITIONAL TRAITS/TALENTS/MUTATIONS
Khornate Daemon Parry [20] Wounds +[7]; Trait: Daemonic [3], Fear [3], Unnatural Weapon Skill/Strength [3];
Baneful Presence [1]; Frenzy; Swift Attack; Daemonic Manifestation: Vorpal Claws –
Razor Sharp/Felling [3] and/or Chaos Aura [Rating 45].
Malan Daemon Dodge and Parry [0] Wounds +[7]; Traits: Daemonic [3], Fear [3], From Beyond; Talents: Hatred – All [3];
Baneful Presence [1]; Multiple Arms [4]; Crawler [10], Blind, Sonar Sense, Burrower
[8]. Daemonic Manifestation: Warp Weapon [1 Weapon];
Nurglish Daemon Parry [10] Wounds +[9]; Traits: Daemonic [3], Fear [3], Unnatural Toughness [5]; From Beyond;
Baneful Presence [1]; Stuff of Nightmares]; Daemonic Manifestation: Daemonic
Venom [Natural Weapons - Toxic 3] and/or [Daemonic Spew] 15m; S/–/–; 1d10+4 E;
Pen 5; Corrosive [1], Toxic [2], Spray. Special: Cannot Half Move.
Slaaneshi Daemon Dodge [20]; Wounds +[4]; Traits: Daemonic [3]; Fear [3], From Beyond Unnatural Ballistic Skill
Awareness [30] [2]; From Beyond; Baneful Presence [1]; Lightning Attack; Unnatural Agility/Ballistic
Skill [2]; Daemonic Manifestation: Rending Talons [Corruption Rating 50 / +6]
Tzeentchian Daemon Dodge [20]; Wounds +[4]; Trait: Daemonic [3], Fear [3], From Beyond; Unnatural Ballistic
Psyniscience [30] Skill/Intelligence [3]; From Beyond; Hoverer [10]; Daemonic Manifestation:
[Daemonic Fire] 15m; S/–/–; 1d10+8 E; Pen 6; Flame, Spray, Felling [4] Recharge [1];
Psi-Rating [3] and Bolt of Change [3d10+3 Pen 9]
Undivided Daemon Dodge and Parry [10] Wounds +[7]; Traits: Daemonic [3], Fear [3], Unnatural Weapon/Ballistic Skill [2];
From Beyond; Baneful Presence [1]; Talents: Ambidextrous; Two Weapon Wielder;
Daemonic Manifestation: Wings and Slayer Limb
[++24++]

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.

5.1: Infernal Engines


Infernal Engines are mundane machines exposed to the warp with varying ++ Vehicle Traits ++
results. Although tainted, these vehicles are the same as their mundane Vehicle template often utilize traits,
counterparts. Despite their category, infernal engines are not daemon engines; adjustments, and modifiers from
they are not possessed by a daemon. Owing to chronic exposure and Black Crusade, Only War,
contamination such vehicles are now corrupted at the metaphysical level and Deathwatch, and Dark Heresy 2 to
their effective capacities have changed. Tainted vehicles can, with effort, be support traits available to vehicles.
purged or their corruption and reserviced if the proper rituals, Rituals, and Further, the author sees fit to
purity-devices are employed in their recovery. Still, the effect on such vehicles is occasionally add ‘non vehicle’ traits
severe and often has visible effects that hinder their enemies. to vehicles.

5.1a: Aligned Infernal Engine Templates


Infernal Engines may be tainted toward different powers of the warp or in general with limited changes. The taint has
suffused them so much that have endured certain changes that are larger or smaller. Such vehicles are treated as
mundane and operate as normal, however these statistics are maybe be added to give them some variation:

ALIGNMENT ADDITIONAL TRAITS


Khorne Structure: +3; Modification: Natural Armor +2/all
Malal Structure: +3; Trait: Sonar Sense
Nurgle Structure: +2; Traits: Unnatural Toughness [1], Ponderous
Slaanesh Structure: -3; Modification: Enhanced Motive System
Tzeentch Structure: -3; Auto-Stabilised
Undivided Structure: +3; Modification: Dirge Caster [allies in 25m gain ‘fearless’]
[++25++]

5.1b: Hell-forged Infernal Engine Template


Hell-forged vehicles are vehicles specially manufactured by the dark mechanicus on hell-forges across the galaxy. They
are in most respects the same as their loyalist counterparts, though with modifications and adulterations. Unlike their
tainted or chaos counterparts, Hell-forged vehicles have been and always will be – to some degree – the stuff of chaos
and their designs have been changed. Owing to their origins, there are variations in form with differing hell-forges having
differing fabrication goals, interests, or capacities:

SOURCE ADDITIONAL FEATURE/TRAITS/WEAPONS


Polix [1] Weapon adds changes to [flame] trait.
Abheilüng [1] Weapon gains [twin-linked] trait.
Xana II [1] Weapon Gains [tainted] trait. Vehicle corruption rating: 20 [+2 damage]
Samech Vehicle covered in Spikes [1d5+1 I AP0] [w/ Felling 1]
Cyclotrathe Modification: Ablative Armor [or] Twin-Linked Pintle-Mounted Heavy Stubber [1d10+4 I Pen 3 ~/~/8]

5.2: Possessed Engines


Possessed Engines are daemon engines in the common sense. They are mundane
vehicles that are currently inhabited by an active daemon that controls the vehicle
+ Using These Numbers +
with a crew or alone, depending on the fabrication method. This type of vehicle is the
A core characteristic line is
most common of daemon engines of the dark millennium, though their prevalence provided general usage. Vital
varies owing to their difficulty of manufacture: the precision, ritual effectiveness, and characteristics are all others
collective technical and sorcerous demands make these devices beyond the reach of required. If the unit already has
the more basic heretic with the more basic facilities. Ranging from basic vehicles statistics, GMs can apply a
template. If the NPC has no
converted to be used as shells to artisanal machines fabricated with great care to characteristics, GMs can apply
improvised barely-functioning devices of lumbering metal, the unity of such devices is ‘core/vital’ and ‘template’ for a
sparse. Typically their association is in their capacity for violence, unnatural abilities, functional NPC. Strength
and effect they have on their enemies. Interestingly, despite their size and combat additives come pre-calculated
for certain characteristics.
potential, even highly deadly machines such as titans possessed by daemons are
under such a classification.

Daemonic Possession and Crew


This supplement assumes daemon engines utilize all their weapons as per Dark Heresy 2’s ‘daemonic possession’ trait.
Daemon engines are inadequately explained in Black Crusade and vehicle integration is incomplete compared to Dark
Heresy 2. In Black Crusade it is assumed that daemon-engines fire a single weapon system, however Dark Heresy 2 has
implemented the Daemonic Possession1 trait to allow daemonically possessed vehicles to act as if they had a crew on
their turn.

Improvised Engine [suggested: standalone, ad-hoc machines, etc.]


GENERIC ENGINE CHARACTERISTICS
WS BS S T AG INT PER WP FEL
50 [5] 50 [5] 40 [7] 30 [9] 40 [4] 25 [2] 35 [3] 60 [6] 01
Wounds [Total] TB [Total] ARMOR SIZ SPD SKILLS TRAITS
30 6 25/All 6 [+20] HLF/FULL/CHG/RUN Athletics +10 Wounds/Structure +12; Daemonic
12 – 28 – 42 – 84 Awareness +10 Possession, Daemon Engine [3]; Machine
Tactical: 12 Psyniscience +10 [10]; Unnatural Strength [3]
Cruise: 45km

1
Dark Heresy 2 Core Rulebook p.187
[++26++]

Typical Engine [suggested: Leman Russ, Macharius, Valkyrie, etc.]


GENERIC ENGINE TEMPLATE
WS BS S T AG INT PER WP FEL
50 [5] 55 [5] 40 [9] 60 [11] 40 [4] 25 [2] 35 [3] 60 [6] 01
Wounds [Total] TB [Total] ARMOR SIZ SPD SKILLS TRAITS
40 10 30 [All/Total] 7 [+30] HLF/FULL/CHG/RUN Athletics +10 Structure +12; Daemonic Possession;
10 – 28 – 42 – 84 Awareness +10 Daemon Engine [4]; Machine [15];
Tactical: 10 Dodge + Parry Unnatural Strength [5];
Cruise: 40km Psyniscience +10

Typical Possessed Engine Alignment


ALIGNMENT ADDITIONAL WEAPONS TRAITS
Khorne Harvester [Melee] - 4d10 R pen 0; Devastating [4], Brutal charge, Aortic Rage {or} Runes of the Blood
Flexible, Inaccurate, Unwieldy God, Reinforced Armor; Unnatural Weapon Skill [2];
Volatile
Malal Warp Accelerator [Ranged]; 20m; S/–/–; 5d10 energy pen Sonar Sense, Hatred: All [2]; Crawler [10]; Burrower
0; Recharge, Shocking. [6]; Multiple Arms [2]; Blind, Sonar Sense.
Nurgle Ray of Decomposition [Range]; 80m S/–/–; 2d10+8 E pen Unnatural Toughness [2]; Strange Physiology
8; Decay [7], Recharge.
Slaanesh Nightmare Mines [Melee], 1d10+6; Pen 6; Crippling [6] Unnatural Ballistic Skill [2]; Weapon Skill [2x]; and
[deploy automatically]. Agility [2]
Tzeentch Warpflame Vents [Range]; 5m; S/–/–; 1d10+9 Energy; Pen Additional Traits: Unnatural Ballistic Skill [2];
4; Spray, Flame, Hallucinogenic [3]. Unnatural Willpower [2]; Hoverer [10]; Warpshroud
Undivided Revise [1] weapon to ‘Blackfire’ [15m – ranged only]: S/– Unnatural Ballistic Skill [3]; Touched by the Fates [1]
/–, Corrosive [4]; Irradiated [4]; Damage Retained.

Rare Engine [suggested: Falchion, Minotaur, etc.]


GENERIC RARE POSSESSED ENGINE CHARACTERISTICS
WS BS S T AG INT PER WP FEL
60 [6] 60 [6] 50 [11] 70 [11] 40 [4] 25 [2] 35 [3] 60 [6] 01
Wounds [Total] TB [Total] ARMOR SIZ SPD SKILLS TRAITS
42 12 35 7 [+30] 8 – 16 – 24 – 48 Athletics +10 Structure +12; Daemonic Possession;
[All/Total] Tactical: 8 Awareness +10 Daemon Engine [5]; Machine [15];
Cruise: 35km Dodge + Parry Unnatural Strength [6]
Psyniscience +10

Rare Possessed Engine Alignment


ALIGNMENT ADDITIONAL WEAPONS ADDITIONAL TRAITS
Khorne Harvester [Melee] 4d10 R pen 0; Devastating [4], Flexible, Inaccurate, Structure +8; Brutal charge, Aortic Rage {or} Runes of the Blood
Unwieldy [and] Star of Chaos [Melee] 2d10 I Pen4 God, Reinforced Armor; Unnatural Weapon Skill [3]; Volatile.
Felling [4], Power Field, Shocking, Unwieldy.
Malal Warp Accelerator [Range] 20m; S/–/–; 6d10 energy Pen 0; Recharge, Structure +8; Sonar Sense, Hatred: All [3]; Crawler [15]; Burrower
Shocking. [10]; Daemonforge [1 Damage Reroll]; Multiple Arms [2]; Blind,
Sonar Sense.
Nurgle Ray of Decomposition [Range] 80m S/–/–; 2d10+8 E Pen 8; Decay [7], Structure +14; Unnatural Toughness [3]; Strange Physiology;
Recharge. Pestilent Fog; Cloud of Flies.
Slaanesh Nightmare Mines [Melee] 1d10+6; Pen 6; Crippling [6] [deploy Structure +4; Unnatural Ballistic Skill, Weapon Skill, Agility,
automatically] [and] Devourer Lash S/–/1d10 I; Pen 0; Accurate, Blast Perception [3]; Sensory Overload [Daemonic Shield].
[3], Corrosive, Hallucinogenic [3], Haywire [3], Tearing.
Tzeentch Warpflame Vents [Range] 5m; S/–/–; 1d10+9 Energy; Pen 4; Spray, Structure +4; Additional Traits: Unnatural Ballistic Skill [3];
Flame, Hallucinogenic [3] and Warp Accelerator 20m; S/–/–; 6d10 E Pen Unnatural Willpower [3]; Hoverer [10]; Warpshroud.
0; Recharge, Shocking.
Undivided Revise [1] weapon to ‘Blackfire’ [Range] [15m ranged only]: S/2/–, Structure +8; Unnatural Ballistic Skill [3]; Touched by the Fates [1].
Corrosive [4]; Irradiated [4]; Damage Retained; Slaughterer Limb.

5.3: Daemon Engines


As a term, ‘daemon engine’ [type/category] applies to many devices. however proper daemon engines – henceforth
daemon engines1 [token/subtype] are devices fabricated to a higher standard, purpose, and quality than their lesser ilk.
Rather than being machines built to house a daemon without discrimination, daemon engines1 are meant to go above
[++27++]
and beyond the standard possessed engine by adopting custom-built forms to manage the assorted demands of the
daemon itself. Defilers, forgefiends, and heldrakes rank among such a class of devices.

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.

GENERIC DAEMON1 ENGINE CORE CHARACTERISTICS


WS BS S T AG INT PER WP FEL
60 [6] 60 [6] 40 [10] 60 [12] 40 [4] 25 [2] 35 [3] 60 [6] 01
Wounds [Total] TB [Total] ARMOR SIZ SPD SKILLS TRAITS
52 12 36 7 [+30] HLF/FULL/CHG/RUN Athletics +10 Wounds/Structure +20; Daemonic
[All/Total] 10 – 20 – 40 – 80 Awareness +10 Possession; Daemon Engine [6];
Tactical: 10 Dodge + Parry Machine [18]; Unnatural Strength
Cruise: 40km Psyniscience [6]; Daemonforge
+10

Daemon Engine1 Alignment Templates


ALIGNMENT ADDITIONAL WEAPONS ADDITIONAL TRAITS
Khorne Harvester; [Melee] - 4d10 R pen 0; Devastating [4], Structure: +16; Brutal charge, Aortic Rage, Runes of
Flexible, Inaccurate, Unwieldy & Slaughterer Limb the Blood God, Reinforced Armor; Unnatural
[1d10+STR R] Weapon Skill [3]; Volatile

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++]

5.4: Incarnate Engines


The Incarnate Daemon Engine is a device that makes worlds shake. They are things that exceeds almost all heretics, and
such devices are in the care of only a few; the devices themselves are their own masters, and they have fealties and goals
of their own. Where such devices start to move, worlds die – or worse. They are nearly autonomous and are classes of
machine that are the most powerful, most sophisticated, and most evil. They are evil incarnate in the manner of a
machine. Greater Brass Scorpions, Kytans, Doom Blasters, Subjugators, and Fire Lords are examples of such fell machines.

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.

GENERIC TRUE DAEMON ENGINE CHARACTERISTICS


WS BS S T AG INT PER WP FEL
60 [6] 60 [6] 90 [19] 70 [15] 50 [5] 50 [2] 50 [5] 80 [8] 01
WOUNDS TB [Total] ARMOR SIZ SPD SKILLS TRAITS
[Total]
75 15 25 10 HLF/FULL/CHG/RUN Athletics +10 Daemon Engine [8]; Daemonic
[All/Total] [+60] 15 – 30 – 60 – 120 Awareness +10 Possession; Daemonic Machine [25];
Tactical: 15 Dodge + Parry Dirge Caster; Enhanced Auspex;
Cruise: 80km [Flier: +10 Environmentally Sealed; Reinforced
Psyniscience +10 Hull; Targeter Array; Unnatural
Strength [10]; Walker {or} Tracked
{or} Flying [18] and Hoverer [6]
SPECIAL ABILITIES
True Daemonforge: Once per scene the Daemon Engine may re-roll a damage roll in its entirety.

GENERIC SUPERHEAVY TRUE DAEMON ENGINE CHARACTERISTICS


WS BS S T AG INT PER WP FEL
60 [6] 60 [6] 90 [19] 70 [15] 50 [5] 50 [2] 50 [5] 80 [8] 01
WOUNDS TB [Total] ARMOR SIZ SPD SKILLS TRAITS
[Total]
[++29++]
75 15 25 10 HLF/FULL/CHG/RUN Athletics +10 Daemon Engine [8]; Daemonic
[All/Total] [+60] 15 – 30 – 60 – 120 Awareness +10 Possession; Daemonic Machine
Tactical: 15 Dodge + Parry [25]; Dirge Caster; Enhanced
Cruise: 80km [Flier: +10 Auspex; Environmentally Sealed;
Psyniscience +10 Reinforced Hull; Targeter Array;
Tech Use +[0] Unnatural Strength [10]
SPECIAL ABILITIES
Daemonic Superheavy: This machine is so massive and evil that it has its own critical damage chart [§15.2]. Alternatively, the
Rituals of Battle chart [p.187] is usable. It may move through terrain obstructions the GM finds appropriate in relation to the
vehicle’s size.
Daemonic Void Shields: Void shields ignore up to [25] ranged damage a combat round beyond 5 meters, cumulatively, regardless of
type, qualities, or armor penetration [it is ineffective]. If income damage exceeds [45] total, damage a void shield overloads and the
secondary shield turns on automatically. If both shields are overloaded [90 damage], the machine becomes vulnerable to ranged
attacks beyond five meters. The machine can attempt to re-engage the void-shield with a malus [-20] tech use test at the beginning
of the next round as a reaction. Armor penetration does not penetrate the field.
Feral Machine Spirit: The daemon-engine has no crew and ignores all crew-related concerns, status effects, etc. It may utilize all
systems on its initiative.
True Daemonforge: Once per scene the daemon Engine may re-roll a damage roll in its entirety with no ill-effects

ALIGNED TRUE DAEMON ENGINE TEMPLATE [ADD LAST]


ALIGNMENT ADDITIONAL WEAPONS ADDITIONAL TRAITS
Khorne Shrieking Blast-Gun: 1500m; S/6/–; 3d10+8 I; Pen 6; Blast Structure: +30; Brutal charge, Aortic Rage, Runes of
[30], Clip 120; Reload 2 Full; Reliable, Twin-Linked]; the Blood God, Reinforced Armor; Unnatural
Harvester [Melee] - 4d10 R pen 0; Devastating [4], Weapon Skill [3]; Volatile; Independent Targeting;
Flexible, Inaccurate, Unwieldy & Slaughterer Limb Blood-Soaked Fury.
[1d10+STR R] {or} Warp Accelerator; 20m; S/–/–; 6d10
energy pen 0; Recharge, Shocking and Helmaw 60m; S/–
/3; 2d10 X 6 Blast [3], Crippling [3], Flame, Recharge
Malal Warp Accelerator [Ranged]; 200m; S/–/–; 6d10 energy Structure: +30; Sonar Sense, Hatred: All [3]; Crawler
pen 0; Recharge, Shocking, Blast [10]; Star of Chaos [3x] [50]; Burrower [15]; Multiple Arms [6]; Independent
[Melee] 2d10 I 4; Felling [4], Power Field, Shocking, Targeting; Deadly Natural Weapons; Blind, Sonar
Unwieldy Sense.
Nurgle Feculent Artillery Warts [Ranged]; 3500m; S/3/~; Structure: +48; Unnatural Toughness [3]; Strange
4d10+20; Blast 10+2; Toxic [3], Indirect; Ray of Physiology; Living; Independent Targeting; Stuff of
Decomposition [Ranged] 80m S/–/–; 2d10+8 E pen 8; Nightmares
Decay [7], Recharge; Flesh Cage [Ranged] 100m S/–/–
1d10+7 X 2 Blast [5], Inaccurate, Snare [4], Toxic [2]
Slaanesh Baroque Long-Barreled Cannon: 1500m; S/–/–; 3d10+20 Structure: +12; Unnatural Ballistic Skill, Weapon Skill,
X; Pen 8; Clip–; Reload –; Blast [15], Twin-Linked, Tainted]; Agility, Perception [3]; Independent Targeting;
Nightmare Mines – Melee, 1d10+6; Pen 6; Crippling [6] Whispers of Promised Ecstasy
[deploy automatically].
Tzeentch Apocalyptic Baleflamer: 150m [Line 20m or Cone 150m]; Structure: +12: Unnatural Ballistic Skill [2]; Unnatural
S/–/–; 3d10+6 X; Pen 8; Clip–; Reload –; Spray, Flame; Willpower [2]; Hoverer [15]; Flying [30]; Independent
Massive Warpflame Vents; 35m; S/–/–; 1d10+9 Energy; Targeting; Warpshroud
Pen 4; Spray, Flame, Hallucinogenic [3] & Helmaw; 60m;
S/–/3; 2d10 X pen 6
Blast [3], Crippling [3], Flame, Recharge.
Undivided Bizarre Tainted Autocannon Array [1500m; S/–/8; Structure: +30; Unnatural Ballistic Skill [3]; Touched
3d10+18 by the Fates [1]; Independent Targeting; Dirge Caster
I; Pen 6; Clip 200; Reload 4 Full; Reliable, Tearing, [250m]
Tainted]; Revise [1] ranged weapon to ‘Blackfire’ [15m
ranged only]: Corrosive [4]; Irradiated [4]; Damage
Retained.
[++30++]

5.5: Infernal Relics


Infernal Relics are pieces of equipment of both notoriety and brute terror. They are + Templates, Crew, Etc. +
machines that have survived innumerable battles and have, by fate or fortune, Templates are provided to
developed a reputation. They have names, they have histories, and they have all expedite the creation of
manner of modifications to reflect such a status. Infernal Relics. There may be
some errors in applying
Relics are notorious for their age. Unlike other machines fabricated in vast production them. Assume such
queues over centuries and decades, these vehicles bear pedigrees hard to match: many templates provide the basic
have been present since the Great Crusade in some form or others have simply structure or replacing
developed a wicked notoriety for acts in the field. Over the years such machines have existing systems owing to
grown to become more than simply machines – indeed, said vehicles have seen a their superiority. If the
vehicle lacks crew, simply add
considerable amount of structural changes from warp energy. As is the nature of the
a crewman for the new
warp, such changes are unpredictable on material reality but bear certain common weapon for example.
traits typical of taint, though lacking any real possession – although such a thing may
occur. More typically, such devices are mundane. However, said devices have changed
massively and sometimes hardly resemble their maker’s design; They may have visible organic mutations, strange
modifications by operators long dead, aberrant, or non-Euclidean effects, unknown markings, or other features that
make them a step beyond their lesser counterparts. Indeed; tainted vehicles might be compared to a waterlogged
machinery, these devices might be compared to a vehicle lost to a bog for decades – things now dwell in it, within it, and
are it.

Infernal Relic Templates [Ground]


ALIGNMENT ADDITIONAL TRAITS/TALENTS/MODIFICATIONS
Khorne Structure: [+23]; Unnatural Toughness [2]; Modifications: Superior Plating, Reinforced Armor, Smoke
⮡ Alternate Weapon Launchers
⮡ Additional [Turret] Conversion Beamer [Best] {600m S/-/- 3d10+10 E pen12 mag6; Blast [3], Recharge [1], Twin-
Weapon Linked}
[Pintle] Accursed Heavy Stubber [Best] {1d10+4 pen 3 [~/~/10] [Twin-Linked, Flame, Remote]
Malal Structure: [+23]; Unnatural Toughness [2]; Modifications: Reinforced Armor, Rough Terrain Mod, Smoke
⮡ Alternate Weapon Launchers
⮡ Additional [Turret] Volkite Demi-Culverin [Best] {400m S/-/- 3d10+12 E pen14 mag40 [Deflagrate, Twin-Linked, Blast
Weapon [5]
[Pintle] Vile Heavy Stubber [Best] {1d10+7 pen 3 [~/~/10] {Twin-Linked, Tainted [3], Remote}
Nurgle Structure: [+28]; Unnatural Toughness [4]; Trait: Living; Modifications: Reinforced Armor, Damage Control
⮡ Alternate Weapon [Turret] Glascannon [Best] 450m S/-/- 3d10+10 E pen8 mag30 [Rad-Phage, Overheats, Fleshbane,
⮡ Additional Unstable {4}]
Weapon [Pintle] Toxic Heavy Stubber [Best] {1d10+4 pen 3 [~/~/10] [Toxic [1], Remote]
Slaanesh Structure: [+16]; Unnatural Toughness [2]; Modifications: Enhanced Motive System [3], Ablative Armor,
⮡ Alternate Weapon Searchlight
⮡ Additional [Turret] Graviton Cannon [Best] {500m S/-/- 4d10+8 I pen8 mag6; Blast [3]. Special: All within blast test
Weapon dodge malus -20 or they are immobilized for [1] round and suffer an additional 4d10+8 damage.
[Pintle] Baroque Heavy Stubber [Best] {1d10+4 pen 3 [~/~/10] [Hallucinogenic {1}, Remote]
Tzeentch Structure: [+16]; Unnatural Toughness [2]; Trait: Auto-Stabilised; Modifications: Smoke Launchers,
⮡ Alternate Weapon Searchlight
⮡ Additional [Turret] Volkite Demi-Culverin [Best] {400m S/-/- 3d10+12 E pen14 mag40 [Deflagrate, Twin-Linked, Blast
Weapon [5]
[Pintle] Charged Heavy Stubber [Best] {1d10+4 pen 3 [~/~/10] {Twin-Linked, Tainted, Remote, Blast [1]}
Undivided Structure: [+16]; Unnatural Toughness [2]; Modifications: Artificer Hull, Superior Plating, Searchlight
⮡ Alternate Weapon [Turret] Conversion Beamer [Best] {600m S/-/- 3d10+10 E pen12 mag6; Blast [3], Recharge [1], Twin-
⮡ Additional Linked}
Weapon [Pintle] Vile Heavy Stubber [Best] {1d10+7 pen 3 [~/~/10] [Twin-Linked, Tainted [3], Remote]

Infernal Relic Template [Aeronautica]


[++31++]
ALIGNMENT ADDITIONAL TRAITS/TALENTS/MODIFICATIONS
Khorne Structure: [+7]; Unnatural Toughness [2]; Modifications: Superior Plating, Reinforced Armor, Searchlight
⮡ Alternate Weapons Infernal Cluster Munitions 3000m -/-/10 2d10+6 X pen3 {Blast {5}} [Felling 2] [Indirect & Devastating {5}]
Bloodblessed Lascannons 900m S/-/- 5d10+10 E pen10 [Proven 5] [Twin Linked, Felling 3]
Malal Structure: [+7]; Unnatural Toughness [2]; Modifications: Enhanced Motive System [1], Superior Plating,
⮡ Additional Weapons Reinforced Armor, Searchlight
Infernal Cluster Munitions 3000m -/-/10 2d10+6 X pen3 {Blast {5} [Felling 2] [Indirect] [Devastating {5}]
[Indirect {5}]
Vile Longbarrel Autocannons 900m S/4/- 4d10+8 E pen5 [Twin Linked, Reliable, Tearing]]
Nurgle Structure: [+11]; Unnatural Toughness [4]; Trait: Living; Modification: Reinforced Armor, Damage Control,
⮡ Additional Weapons Searchlight
Putrid Cluster Munitions 3000m -/-/10 2d10+6 X pen3 {Blast {5}} [Felling {2}, Toxic {2}] [Devastating {5],
Indirect {5}]
Longbarrel Autocannons 900m S/3/- 4d10+5 E pen6 [Twin Linked]
Slaanesh Structure: [+3]; Unnatural Toughness [2]; Modification: Enhanced Motive System [3], Artificer Hull,
⮡ Additional Weapons Searchlight
Strange Multilaser Bank 1000m -/6/10, 3d10+6 pen 4 [Modification: Twin Linked, Felling [2]}
Tzeentch Structure: [+3]; Unnatural Toughness [2]; Trait: Auto-Stabilised; Modification: Smoke Launchers,
⮡ Additional Weapons Searchlight
Infernal Cluster Munitions 3000m -/-/10 2d10+6 X pen3 {Blast {10}} [Felling 2] [Indirect] [Devastating {5}]
[Indirect {5}] and Incendiary Lascannons 900m S/-/- 5d10+10 E pen10 [Proven 5] [Twin Linked, Felling 3,
Flame]
Undivided Structure: [+7]; Unnatural Toughness [2]; Modification: Enhanced Motive System [1], Artificer Hull,
Superior Plating, Searchlight
⮡ Additional Weapons Nightmarish Cluster Munitions 3000m -/-/10 2d10+6 X pen3 {Blast {10}} [Felling 2] [Indirect &
Devastating {5}]
Longbarrel Autocannons 900m S/3/- 4d10+5 E pen6 [Twin Linked]

5.6: Daemon Engine Shells


Shells are containers for psychical energy, warp energy, by their construction. For Black Crusade shells are a basic
requisite for the construction of a daemon engine. For enterprising hereteks this is most germane to the fabrication of
daemon engines: such things act as housings for things of the empyrean to exist in material reality. With that in mind
shells can come variable in size, capacities, and in manufacture – some are attempts to retain one’s soul in another form,
while others are meant to act as a sieve to merely present dispersal to the warp. What is common is the transference of
some sort of psychical power to another form for this or other reason.

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.

5.6a: Archeotech Shells


Archeotech shells are ancient and rare devices meant to house psychic energy through anomalous means. As a result
said shells have a limited range of motion, if any is possible. Their manner of nature of fabrication is unknown. Their goal
or true purpose is unknown. Typically originating from exotic source, these shells are varied in form: small spheres of
darkness, strange machines, and other devices. Such shells are always heretical within the Imperium owing to their
[++32++]
affiliation with the alien or the heretic. Owing to the lack of function, archeotech shells are often installed inside a larger
housing so that some degree of interaction with the world becomes possible. Example: Pontius Glaw.

+ 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.

5.6b. Incarnate Shells


Incarnate shells are well and truly the height of heretical science, daemonology, and techno-sorcerery. Said shells are less
material substance than modified and refined warp-energy that is molded into a lattice that acts as structure for the
daemon engine. This structure is sufficient to make the vehicle resilient to attack while also holding the form of the
daemon in realspace in a consistent way; it may be molded, reinforced, and further adulterated. This process is no simple
task, as such sorcerery combined with The complications of such a method are purely at the level of manufacture: the
incarnate shell requires a profound knowledge of sorcerery combined with the darkest methods. Incarnate shells are
always assumed to be purpose-built, and thereby cannot be combined with those shells – they are also particular to the
daemon in question.

+ 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.

5.6c: Mundane Shells


Mundane shells are typical and expedited devices prepared to house warp-energy of varying types, qualities, and so on.
Mundane shells are the most common form of shell available and the easiest to manufacture, though this is complex in
itself, and often painstaking. Owing to the versatility of said shells, most daemon engines or daemon-machines are
mundane shells. Mundane shells are never any other class of shell.
[++33++]

5.6d: Purpose-Built Shells


Purpose built-shells are advanced heretical science: shells that have been adjusted, refined, and structured to
accommodate a daemon in a robust way. They reflect the nature of the daemon within and are more effect in combat –
and are typically more pleasing to the daemon within, allow freer action, and typically allow an increased amount of
control while also allowing the usage of more weapon systems of a greater quality. Most importantly, purpose-built
shells are required for more advanced daemon engines such as incarnate engines.

+ 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.

5.6e: Psychoreactive Shells


Psychoreactive shells are machines built to house mortal psychical energies inside a structure of material that responds
to psychical impulses. These are almost exclusively Eldari in origin, being fabricated to house their souls within a
structure of wraithbone. Given the size and robustness of Eldar soul-essence, the nature of said shells is expansive and
all forms of containment are naturally given to other, darker, purposes. Enterprising hereteks have attempted to
manufacture shells to house daemons or other things. Accordingly, to fabricate such a shell, the device must are
constructed of the following materials: lorelei, wraithbone, noctilith, organo-crystal, psycurium, or soulglass. This
increases the aggregate power of the device and allows it an elegance in function comparable with an incarnate daemon
engine, thought it differs from purpose-built shells. Said shells are more effective than mundane materials in containing,
organizing, and expressing the general power of the soul essence – or what stands for such essence. Example: Aspect
shells, wraithguard [etc.] shells.

+ CONSTRUCTION REQUIREMENTS: SCRATCH-BUILT +


Stage 1: Construction from scratch is a slow process and requires Forbidden Lore: Xenos test at a malus of [-50] to deduce
or derive an appropriate diagram. Said design is typically as requested, though not exact.
Stage 2: Fabricating the shell requires forbidden knowledge: the warp test at [-50] to fabricate the shell from
psychoreactive materials.
Stage 3: Lastly, the shell requires the completion of a ritual of extrusion [§13.3] to produce warp-material appropriate for
the shell. Such a ritual must be repeated during the construction process once per day; this may take several days of
construction.
+ CONSTRUCTION REQUIREMENTS: ADULTERATED +
A faster method. An existing shell may be rebuilt with a forbidden lore: xenos test at [-50], materials, and an appropriate
shell. This reduces the capacity of the vehicle by [-1].
+ EFFECT +
Regardless of method, any daemon engine fabricated with the psychoreactive shell generates the following results:
Psy-Rating: The engine has a psyker power rating of [3] and [350xp] worth of powers. This is additive and the vehicle
ignores any psychic phenomena or perils rolls when using powers.
Shielding: The vehicle is under the effect of telekinetic shield permanently. This scales with the existing power rating.
[++34++]

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!
+++

6.1: Afriel Strain


++
Afriel Strain (Homo Sapien Maledictus) are genetically modified
abhumans meant for warfare.
++
What is man?

What should man be?

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.

++ RACE SPECIAL ABILITIES ++


[++35++]
SPECIAL ABILITY: SUPERIOR
Afriel strain are superior to their mundane fellows and gain unnatural [1] to [2] characteristics of their choice and a bonus [+10] to
[1] characteristic of choice.
SPECIAL ABILITY: ILL FATED
Afriel Strain are marked by fate for death and ill-fortune. All infamy accrued is halved for the purposes of infamy points. For
example, of the character had infamy rating of [40] their infamy bonus would be treated as [20] and the character would only have
[2] infamy points available.
RESTRICTIONS: ARCHETYPES
Afriel strain are exceedingly rare but are typically found within Imperial Guard regiments – they might rarely appear in certain
niche specializations as the GM deems appropriate.

6.2: Beastmen
++
Beastmen (Homo sapiens variatus) are abhumans that have beastlike
features of a bewildering variety.
++

Beastmen are humans that appear as animals in whole or part. Such


individuals may be the product of taint or genetic legacy that predates
the Imperium, though the source of such variations of human are
muddled and unclear. As a result this fuzzy line is typically the concern
of the administratum with the muddied legacy; said muddied history of
this classification, reclassification, and boundaries mark such creatures
in a fashion quite unlike their other variant human counterparts: they
are both abhuman and mutants.

Changes occur regularly in human form which make such classifications


difficult. Indeed, the Imperium’s perpetual stasis a regimentation of
change in order and the legacy of the warp is a legacy of mutation, fear,
bigotry, and relentless persecution. Although the many creatures and varieted genetic legacy of humankind’s dim past
lives only in the dim places of human history: ancient pict-grabs, genetic inheritors, forgotten relics, ancient statuary, and
oblique references to creatures of ancient Terra.

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.

++ RACE SPECIAL ABILITIES ++


SPECIAL ABILITY: UNRULY
[++36++]
All beastman share some universal features:
Frenzy: Beastmen may frenzy without a talent, though other features apply.
Intimidating: The ugliness of such creature also gives them [+10] to all intimidate tests and [-15] to all other social tests
with non-mutant Imperials. Such modifiers do not apply to mutants or followers of chaos.
Hated: All beastmen gain the [enemy: Judgement] talent. This applies to enforcers, arbitrators, and other officials.
SPECIAL ABILITY: LIMITED VARIANCE
Beastmen vary. All such variations are exclusive, and the player must choose [1]:
Beastman: The most common form of homo-sapiens variatus. They gain [+5] strength], [+5] weapon skill, and [1]
additional maximum wound and the [ambidextrous] talent. They count as trained with all non-power, non-force
weapons.
Bovigor: Tougher and more resilient beastmen typical of mining worlds. They gain [+10] toughness and [+2] maximum
wounds but lose [-3] agility. The character also gains resistance: poisons [1] and ignores gaseous effects during tactical
combat as if they had a respirator, though prolonged exposure forces toughness tests. They can never gain the
unremarkable trait.
Bray: A psychical variation of beastman typically given to psykana and warptaint. The character gains a psyker power
rating of [+1], effectively graduating them a single rank [i.e.: from epsilon to delta]. However, they are typically frail [-5
strength] and slower [-5 agility]. They can never gain the [unremarkable] trait and gain the [enemy: Judgement] talent.
Caprigor: A larger form of beastman accustomed to violence and brute labor. They gain [+8] strength and [+8] toughness.
They also gain [+2] maximum wounds and the gift of the gods magnificent horns. They can never gain the [unremarkable]
trait and gain the [enemy: Judgement] talent.
Doe: Gracile beastmen typically pacifist in nature. These are categorically docile despite the apparent aggression of
typical variatus. Their primary quality is their inoffensiveness, appealing forms, and capacity to be tolerated. However,
their eyes are appealing, and they gain [+10] to fellowship tests, unnatural fellowship [1], and [1] rank in the charm. Does
also gain the [enemy: ecclesiarchy] talent owing to their disquieting effect on the pious.
Minotaur: The most massive beastmen that only appear within chaos warbands, daemon worlds, and other areas of
explicit taint. Hulking man-eaters that match and exceed ogryn in size, minotaur are rare and truly frightening. They gain
the following: [+4] wounds, [+10] strength, size [5], unnatural toughness [2], unnatural strength [2], and the following
natural weapons: gore [1d10+2+SB AP1] [or] teeth [1d10+2+SB AP1] as well as the trait [deadly natural weapons]. They
can never gain the [unremarkable trait]. Lastly, minotaurs are addicted by the desire to consume human flesh: without it,
they become unstable and further deranged as GM finds appropriate – typically a week, as per the disorder ‘unspeakable
urge’ or ‘blood soaked’ [BC 279]. They can never gain the [unremarkable] trait and gain the [enemy: Judgement] talent.
Note: Minotaurs are highly abnormal within the Imperium and may be regarded as particularly freakish, frightening, or
outright heretical by authorities!

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++]

6.3: Chaos Ork


++
Chaos Orks (orcus gehenna) are massive humanoid xenos tainted by
chaos.
++

Nothing in the material universe is immune to the taint of the


immaterium and the effects it generates. As a dark mirror of the living
universe and part of it, contamination and corruption is always possible
no matter the subject and no matter the nature of the thing in question.
Even targets seemingly resistant or immune can be tainted, over time,
without the protection of scale or size afforded by their fellows; In such
cases, these creatures become in line with other creatures of chaos.

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.

++ RACE SPECIAL ABILITIES ++


SPECIAL ABILITY: ORK PHYSIOGAMY
Orkoid are extremely robust. However, the influence of chaos has diminished many of the typical strengths of untainted orkoids:
Big: Orks are size [5]. Their size increases to size [6] at infamy [50] and they gain an additional [5] wounds. They can never
gain the [unremarkable] trait.
Orky Traits: Chaos orks gain unnatural strength [2] and unnatural toughness [2].
Not Very Orky: Chaos Orks lack many of the other abilities of standard orks, such as waagh powers, and unless listed here
are not present.
Scary: Every time the creature appears to Imperial citizens without concealment they trigger fear [1] to mundane civilians
but not individuals with arms or some means of violence. This may immediately alert the authorities or simply frighten
people, as if they had seen a legendary monster. The creature may be concealed by some means, though close scrutiny
may reveal something amiss.
Xenophobia: Orks suffer a malus of [-15] to all interactions with Imperial humans unless they are acclimated to alien
forms of life or are concealed in a sensible way – they may be mistake for an ogryn. This may also apply to other
situation.
Unusual Physiology [Ork]: Orks are surprisingly easy to treat and gain a medicae bonus of [+10].
SPECIAL ABILITY: ORIGIN [OPTIONAL]
On character creation the heretic may assume a defined origin:
[++38++]
Weirdboy [Cost: 600xp]: The ork is a psyker and commands the powers of the warp as an unbound psyker. The ork gains a
psi-rating of delta [rating 3] and one power equivalent of [200xp].
Mekboy [Cost: 400xp]: The ork is trained as a mek. They gain [2] ranks in tech use and [1] rank in scholastic knowledge:
tech. Further, they may fabricate crude weapons and implants owing to their genetic memory with their [trade] skill and
may use their toughness instead of intelligence should they choose. For a list of orkoid weapons, see chapter 14. Orks still
require materials to fabricate such weapons, but the basic requirements compared to typical crafting are lower owing to
their typically humble – though violent – nature.
Loota [Cost: 400xp]: The ork gains [3] rare items of choice and a bonus of [+5] to acquisition tests. The ork is also
generally aware of situations where looting is possible and this functions as the paranoia talent and the GM must notify
the heretic of possible loot.
RESTRICTIONS
Chaos Orks must use the auxiliary archetype [§7.2] and the race archetype below instead of typical archetypes.

++ RACE ARCHETYPE: CHAOS ORK++


CHARACTERISTIC MODIFIERS
Orks gain [+10] to their toughness characteristic and [+10] to their strength characteristic.
STARTING SKILLS
Athletics: [+10]; Awareness; Intimidate; Linguistics: Low Gothic (Ork dialect); Navigate: Surface; Survival: [+10]; Trade: Ork
STARTING TALENTS
Berserk Charge; Bulging Biceps; Common Lore: Orks; Die Hard; Forbidden Lore: Orks; Hardy; Jaded; Resistance: Toxins, Cold, Heat,
Fear [2]; Weapon Training [Exotic: Ork, SP, Power, Basic, Chain]
STARTING GEAR
Stolen flak armor suit [Samech] {or} [Sobrieti]; Choppa and Slugga [Unknown] {or} Boltgun [Samech]; bag o’ teeth
STARTING WOUNDS
16 + 1d10
OTHER GEAR
Chaos Orks may have voidcraft the GM finds appropriate to explain the presence – however, the tides of chaos have many wiles
and ways to bring such creatures into interaction with the heretics.
[++39++]

6.4: Chaos Eldar


++
Chaos Eldar (eldari tenebrae) are long-lived anthropic xenos with
considerable psychical power.
++

The history of the Eldari race is a history of attempting to resist destruction by


the forces of chaos. Indeed, since the fall of the Eldar and the emergence of
Slaanesh, individuals have been pulled into service of the new goddess or
have their souls devoured; For in excess of ten thousand years, vastly
predating humanity, Eldar have attempted to survival by all means:
soulstones, offerings of pain, ancient technologies, or other means long
forgotten or simply unknown to humankind.

It has been a long race and exhausting – innumerable years, innumerable


sorrows, innumerable despairs. After so much pain and so many years, even the longest-lived species can find their
minds grow dark with the intolerable qualities of all things – and at the edge of their minds lurks the option to give in
and make peace with that long shadow that haunts their kind; Indeed, it does not take innumerable years of experience
to see the state of the galaxy or a farseer to see the trajectory of the dark millennium.

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.

++ RACE SPECIAL ABILITIES ++


SPECIAL ABILITY: ELDAR
Chaos Eldar are unique in several ways that make them distinct, but also vaguely similar to their mundane counterparts:
Tainted: Eldar tainted by chaos are always highly corrupt and start with an additional [1d10] corruption (raw, untyped).
Eldari Traits: All Eldar are preternaturally graceful and gain unnatural agility [2] and the [sprint] talent. Additionally, Eldar
may always test dodge incoming attacks regardless of their blast value or other special qualities; the only exception are
truly titanic explosions exceeding blast [15] or equivalent.
Preternatural Evasion: The character can automatically pass a dodge test with [1] degree of success once per day. This
may not stop all incoming hits and is not treated as a reaction, but a free action.
Strong Spirit: Eldar retain their connection to the warp and always count as soulbound if they are a psyker. They ignore
the first instance of psychic phenomena they incur or are affected by once per day.
Unusual Physiology [Eldar]: Unless the target has knowledge: xenos all medicae on Eldari suffer a penalty of [-10].
Unsettling: Eldar are highly disconcerting and trigger fear responses in individuals without the [jaded] talent; treat this as
fear [0] except individuals with some means of violence ready-to-hand.
Vaguely Human: Eldar may easily disguise themselves as human, however they are less inclined to do so.
Xenophobia: Eldar suffer a malus of [-15] to all interactions with Imperials, though they might be concealed if they are
willing to endure the loss of pride.
[++40++]
SPECIAL ABILITY: ORIGIN [OPTIONAL]
On character creation the heretic may [optionally] assume a defined origin:
Corsair [Cost: 200xp]: Eldari pirates. Inclined to fight for the thrill, fame, fortune, or other reasons, corsairs are notorious
enough for their skill and deadly capacities with voidcraft. Add the following:
Skills: Operate [Stellar]; Navigation [Stellar]; Scholastic Knowledge [Voidcraft].
Talents: Hotshot Pilot
Equipment: The corsair starts with a very small voidship capable of limited travel.
Wanderer [Cost: 200xp]: Eldari who simply wander the stars on the path of the outcast. Add the following where
appropriate:
Skills: Forbidden Knowledge [choose one]; Scholastic Knowledge [choose one]; Scholastic Knowledge
[Voidcraft], [1] rank in Survival.
Talents: Strong Minded
Items: The xeno starts with [1] rare items of their choice and [1] very rare item.
Kabalite [Cost: 200xp]: Eldari who work in service to the kabals of Commorragh as troops. Add the following:
Skills: Forbidden Lore: [Drukhari], Common Lore: [Xenos].
Talents: Quickdraw, Light Sleeper, Paranoia, and Leap Up.
RESTRICTIONS
Chaos Eldari must use the auxiliary archetype [§7.2] and the race archetype below instead of typical archetypes.

++ RACE ARCHETYPE: CHAOS ELDAR++


CHARACTERISTIC MODIFIERS
Eldar gain a bonus of [+10] to their agility and [-5] to their toughness.
STARTING SKILLS
Athletic; Acrobatics; Awareness: [+10]; Intimidate; Linguistics: Low Gothic [+0], High Gothic [+0], Eldari [+30]; Dodge: [+10];
Common Lore: Xenos; Forbidden Lore: The Black Library, Xenos, The Warp; Navigation [Surface]; Operate [Surface]; Parry; Stealth;
Tracking
STARTING TALENTS
Ambidextrous; Polyglot; Two Weapon Wielder; Combat Sense {or} Combat Formation; Leap Up; Weapon Training: [Exotic: Eldar,
Primary, SP, Flame, Las]
STARTING GEAR
Mesh Armor Suit [Eldar]; Shuriken Pistol and Chainsword [Eldari]; Microbead; Dataslate
STARTING WOUNDS
8 + [1d5]
OTHER GEAR
Chaos Eldar may have voidcraft the GM finds appropriate to explain the presence – however, the tides of chaos have many wiles
and ways to bring such creatures into interaction with the heretics.
[++41++]

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.

Daemons of all types enjoy a good insult.

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.

++ RACE SPECIAL ABILITIES ++


SPECIAL ABILITY: STRANGE NATURE
The mixed nature of daemonborn makes them both daemonic and mortal – and neither. The heretic is a pseudodaemon and this
has all the following:
Inscrutable Mind: The heretic is immune to fear and all forms of mental attack. The character is considered as having the
Infernal Will gift of the gods which does not count as a gift of the gods as relating to the corruption track. Reroll if this is
generated as a gift.
Gift Definition: The heretic may select the pseudo-daemon gift of the gods when determining what gift they are given if
their corruption exceeds [30] but do not gain warp instability as a side effect!
Exclusionary: The daemonborn cannot make dark bargains or pacts. Possessions also automatically fail.
[++42++]
Difficult Detection: Unless possessing the pseudo-daemon trait, the heretic is not considered a daemon and cannot be
detected by psykers except through arcane technological means.
Dark Speech: The heretic is capable of speaking to all daemons with dark tongue, the language of daemons – it is treated
as a rank [0] linguistics skill.
Spillover: The heretic’s daemonic nature grows in prominence as it corrupts the mortal form. Every corruption threshold
[i.e.: 10/30/etc] the heretic-daemon’s essence spills over to [1] weapon or piece of armor to give it the [tainted] special
quality. This can be done deliberately to certain types of equipment as one sheds skin.
SPECIAL ABILITY: ILL FAVOR
The daemon-thing is strange to the gods and suffers [+1] scorn per discrete incident where scorn occurs.
RESTRICTIONS
Daemonborn are always excluded from archetypes where they may be detected or as the GM sees fit.

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.

++ RACE SPECIAL ABILITIES ++


SPECIAL ABILITY: LIMITED VARIANCE
Felinid possess limited genetic variance. All Felinid may choose [2] of the following categories to adopt:
Stealthy: The heretic is more effective in concealing themselves and gains [1] rank in stealth.
Alacrity: The heretic starts with the [sprint] talent and gains [1] rank in athletics.
Deadly Claws: The heretic gains [deadly natural weapons] and retractable natural claws that inflict 1d10+2+SB I AP1
damage.
Survivalist: The heretic can crawl up vertical surfaces up to [3] times their agility bonus in meters without a test as if they
had the [crawler] trait; they also gain [2] ranks in tracking and [2] ranks in survival.
Tail: Felinid automatically gains the [cat fall] talent. The tail is treated as a spare limb but may not grip objects.
[++43++]
SPECIAL ABILITY: LITHE
Felinid are typically weaker than their mundane cousins and are typically less resilient. [-5 strength, -5 toughness]
RESTRICTIONS
None, though abhumans are typically not well regarded in the Imperium.

6.7: Half-Daemon
++
Half-Daemons (Homo sapiens insinuare) are entities that have a mortal
shell and daemonic essence.
++

Half-Daemons are individuals that house the essence of a daemon in


mortal flesh. Such a combination is truly strange and rare, as such
individuals do not have a soul-psyche: the daemon instead functions as
such. In essence, this individual is a daemon, but is constrained by the
organic shell with its own imperatives; it is a human thing that loves,
feels, hates, and fears acting as tight wrapper around a muddled
daemon-psyche. This combination is well and truly strange: although
lacking a refined mind to resist the daemon, the daemon itself is only
partially formed owing to the strangeness of the it. As a result mortal
flesh constrains the breadth of it owing to the nature of its occurrence;
This admixture is a thing neither truly mortal, nor truly daemonic, nor
possessed in the true sense: it is a pseudodaemon that is stunted for a
truly oceanic thing. It is a bonsai-tree in a fragile human container with the small tree’s small branches.

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.

++ RACE SPECIAL ABILITIES ++


SPECIAL ABILITY: DARK ENSOULMENT
The daemon’s essence is partially intact and carries many effects on the human form; it is ensouled is a pseudo-daemon.
Although it may remember some of its existence, it has forgotten much:
• Daemon Mind: The character is considered as having the From Beyond and Undying traits. However, every time the half-
daemon utilizes Undying or From Beyond, they must spend [1] infamy point or suffer [1] scorn from the gods.
• Dark Politik: The heretic’s daemonic essence has political relationships it may have forgotten since ensoulment. These
always exist and haunt the daemon, as such relationships are what constitutes within the warp. The heretic
[++44++]
gains the enemy talent to a type of daemon – Nurgle, Khornate, Tzeentch, Slaanesh, or Undivided. Note: Work with your
GM on an appropriate enemy. Malal is simply too rare and is assumed to hate the heretic.
• Dark Speech: At corruption [10] the heretic is capable of speaking to all daemons with dark tongue, the language of
daemons – it is treated as a rank [2] linguistics skill.
• Dominance: The half-daemon cannot make dark bargains or pacts. Possessions also automatically fail.
• Hard Detection: The heretic’s true daemonic nature can be detected by psykers with a psyniscience malus of [-
20] at close range [less than 25 meters]. Said detection may be fuzzy and confusing to psykers, as it is highly
unusual.

SPECIAL ABILITY: ADJUNCTION


If an ally provokes psychic phenomena there is a 33% [01-33] chance it will be applied to the heretic. Worse, if a daemon is
summoned from such an event, it will always meet the cRitualria of [Dark Politik]. If no psyker is present within the party the
heretic merely applies “Ill Favor” to the heretic while none are present.
RESTRICTIONS
Half-daemons are always excluded from archetypes where they may be easily detected.

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.

++ RACE SPECIAL ABILITIES ++


SPECIAL ABILITY: TALL
All Longshanks gain the [sprint] talent and all melee weapons gain [3] meters of reach. Their throw distance is also increased to
[SBx4] and their basic ground movement speed bonus is counted as two higher [i.e.: an agility bonus of +3 becomes +5].
SPECIAL ABILITY: THIN
Longshanks are larger than normal [+1: hulking] but do not become easier to hit owing to their thin nature. However, owing to
their thin qualities most armor does not fit normally and much of it must be refitted to work properly and certain forms of cover
are ineffective.
RESTRICTIONS
Longshanks are typically found in the Imperial Guard owing to their scarcity but are otherwise unrestricted.
[++45++]

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.

++ RACE SPECIAL ABILITIES ++


SPECIAL ABILITY: LOXATL PHYSIOGAMY
Loxatl have a varied and unique physiology which makes them resilient and dangerous in combat – or otherwise:
Constitution: All Loxatl gain regeneration [1] and may reconstitute destroyed or severed limbs over a prolonged period.
Deadly: All Loxatl have the trait [deadly natural weapons]. The creature’s claws and teeth inflict [1d10+SB Tearing AP0]
but may be improved through modification.
Form-Factor: Loxatl are quadrupeds but lack opposable thumbs. As such they can only equip weapons – or armor –
appropriate to their form. However, Loxatl require all equipment to be customized for their usage via auditory command,
cybernetic integration, or other means such as a servo-arm.
Exotic Sense: Loxatl gain the heightened senses (taste) and may treat taste as equivalent to sight. Said xeno also gains the
trait [sonar-sense] which detects heartbeats at a distance up to [100m] with a scrutiny test at challenging [+0] increasing
by a malus of [-10] per [100] meters. This does not surrender all information, but gives a rough understanding of count,
apparent status, and other inferential features based on said nonvisual sense of said heartbeats (e.g. exhaustion, possible
age, health issues, number, direction, etc). Many types of enemies ignores this effect and the Loxatl may not be able to
differentiate enemies and allies.
Reflective Hide: Loxatl are extremely stealthy. If traveling during night they gain the [unremarkable] trait – they may be
mistaken for other animals or other creatures. Scrutiny tests to notice such creatures always suffer a malus of [-10].
Further, Loxatl halve all incoming laser damage after factoring in toughness and armor.
Xenophobia: Loxatl suffer a malus of [-15] to all interactions with Imperial humans unless they are acclimated to alien
forms of life or are concealed in a sensible way.
Unusual Physiology [Loxatl]: Loxatl have a difficult physiology and impose a malus of [-10] to all medicae tests unless the
chirurgeon has forbidden knowledge: xenos.
SPECIAL ABILITY: FELLOW TRAVELER
[++46++]
Loxatl are typically recognized and appreciated within heretic forces despite their fearsome qualities. This gives them the following
advantages:
Aid to the Damned: Loxatl aid heretics in their efforts and are in turn aided by them. If a Loxatl is in the party all human
heretics increase their initiative by [+1]. Further, every time the party gains experience there is a 25% chance [01-25] to
gain an additional [50xp].
Skewed Path: Loxatl do not accrue corruption and ignore the effects of chaos taint. Every time all heretics in a compact
pass a corruption threshold, the Loxatl is permitted to gain a cybernetic implant or piece of equipment of [very rare] or
easier availability as payment from grateful chaos allies. Ascension for such characters is impossible owing to their
constitution; they ignores the effects of taint, but not effects like fear.
RESTRICTIONS
Loxatl must be the auxiliary archetype.

++ RACE ARCHETYPE: Loxatl++


CHARACTERISTIC MODIFIERS
Loxatl gain [+10] to the perception characteristic, [+5] to their agility characteristic, and [+5] to their toughness characteristic.
STARTING SKILLS
Athletics: [+0]; Awareness [+10]; Forbidden Knowledge [Xenos: +10]; Linguistics: Low Gothic, Loxatl (Nonverbal); Navigate: Surface
[0]; Scrutiny [+10]; Survival; Trade: Mercenary [or similar as found appropriate]
STARTING TALENTS & TRAITS
Ambidextrous, Catfall, Cold Hearted, Double Team, Heightened Senses: Taste {as above}, Weapon Training: Primary, Solid
Projectile, Exotic: [choose one], Quadraped, Crawler [full speed]
STARTING GEAR
Autospeaker implant [Samech]; food rations, integral armature vest [w/ mounted flechette blaster, Samech].
STARTING WOUNDS
14 + 1d10
OTHER GEAR
Loxatl may have other equipment the GM finds appropriate – such creatures may be veterans of many campaigns.
[++47++]

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.

++ RACE SPECIAL ABILITIES ++


SPECIAL ABILITY: PORTENTS
[++48++]
Mutants bear the mark of mutation. Such a state has a long history and generates a type of mentality and physicality. This has a
few effects:
Mutation: The mutant may roll twice on the lesser mutations chart listed below [§6.10a/b]. The GM may allow a re-roll if
the trait is not in keeping with the player’s mental concept of the character. The player may also determine other,
aesthetic qualities of their character’s mutations.
Bigotry: The mutant automatically suffers a malus of [-10] to all social tests with Imperial citizens regardless of
circumstances. They are disinclined to help, be friendly, or otherwise render aid.
SPECIAL ABILITY: BONDS
The mutant always has allies where mutants are present, within reason. In most circumstances mutants will help other mutants,
though the assistance they might be able to offer may be limited.
RESTRICTIONS
Mutants can never take the ‘unremarkable’ talent. Mutants are always remarkable unless present on a world suffuse with
mutation – daemon worlds, etc.

6.10a: Lesser Mutations: Mutant


1d100 Mutation Types: Lesser
01–05 Favor of the Gods: Praise the gods! The mutant may choose the mutation they gain. If they choose a major mutation they must roll.
Regardless, they gain [+1] infamy.
06-20 Gross: The mutant is well and truly ugly. Tests with ‘normals’ are made at a penalty of [-10], but the mutant has a [+10] bonus to
intimidate tests.
21-30 Wyrd: The mutant has a minor psychic power [100xp worth, any type] and a psy rating of [1]. This may increase the psyker rating
beyond what has been provided by their archetype or other sources.. They may not purchase powers as usual, and this is the only
power they have unless a narrative event occurs or additional powers manifest.
31-40 Petit: The mutant is abnormally small by human standards. This makes them weaker and smaller than a normal human, and more
gangly. The mutant loses [2d10+5] strength but are considered size [3].
41-50 Hardy: The mutant is visibly resilient and gains [+2] maximum wounds. However, it is uglier, losing [1d10] fellowship.
51-60 Hulking: The mutant is larger than normal. Add [1d10 to their strength and toughness characteristics. The mutant is now size [5]
61-70 Nocturnal: The mutant can see well in low-light conditions and darkness owing to large eyes. All perception tests in bright conditions
suffer a malus of [-5] but the mutant gains the trait [dark vision].
71-80 Uncanny: The mutant’s eyes are large and appealing for reasons unstated. The mutant gains [+1d10] to their perception and
fellowship characteristic. Despite it, all ecclesiarchal or authority groups automatically gain the [enemy] trait toward this character –
their uncanny eyes disquiet them, as they signal that the mutant has a soul.
81-90 Extra Arm: The mutant has [1] extra arm. The price of such things is difficulty in concealment, as it is highly visible. Sleight of hand
tests take a malus of [-10]. This malus is flat and does not increase for multiple arms.
91-94 Noxious Blood: The mutant’s blood is toxic. When injured in melee the attacker is splashed with [toxic 1] blood 25% of the time [1-
25 on a 1d100]. This can happen as an effect once per combat round, though the initial splash can happen until the damage results.
95-100 Major Mutation. The mutant is tainted beyond what is considered abnormal for the abnormal. Roll on the major mutations: mutant
chart!

6.10b: Major Mutations: Mutant


1d100 Mutation Types: Lesser
01–05 Heart of Darkness: Praise the gods! The mutant is irrevocably gifted by the warp to the utmost degree imaginable. The heretic gains
the following traits: [from beyond, fear 1, daemonic 1] and a psy rating of [1]. The mutant is not counted as a daemonic psyker,
merely unbound, though is more easily detected by psyniscience tests…
06-20 Animal Hybrid: The mutant has unnatural non-human animal-like features as described by the player: it may be part reptile, part
insect, part bird, or other things. It gains unnatural strength and agility [1], and a malus of [-1d10] intelligence and fellowship.
Interactions with Imperial citizens worsen by an additional malus of [-10].
21-30 Degenerate Mind: The mutant’s mind is driven to the absolute brink – and beyond! The mutant loses [-2d10] willpower and gains
one of the following [roll 1d10] and assign the result: 1–5: Frenzy [talent], 6–9: Fearless [talent], 10: From Beyond [trait]. The
mutant, regardless of the result, gains a disorder of the GM’s choice.
31-40 Wracked Body: The mutant’s body is wracked by the warp and may roll three times on the lesser mutations chart, though it rerolls
results of [95-100]. These rolls cannot generate additional rolls; if this happens, reroll.
41-50 Natural Weapon: The mutant gains a weapon that is deadly in combat – claws, teeth, a prehensile tail, or the like. It inflicts 1d10+SB
[pen 3] on an enemy and need not be concealed as it is small. The mutant also gains [deadly natural weapon] trait and unnatural
strength [1].
[++49++]
51-60 Necrophage: The mutant gains the traits unnatural toughness [1] and regeneration [2] but requires enormous amounts of meat – of
any type – to survive.
61-70 Multiple Appendages: The mutant several additional functioning limbs that are deadly in combat. The mutant an additional two
limbs resulting in multiple arms [4]. Sleight of hand tests take a malus of [-10] and interactions with Imperial citizens worsen to an
aggregate malus of [-20].
71-80 Preternatural Speed: The mutant’s speed is truly remarkable and frightening. The heretic gains unnatural agility [2] and the [sprint]
talent. The only downside is the increasing frailty of the mutant: it loses [1d10] toughness!
81-90 Well of Malice: The mutant’s mind has become forever warped by abuse and pain. They cannot be influenced by any mental attack,
persuasion, or intimidation.
91-95 Worm: The mutant’s lower limbs have fused together to form a worm or snake-like tail. They gain the crawler trait at their agility
bonus, [+4] wounds, and can scale walls and other vertical impediments with an athletics test at half speed.
96-100 Vile Deformity: The mutant has a visible feature that is beyond explicability. It is disturbing to all that view it, granting the mutant
the trait: fear [1]. The mutant may attempt to hide the feature, though this is not easy…

6.11:. New Men


"I say unto you: one must still have chaos in oneself to be able to give birth to a dancing star. I say unto you: you still have
chaos in yourselves.”
++ Friedrich Nietzsche, Thus spoke Zarathustra ++

++
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.

It remains incomplete and unfinished with the current years no different.


In recent years, it has fallen to men such as Fabius Bile that continue this
perennial task. The New Men are such a creation: individuals meant,
explicitly, to overthrow human life with a form of human made to exceed
them in every respect. Where human beings are weak, the New Men are
strong. Where human beings fail, the New Men succeed. Where the
human beings exist, New Men displace.

At least, in theory.

Dreams and desires of such a grand sort always fall short.

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++]

++ RACE SPECIAL ABILITIES ++


SPECIAL ABILITY: HOMO ‘SUPERIOR’
New Men are superior to their mundane fellows and gain [2] unnatural characteristics of their choice on character creation and an
additional [1d5+1] wounds. These are additive on other values.
SPECIAL ABILITY: URGE
New Men are in principle ‘improved’ humans but in are in fact simply a reflection of Fabius Bile’s madness. Every time the heretic
rolls doubles on a test [e.g. 22] the character must undertake an urge-based action that the player finds appropriate. Such actions
may be engaged in sensibly. This is classed as a disorder and displaces any other disorders the character might gain – instead, treat
the disorder as worsening. Some examples include cannibalism, violence, cruelty, sadism, masochism, and others. If the heretic
fails to undertake the urge as the GM finds sensible the heretic gains [1] fatigue.
RESTRICTIONS
New Men are visible only with the most granular genetic screening. As a result they might be any archetype, though some are
more likely as the GM finds appropriate.

6.12: Neandors
++
Neandors (Homo sapiens hyannothus) are strong but unintelligent abhumans.
++

Neandors (Homo sapiens hyannothus) are a physically strong abhuman


variation of human resident on Hyannoth IV. Largely restricted from travel from
that planet, Neandors are rarely seen in the galaxy owing to their
comparatively small numbers and apparent lack of utility in combat, logistics,
or other capacities. Although Neandors are unintelligent and seen as useless in
terms of warfare or many industrial tasks, this abhuman variant is still useful in
certain narrow duties and may – on occasion – be useful in other roles owing
to their brute strength. In this sense they are often equated to Ogryn, though
Neandors have proven less useful and less numerous.

Neandors share many issues with other abhumans in terms of prejudice,


political restrictions, and other restrictions to their lives. Undeveloped and largely regressed compared to the wider
Imperium, Neanders have difficulty with many things that humans would find easy or comparatively simple – including
the basic use of technology and functioning in a society that is both bewildering and often hard to understand for a very
modest mind. Despite such shortcomings their combination of extreme simplicity, strength, and capacity for bare
survival can make them appropriate tools for those able to press them into service.

++ RACE SPECIAL ABILITIES ++


SPECIAL ABILITY: STUPID
The general lack of intelligence for Neandors yields predictable – and less predictable – results. Neandors gain all the following:
Big word!: Neandors talk with a crude dialect of low gothic that lacks complexity. Neandors must make a linguistics tests
to understand extremely complex words, concepts, or ideas.
What?: Neanders suffer a penalty of [-15] to their intelligence characteristic.
Huh?: Neanders are resistant to most hazards and gain resistance: all [1].
Go zap!: Neandors and cannot wield power weapons or shock weapons owing to their strange noises, smells, and other
irrational concerns.
Go way!: Neandors are excellent at survival and gain [2] ranks in survival and [2] ranks in navigate: surface.
SPECIAL ABILITY: STRONG HAND
Neandors are strong and this gives them capacities comparable or similar to stronger abhumans:
[++51++]
Skeletomuscular system: Neandors are exceedingly strong and grain unnatural strength [1] and a strength characteristic
bonus of [+10]. They also cannot critically fail strength tests.
Tough: Neandors are slightly tougher than normal and gain [+3] wounds.
Blunt objects: All primitive weapons used as melee objects lose the [primitive] special quality. All impact melee weapons
that are deemed ‘blunt’ by the GM gain [+2] damage per hit.
RESTRICTIONS
Neanders have difficulty with any intellectually demanding archetype.

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.

++ RACE SPECIAL ABILITIES ++


SPECIAL ABILITY: SIGHT
Nightsiders see the world through atypical non-photo means with a few effects:
Limited View: Nightsiders sight functions as normal but up a range of five times character’s perception bonus [meters].
Unusual Sightedness: Nightsiders ignore all effects that blind or disorient sighted characters with sight. They may still be
defeated.
Odd Eyes: Nightsiders make Imperials nervous because of their lack of or abnormal eyes. All charm tests with Imperials
suffer a penalty of [5], though they are not penalized in terms of characteristics.
SPECIAL ABILITY: SOUND
Nightsiders have a peculiar mastery of sound owing to their lack of eyesight with the following qualities:
Ecolocation: Nightsiders gain the [sonar sense] trait to a visual five times their perception bonus. This functions in perfect
darkness, ignores direct obstructions, fog, smoke, and other similar effects – though it may be defeated by warp-induced
darkness. If attacking a target that is obscured in this way with an indirect weapon the target loses its cover bonus.
Apperception: Nightsiders perceive differently and can perceive visually obscured targets and targets typically hidden
with a scrutiny test. Nightsiders also gain [1] rank in scrutiny.
Disorientation: Extremely loud noises may cause nightsiders to become disoriented and gain the [blind] quality for a
combat round or as the GM finds appropriate.
RESTRICTIONS
Nightsiders have no overt restrictions but might be discriminated against within the Imperium.

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.

++ RACE SPECIAL ABILITIES ++


SPECIAL ABILITY: OUT OF WATER
Pelager have all the following:
Hydrologic: Pelager dislike extreme heat and must test toughness every [2] hours within such environments at [+0]. If
failed they gain [1] level of fatigue.
Clumsy: Pelager eyes are adapted for the oceans and not typical light sources. This impacts their eyesight, and they suffer
[-10] to perception tests on land or situations of bright light, including attempts to resist blinding flashes.
SPECIAL ABILITY: OCEANIC
Pelager have dense bones and strong musculature and gain all the following:
Water Breathing: Pelager may breathe underwater indefinitely. They also gain the traits [dark sight] and resistance: cold
[2].
Pressure Adapted: Pelager are immune to ocean pressure and darkness. As such they gain [dark vision] as a trait.
Size: Pelager are larger than normal [+1: hulking], tougher [unnatural toughness 2], and stronger [unnatural strength 2].
RESTRICTIONS: ARCHETYPES
Pelager are typically found in the Imperial Guard owing to their scarcity but are otherwise unrestricted – however their status as
abhumans is always subject to concern.

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.

++ RACE SPECIAL ABILITIES ++


SPECIAL ABILITY: RESILIENCE
Scalies are extremely robust and have a variety of advantages. Owing to their semi-stable genome their options are varied and
they pick [3] category options below:
Strong and Tough: Gain [+3] strength and [+3] toughness.
Skin: Scalies often have thick skin, granting them [2] natural armor. They also gain [1] rank in survival.
Hardy: Gain resistance: toxins [3] and resistance: heat [3]. They also ignores radiation-based effects for [24] hours unless
said dosages are extreme [Ferm rating 40+*].2
Hardened: Gain [street fighting] and [bulging biceps] talents.
Robust: Gain [+2] wounds and ignore the first critical hit results they suffer during a combat regardless of the result,
though this is registered as the second critical hit.
Regeneration: The heretic gains regeneration [1]. This regenerates severed limbs and other catastrophic injuries over a
longer period of time.
SPECIAL ABILITY: UNINTELLGIBLE
Scalies are hard to understand owing to mutation to their throats and vocal chords. This has a few effects:
Expressibility: Scalies must test linguistics at a bonus of [+10] to articulate what they are saying, though they understand
well enough.
Sign Language: All scales grasp basic Imperial sign language, ISL, and they gain this at trained [+0]. This can communicate
notions in brief, though it becomes an issue in combat. This language requires two free hands or equivalent.
RESTRICTIONS: ARCHETYPES
Scales are rare within the wider Imperium, though their presence on Necromunda is known and recorded.

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…

++ RACE SPECIAL ABILITIES ++


SPECIAL ABILITY: SKILLED
Squats gain the following abilities, traits, and skills:
Technical Skills: Squats gain the following skills: [1] rank in tech-use, [1] rank in scholastic knowledge: technology, and [1]
rank in forbidden lore: archeotech.
Trade Skills: Squats gain [1] rank in trade: mining, construction, or surveying.
SPECIAL ABILITY: PHYSIOGAMY
Squats have some peculiar qualities owing to their constitution:
Size: Squats are size [3] but can use equipment size [4] without issue – although it may look strange.
Ungraceful: Squats cannot train the [acrobatics] skill and can never take the [step aside] talent.
Traits: Squats gain the following traits: unnatural toughness [1] and unnatural willpower [1].
RESTRICTIONS: ARCHETYPES
Squats typically exist in the margins of Imperial society as specialists, tradesmen, mercenaries, or otherwise. This restricts what
archetypes flow logically.

6.17: Tenebrian Hybrid


++
Tenebrians (Homo sapiens hybris-tenebrae) are genestealer cultists bent to the demands of the dark gods.
++

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++]

++ RACE SPECIAL ABILITIES ++


SPECIAL ABILITY: XENOPSYKANA
Psykers may use Tyranid powers as described in Deathwatch. The cost of said power is always [250xp], though this increases by
[50] for every acquired Tyranid power. The GM reserves the right to adjust or modify the power as appropriate. Certain powers,
such as Warp Blast and Warp Lance, require a power rating of [Alpha] to purchase owing to their power! Revised versions of these
powers can be found on chapter 11 to make them more balanced for player usage.
SPECIAL ABILITY: LINEAGE
On character creation the heretic may assume one lineage befitting genestealer cultists – elsewise they appear in all respects as a
mundane person. With that said, both paths are mutually exclusive:

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.

7.1: Adepta Diabolus


Possibly useful media: Dracula [1992]; St. Maud [2019]; The Witch [2015]; First Reformed [2017]; Killer Nun [1979]

“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.

It is pathetic, impersonal, humiliating, frustrating, and a litany of other invectives.

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++]

At least until the day they walk away.

++ 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.

Such a process is subtle. The hyper-indoctrination and frenzied adherence


to the Imperial creed demands it owing to the risk of elimination if detected. As such the diabolist initially understands
such creatures not in hostile terms but in practical ones to meet basic, sometimes petty, needs. These needs, numerous
and constant, then provide clout and reputation with assumed spiritual power following: the mere mortals attribute
divine results to divinity itself rather than special curses. As is typical for faith healers who can deliver on their promises,
diabolists sometimes assume the role of advisors for mystery-cults or as local spiritualists; they act in the capacity to
convey what is required and communicate what is demanded by the daemon for aid. They are medium and speaker for
things divine and higher.

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++]

Indeed, an insufficient demonologist does not survive.

++ 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.

But that they will die? This is certain.

SPECIAL ABILITY: WINNOWED


Doomed gain strength as they commit their lives to the powers. Gameplay for Doomed is unique and is functionally similar to so
called ‘old school’ RPGs. As such the heretic’s warrant is to sell their life to defeat their hated enemy but are not expected to
survive. This creates an unusual gameplay scenario; Although death is permanent, a new heretics fill the gap, and their skills
increase as they die. The following applies:
Alternate Advancement: Doomed do not advance as other heretics and do not use infamy; it is held to the side
[‘banked’] – however they gain experience as usual. They start at [0] infamy and do not have infamy points.
Martyrdom: Every time the heretic dies subsequent player characters increase their maximum wounds by [+2]. This is
additive. This death must be sensible, and not simply suicidal – although suicide or risks undertaken to kill enemies are
tolerated. For example, Gorgius the heretic [7 wounds] is slain by an explosive. He is replaced by Mercadius the heretic
who has [8+1d5] wounds as opposed to the basic [6+1d5] wounds. This continues to increase additively, however it
cannot exceed [25] wounds total.
Palingenesis: Every time the heretic dies and is replaced the same character sheet may be used, although all equipment
and items are lost. The heretic may re-roll their lowest characteristic and replace it with the new value if so desired. The
new character also gains [3] skills of their choice. These cannot be trained beyond [+10] but are otherwise considered
additive – a rank in charm with another rank in charm equals charm [+10].
Glory: Once the heretic reaches [20] banked infamy they may choose another archetype and all skill, talents, and
equipment gains are considered additive to existing skills; they may also utilize their saved experience.
Survival: There is the narrow chance a heretic survives to infamy [20] without repeated deaths. This is fortuitous! The GM
should work with the player to try to give them a bonus or advantage for surviving such a dire fate, though unlikely.

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.

7.6a. Doomed Equipment Table


Weapon [Roll 1d100] Equipment [Roll 1d100]
1. Rune weapon [sword] 1. A gift of the gods [roll 1d100 and consult chart]
2. A daemon’s severed talon [knife /w mono] 2. A bicycle [Sobrieti]
3. A mortar shell 3. A cracked ampoule of morphia
4. A piece of sharpened ferrosteel 4. A flask of amnasec
5. Accursed artefact housing a daemon 5. A grizzly souvenir [player’s choice]
6. Amnasec bottle [knife, poor] 6. A medikit
[++67++]
7. Arquebus [4 reloads] 7. A groundcar [low quality]
8. Autogun [no ammo] 8. A small but vicious canid [minion, lesser]
9. Autogun w/ extended magazine [1 reload] 9. A small but vicious grox [minion, lesser]
10. Autopistol [1 reload] and sword 10. A tiny sigil of chaos.
11. Autopistol w/ tox rounds [1 reload] 11. A truly heinous book [GM decides]
12. Axe w/ mono blade 12. Auto-injector headset [and one dose frenzon]
13. Axe-rake 13. Autolorry drivable at [½] speed
14. Bloodied knife 14. Axe-Rake
15. Bloodied scourge 15. Azure Cap [2 uses]
16. Bolt pistol [low quality] [1 reload] 16. Biwheel [Sobrieti]
17. Bow [6 reloads] 17. Carton of Lho sticks
18. Brass knuckles 18. Chrono
19. Brick of ferrocrete [improvised, thrown] 19. Clip/drop harness
20. Burning effigy of the false Emperor 20. Cold Fire [1 use]
21. Burning effigy of the local governor 21. Combat vest w/ [1] frag grenade
22. Cavalry spear 22. Combi-tool
23. Chain-knife [poor quality] 23. Demolition Kit
24. Chain-sword [poor quality] 24. Depressing paperwork
25. Civilian firearm from home [2 reloads] 25. Desecrated candelabra of the Emperor
26. Club w/ durasteel nails in it 26. Desecrated purity seals
27. Composite bow [3 reloads] 27. Disguise Kit
28. Crossbow [3 reloads] 28. Field Suture
29. Custom-tooled autogun w/ backpack of ammo [1 reload] 29. Filtration plugs
30. Damaged greatsword 30. Respirator
31. Double-barreled arquebus [1 reload] 31. Flak armor chestplate [AP4]
32. Durasteel pike 32. Flak armor suit [4/all; decorated /w fell symbols]
33. Electro-flail 33. Frenzon [2 doses]
34. Enforcer baton 34. Obscura pipe w/ [2] uses
35. Entrenching tool [knife, best quality] 35. Geist [1 usage]
36. Extremely long knife 36. Ground car w/ motive system that makes noise
37. Bedazzled falchion 37. Hand auspex [broken]
38. Ferrosteel Hammer [club, best quality] 38. Hand auspex [poor quality]
39. Fire Bomb [2 ct.] 39. Hand-held targeter
40. Flintlock pistols [2x] [2 reloads] 40. Hand-vox [Sobrieti]
41. Frag Grenade [2 ct.] 41. Heavy hive leathers [AP2/all]
42. Frag grenade [2x] 42. Hideous doodles of chaos daemons
43. Frag missile [no launcher] 43. Hive leathers [AP2/all]
44. Gas torch flamer [1 reload] 44. Igniter and Lho sticks [1 pack]
45. Grenade Launcher [2 reloads, krak] 45. Imperial creed [soiled]
46. Groundcar door-shield 46. Imperial robes [AP1/all]
47. Grox gun [1 reload] 47. Improvised armor [AP3/all]
48. Hand cannon [3 reloads] 48. Infantryman’s Uplifting Primer [soiled]
49. Harpoon gun [jammed w/ 1 reload] 49. Inhaler w/ drug of choice [1 usage]
50. Harpoon gun [2 reloads] 50. Jug of amnasec [4 liters]
51. Heavy stubber [no ammo] 51. Lascutter
52. Hunting rifle [3 reloads] 52. Laud Hailer
53. Ikon of local chaos cult leader [usable as club] 53. Lho-sticks pack [empty]
54. Ikon of local chaos cult leader [usable as spear] 54. Carton of Lho-sticks
55. Javelin [2x] [thrown/melee] 55. Lingua-vox servitor [malfunctioning]
56. Javelin [1x] [thrown/melee] 56. Medikit
57. Knife 57. Melta-gel [2 uses]
58. Krak grenade [1x] 58. Menial leathers [AP1 chest + legs]
59. Lascarbine [2 reloads] 59. Menialwear [AP1/all]
60. Lasgun w/ broken launcher 60. Mesh armor suit [AP3/all]
61. Lasgun [1 reload] 61. Microbead
62. Lasgun [poor quality] [2 reloads] 62. Mining frame [4/all] [Sobrieti]
63. Laslock [4 reloads] 63. Monowheel [Sobrieti]
64. Laspistol [1 reload] 64. Murder’s boon [2 uses]
65. Long-las with unusable scope [1 reload] 65. Nightmarish tattoos of chaos [+10 will, whole body]
66. Man-catcher 66. Obscura [2 doses]
67. A mining charge 67. Parasite doll
68. Mining charges [3x] 68. Partially functional hand vox
69. Muzzleloading rifle [4 reloads] 69. PDF flak armor suit [AP4/all]
70. None, good luck! 70. Planetary identification, falsified
71. Officer’s cutlass 71. Preysense goggles [poor quality]
72. Partially functional mechtendril 72. Quadwheel [Sobrieti]
73. Photon flash grenade [2x] 73. Rations [3kg]
74. Sabre 74. Recaf [1kg]
75. Sawed-off shotgun [1 reload] 75. Regicide set [missing Emperor piece]
76. Scrap cannon [1 reload] 76. Respirator
77. Scythe 77. Scraper-ripper
78. A servo skull [broken] w/ an integral laspistol 78. Servo-skull [monotask of choice]
79. Sharpened desecrated aquila [improvised, melee] 79. Servo-skull [combat: armed with Laspistol]
[++68++]
80. Sharpened ferrosteel pole [improvised, melee] 80. Slaught [2 doses]
81. Shield 81. Spook [1 doses]
82. Shock mace 82. Stimm [2 doses]
83. Shock maul [cannot activate] 83. Stolen arbitrator carapace [AP6/all]
84. Shock staff 84. Stolen Imperial groundcar
85. Shortsword 85. Stolen PDF flak helmet
86. Shotgun 86. Stummer
87. Single shot custom-tooled autopistol 87. Tarpaulin, small
88. Spear 88. Tattered rags [AP0/all, +10 Dodge]
89. Spear /w explosive tip 89. Tattoos of chaos, major
90. Spetum 90. Tattoos of chaos, minor
91. Staff 91. The emperor’s tarot [desecrated]
92. Stolen flamer [1 reload] 92. The laughter of the dark gods
93. Stub revolver [2 reloads] 93. The laughter of the dark gods
94. Stub revolver [3 reloads] 94. The laughter of the dark gods
95. Stub rifle [1 reload] 95. The mutilated corpse of a dead cardinal
96. Stub rifle/w bayonet [no ammo] 96. The severed head of a confessor
97. Sword 97. Tool kit
98. Truncheon 98. Void suit [AP2/all]
99. Warhammer 99. Vox thief [long-range]
100. The roaring laughter of the dark gods 100. The roaring laughter of the dark gods

7.7: Fallen Gentry


Possibly useful media: The Great Gatsby; Barry Lyndon [1975]; Rome [2006]; Society [1989]; Wolf of Wall Street [2013]

“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.
++

There is only the laughter of thirsting gods.

Much of this laughter originates in mockery. The warp is an imitation of


reality and a mirrored debasement. It is all that is twisted to familiar
forms, but exceeding reality, insulting it. Every act of the dark gods exists
to this effect: to displace reality and become the true reality where it is
no longer a pantomime, but simply the case. All the forms of chaos try to
displace this base of reality, and in displacing it they laugh as one laughs
in smashing insects. Indeed, within the warp this principle of laughter is
contested: the Eldar in their despair laugh, Nurgle in his garden roars,
Slaanesh titters, Tzeentch chortles, and even Khorne – on occasion,
snorts.

The Imperium is humorless to oppose such enemies. It must be sober to


endure such misery and to perpetuate itself against chaos; When one
joins the powers one does not return, nor would one choose to. The
Imperium therefore must enforce a routine of gray rigidity, bowing, scraping, and ill-humor as a regime of defense. The
Dark Gods laugh in response, and rightly so, as the scale of events can only be interpreted with laughter to enforce such
dogmas – so many die, so many mistakes are made, so much idiocy occurs, that there is not much to do except watch the
disaster unfold.

Mortals weep. The Emperor weeps. The Dark Gods laugh.

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.

The Dark Gods laugh.

SPECIAL ABILITY: MIRACLES


The fool is protected by the gods to a degree. Once per session, they can reverse the value of any test as a reaction. For example,
they might change a [93] to a [39].
SPECIAL ABILITY: MADNESS
The fool is insane even beyond the typical bounds of insanity. This has a few components:
Laughter: Every time they make a character {or} player laugh they gain [+5] to their next test. This can trigger once per
the heretic’s infamy bonus per day.
Maddened Laughter: Further, every time the fool accrues a disorder they can add [+2] to the [+5] granted by laughter.
The heretic treats said disorders as real and must honor them. For example, if the heretic gains [3] disorders the
aggregate value laughter would be [+11].
Cosmic Joke: Rather than suffer the effect of a failed willpower test (such as defense as psykers, fear, etc.) the fool may
simply start laughing as a free action and simply be count as stunned during their next turn – however they may still
attempt to induce laughter as a free action.
CHARACTERISTIC BONUS
The heretic gains a bonus of [+4] to fellowship and [+4] to either weapon skill [or] ballistic skill.
STARTING SKILLS
Awareness; Acrobatics; Charm; Common Lore [Choose One]; Dodge; Sleight of Hand [+10]; Parry; Trade: Jester
STARTING TALENTS
Ambidextrous; Baleful Dirge; Catfall; Double Team; Enemy: Judgement; Hard Target Hatred: Judgement; Hip Shooting; Jaded;
Light Sleeper; Paranoia; Resistance: Fear [1]; Weapon Training [Primary, SP, Chain, Las]
STARTING GEAR
Chain-Maul [Sobrieti] {or} Chain-Knife [Sobrieti] and Autopistol [Sobrieti]; Jester’s Attire [or] Menialwear
STARTING WOUNDS
10+1d5
OTHER GEAR
Unicycle [Sobrieti]/w Laud Hailer; Jester’s Hornvox, Palm-Shocker
RESTRICTIONS
Fools have no restrictions.

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.

The Dark Gods laugh. Hubris rarely changes.

++ 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.
++

Everywhere man is born free, and everywhere he is in chains.

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 ++

“What's the price of a Judge these days?”


“Split four ways.”
“Three ways now.”
“Suits me.”
“Doesn't sound like much. To betray the law. Betray the city.”
“Save that shit for the rookies. 20 years I've been on the streets. You know what Mega City One is, Dredd? It's a fucking meat grinder.
People go in one end, and meat comes out the other. All we do is turn the handle.”
++ Dredd [2013] ++

++
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.

Those who fail die.

Such is the anonymous cruelty of laughing gods.

+++
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.
+++

8.1: Blessed One


+++
To achieve true fusion with what is oceanic in the warp.
+++
[++89++]
The daemon is a shadow of the mind and a pantomime of material reality. It is a mirror and reflection, but it desires to
exist and overtake material reality to become the true reality; to usurp it. In this daemons are, given their constitutive
nature, truly implacable in their goals. Desiring no rest, having no other hobbies, and lacking human weaknesses, they
constantly desire and work toward this end. However, as a mirror of human life, daemons still carry small fragments of
human existence and have an odd mocking symmetry. As a result, daemons have what might be called sympathy,
identification, and awareness of what is human mashed into what is oceanic in the human mind and humans
themselves; As such not all are unified in their plans, schemes, and desires – the warp is unfathomable and the roiling-
seething-churning uncountables of the warp are as varied as they are numerous.

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.

+++ ASCENSION OUTLINE +++


REQUIREMENTS
Infamy [100] and the character is possessed by a daemon.
DETAILS
The character’s psyche fuses with that of the possessing daemon and the two individuals become one entity; the character’s
personality becomes an admixture of both mortal and daemon with the strengths of both. The character must be appropriately
infamous, and an accord must be reached with the possessing daemon prior to completing this path. The ritual test for such a
thing is considered trivial; the difficulty is convincing the daemon.
RESOLUTION
Cajoling or reaching an accord with a daemon is not easy and will necessarily involve a series of narrative encounters with the
daemon as the GM finds appropriate. Further, when enacted, such a thing must be managed alone by the heretic.

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 then, does a daemon see, hear, and think?

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.

Lore Examples: Fulgrim.

+++ ASCENSION OUTLINE +++


REQUIREMENTS
Corruption [100] and Infamy [75+]; active possession {or} daemon weapon {or} GM-determines appropriate possessed equipment,
items, or artefact. This ascension path replaces Final Destiny for possessed characters at corruption 100 and can be utilized by
non-possessed characters.
DETAILS
The character attains the perspective of a daemon and consumes the entity in an alarming reversal and expression of human will.
During a moment deemed appropriate by the GM and player, A daemon seizes on the weakness of the player’s character and
manages to seize control of their mortal flesh. This results in a prolonged battle of wills with uncertain results. During such a time,
the character engages in a mental-spiritual battle with a daemon within their mind. While ongoing, this results in a period of
sublimation before the character’s true personality re-emerges, enlightened – the daemon is consumed, instead.
RESOLUTION
The character must defeat a daemonic version of themselves in a duel in a fashion appropriate to the GM, such as during an event
in the character’s past. This may be a tactical or narrative. Typically the daemonic version of their person is a mirror of their
existing statistics, equipment, and other features. This fight is purely within the mind of the character and other players – except
for possibly psykers – can do little; every fate point spent during the fight does not return after victory. If the player is slain during
the battle, the character can use infamy to save themselves once. This battle can happen immediately, or it can take place over the
course of many sessions as the player and GM arrive at as satisfying.
Success: If successful, the character undergoes the resolution effects below. The room or location is shrouded in the
appropriate light of the powers of chaos and the rest of the heretics are struck by the awe and glory of one who, it is
evident, has gained an oceanic perspective.
Failure: If defeated, the heretic in question character becomes a harmless chaos spawn and their quest for glory ends!
EFFECT
The heretic gains all of the following features unless otherwise noted:
Revise Gifts of the Gods: The character may re-assign [2] gifts of the gods they find appropriate with appropriate
alignment effects and may also add an additional gift. The character does not accrue additional gifts in any form and
ignores their effects.
Revise Disorders: The character gains an appropriate permanent disorder of choice that cannot be removed. Work with
your GM to reflect the change in character.
Revise Skills and Ability: The character may add [3] forbidden knowledge skills germane to chaos at their maximum skill
level and may automatically pass one of these tests per day. The character can also intuit the basic motivations of
daemons without a test and gains forbidden knowledge: the warp at rank [3].
Revise Wounds: The character gains [+5] maximum wounds.
Choose Talents & Traits: The character may add [3] talents and [3] traits from the daemon that possessed them. If the
possessor lacks these, the character increase an unnatural statistic by [1] for each absent.
Revise Traits: The character gains Daemonic [5], Dark-sight, Fear [4], From Beyond, Stuff of Nightmares; Daemonic
Presence [10m/-10 Willpower] and two unnatural statistics of choice at [2]. The character no longer counts as possessed
and removes all possession features, alterations, etc. Such changes cannot be hidden, obscured, or the like.
Revise Advancement: The character advances as appropriate in the post [100] infamy system. The character retains their
current corruption and infamy values.
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.
Revise Corruption and Infamy: The character’s corruption freezes but infamy remains the same pre-ascension; the
character continues on the post-[100] infamy path once exceeding [100]. Accumulated scorn decreases infamy or
prestige.
Revise Death Process: If a metempsychotic 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 Fate Points: The character loses all fate points spent during final destiny permanently.
[++92++]
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.

8.3: Exalted Possession


+++
To imprint on a greater daemon.
+++

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.

+++ ASCENSION OUTLINE +++


REQUIREMENTS
Corruption [65+] and Infamy [65+]. The heretic must also be in a situation the GM judges appropriate.
DETAILS
During a critical situation, the heretic may opt to be permanently possessed by a greater daemon. This kills the heretic and the
heretic’s body becomes a true host of said daemon; Said greater daemon may be part of the heretic’s armor, weapon, or another
character’s armor, or otherwise. Such a daemon, if it is lesser, may be revealed to be a greater daemon. Otherwise, the heretic’s
person is considered intact. Said action automatically secures the life and success of the heretics consort with the sacrificial
heretic: the daemon will honor the sacrificed host obligations and the demands of greater powers despite its own personal
desires, inclinations, etc.
RESOLUTION
The heretic in question tests against infamy: success is required to avoid a total destruction of the mortal form. The success of this
process is not assured; roll 1d100 against the character’s existing infamy.
Success: If the character passes the test [under], the character is permanently possessed by a greater daemon of choice
and this path proceeds: the character’s personality partially imprints on the daemon, but in doing so, their frail mortal
psyche is devoured. The character remains playable and follows the following resolution effects. Amidst a crash of
thunder and a terrible quake in reality, the heretic contorts and strains as the daemon takes residence – their eyes turn
back, their limbs tremble violently, and they collapse to the ground as something essential in them is eaten.
Failure: If the test is failed the surging power of the warp generates a chaos spawn, warp rift, or daemons the GM finds
appropriate. Alternatively, utilize this table: 01-33: 4 Lesser Daemons, [unfriendly]; 34-66: Warp Rift; 67+: Chaos Spawn
[GM’s choice of size, disposition, etc].
EFFECT
The heretic gains all of the following features unless otherwise noted:
Revise Daemonic Manifestations: The character gains [1] daemonic manifestation they find appropriate but no other
possession effects. The character otherwise ignores any allusions to daemonic possession.
Revise Psychic Abilities: The character increases their grade rating by one level or by a rating of [2] if the character is
alpha level5. This does not graduate the psyker to alpha+. If the daemon is Khorne-aligned they may summon a
bloodcaller once per day as a trivial power to enact certain rituals, spells, etc. In general the character is considered a
daemonic psyker with a rating of [5].
Revise Skills: The character gains forbidden lore: The Warp [+20] as well as other skills the GM finds appropriate for the
greater daemon in question at [+20]. The character always passes tests to some degree on these tests; failed tests for
knowledge are considered failures in recollection and not ignorance.
Revise Talents & Traits: The character gains Daemonic [5], Dark-sight, Fear [4], From Beyond, Stuff of Nightmares,
Daemonic Presence [20m/-10 Willpower]. The character may also add [1] talent and [1] trait from the daemon in
question and may apply +10 wounds to their wound total.
Reassign Gifts of the Gods: The character may re-assign [2] gifts of the gods they find appropriate with appropriate
alignment effects; exalted possessed of this sort are always aligned unless undivided. The character does not accrue
additional gifts in any form and ignores their effects.
Revise Corruption and Infamy: The character’s corruption and infamy are retained. As the character is now a daemon,
the character no longer accrues corruption and is treated as maximally corrupted [100] for appropriate tests.
Punishments from the gods for daemons become exotic or strange as the GM finds appropriate rather than the usual
scorn.
Revise Death Process: If an exalted possessed dies in combat, it may attempt to possess another host as per [possession]
rather than spend infamy. If the daemon cannot find a suitable host, it may take residence at variably appropriate
objects, animals, or other items of interest. Typically such housing will be inadequate for the greater daemon and will
spoil or expire; the issue for the daemon is replacing the shell. Failing such a situation, the exalted possessed is banished
to the warp there it may be resummoned with effort deemed appropriate by the GM.
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.
Revise Fate Points: The character’s fate points are permanently reduced to [3] total, as if the character had [30]
corruption.

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

8.4: The Absolution of Flesh


+++
To shed all flesh and become a pure thing.
+++

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.

It is no idle thing, but to exceed the Emperor never is.


[++95++]

+++ ASCENSION OUTLINE +++


REQUIREMENTS
Infamy [100+]; all major body parts and organs replaced by cybernetics. A typical replacement regime resembles: Autosanguine,
Bionic Arms, Bionic Heart, Bionic Legs, Bionic Respiratory System, Cerebral Implants [Best], Cybernetic Eyes, Mechanicus
Assimilation; heretic must have knowledge of The Proteus Protocol or equivalent.
DETAILS
The heretic removes all remaining organic parts and replaces them with cybernetic equivalents. When combined with an
appropriate ritual to transfer their consciousness to spirit, such heretics effectively become immortal – though their considerable
cybernetic recombination makes their single form immensely powerful, and they no longer are organic.
RESOLUTION
The heretic must complete a deeply heretical ritual, hereteknical substantiation, to complete this ascension path. The ritual has
the following requirements [in addition to the prior ones listed]:
Research: The heretic must succeed on a Dark Mechanicum forbidden lore test at hellish [-60] to understand the ritual
structure. Locating ‘The Proteus Protocol’ is difficult, nigh-impossible, and has long been the desire of many
mechanicus adherents.
Schematic: The heretic must have a schematic of revisions of their revised body. This takes [72] hours to properly diagram
with forbidden knowledge: Dark Mechanicum at a malus of [-40]. Degrees of success reduce the time required by [3]
hour per degree of success.
Rituals: The heretic must execute a daemonology test at hellish [-60] to enact the Rituals properly. The heretic requires
sacrifice of [9] mortals.
Surgery: The heretic must execute the surgery alone with a medicae test with a malus of [-40]. This takes 1d10 hours
minus degrees of success. The heretic requires facilities to properly execute the surgery, such as a medical bay,
laboratory, or the like.
The Price of Failure: Failure in research or schematic fabrication generates no negative effect, merely wasted time. Failed
Rituals generates psychic phenomena with a malus of [-20]. Failure during surgery inflicts 3d10 damage that cannot be
mitigated, possibly killing the heretic.

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++]

8.4: The Laomidian Gambit


+++
To devour daemons root and branch.
+++

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.

+++ ASCENSION OUTLINE +++


REQUIREMENTS
Bravery and a suitable scheme; Infamy [50+]
DETAILS
Achieving this ascension path is complex and requires the deliberate planning to capture [3] greater daemons and consume their
essence through an ‘empyric decoction’. This is an extremely obscure method suitable for a forbidden knowledge: heresy test at
hellish [-60]. This might be achieved in several ways, but example means include:

Intentionally weakening daemons by combat to consume their essence.


Devising an original ritual to consume a daemon’s soul-essence.
Constructing a unique terrible device to consume the daemon essence.
Consuming the discorporate essence of a daemon within the warp after weakening it through novel means.

…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.

9.1: Summoning a Familiar


A common ritual used by even inexperienced psykers or demonologists, summoning a familiar is widely regarded as
limited in its capacity to go awry. This ritual, the Ritual of Companion, when combined with the relatively modest
footprint in terms of baseline resources, blood, or other demands imposed on the ritualist, makes it popular among
inexperienced students of the occult that aspire to more advanced studies in daemonology. Once summoned, the
familiar does not itself require domination to function: the creature is willing to serve and accepts the opportunity to aid
the summoner – though it is still a daemon.``

9.2: The Ritual of Companion


This ritual summons a familiar to assist the psyker in the manipulation of spells or other activities of the warp. Familiars
are useful and may be resummoned if destroyed, though the process is taxing for the psyker to endure and recover from.
The ritual itself has the following features:

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.

9.3: Generating a Familiar


Once the ritual is completed the heretic gains a familiar. That functions in a fashion similar to a lesser minion of chaos. A
familiar has several steps:

Step 1: Choose Name


The familiar assumes a name as the heretic finds appropriate.
Step 2: Choose Form
[++99++]
The familiar may have a variety of forms listed here or more mundane appearances – a small doll, a servo-skull, a mundane-
appearing book, a felid, a canid, or other forms the player finds appropriate. These forms may grand other traits, talents, or
qualities the GM finds appropriate if not represented in the typical statistics provided. A list of familiars includes the following:

Khorne Nurgle Slaanesh Tzeentch Malal


A Bloodcaller A Nurgling A Tiny Daemonette A Tutelary Thing of Darkness
A Beastling of Khorne An Armored Mite A Pleasure Imp A Scroll Bearer Entropy Worm
An Ironclad Imp A Toad-Imp A Mannequin of A Mystery Imp Pathetic Nameless
An Iron Hawk A Creeping Claw Slaanesh A Bird-Thing Pitch-Black Servo
An Imp of Slaanesh Walking Book Skull
Step 3: Familiar Characteristics and Weapons
Familiars always have the following characteristics and are treated as corruption [20] and have [6] wounds. The familiar is always
size [2: puny]:
WS BS S T AG INT PER WP FEL INF COR
25 25 25 25 25 25 25 25 25 01 20
Familiars also gain [1] of the following weapons of choice:
NAME CLASS RNG ROF DAM PEN CLP RLD SPECIAL
Claw Natural ~ ~ 1d10+SB 2 ~ ~ ~
Bite Natural ~ ~ 1d10+SB 0 ~ ~ Tearing
Stinger Natural 5 ~ 1d10+SB 1 ~ ~ Flexible
Spit Natural 15 1 0 ~ ~ Toxic [1]
Breath Natural 10 1/~/~ 1d10+1 0 ~ ~ Recharge [3],
Flame, Spray
Step 4: Familiar Quirks
Familiars are not always the same and have some variations. Typically a familiar will have an additional form which will be as their
summoner demands – it may be as simple as a book or as complex as a living creature. Every time a new familiar is summoned the
heretic may roll [1d100] on the following table:
1d100 Result Effect
1-25 [2] additional forms [puny], [2] psyker powers [300xp budget], [+15] to willpower
26-50 [1] additional form [puny], [1] psyker power [200xp budget], [+5] to willpower.
51-75 [1] additional form [puny].
76-100 No additional bonuses, powers, or otherwise.
Step 5: Assign Skills
All familiars start with the following: Awareness [+10], Deceive [+10], Dodge, Forbidden Lore [Daemonology, The Warp],
Linguistics: Dark Speech, High/Low Gothic [+30], Psyniscience [+10], Scrutiny
Step 6: Assign Talents and Traits
All familiars start with the following: Daemonic, Dark Sight, Fear [1 – in true form], From Beyond, and one trait reflecting their
mobility: hoverer, crawler, quadruped, flyer, or none.
Step 7: Assign Special Abilities
All familiars gain the following:

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.
+++

A terrifying walking book of Tzeentch.


[++101++]

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.

Despite such concerns daemonhosts are effective and have few


weaknesses. They are resilient and do not fade into the warp, do not
work to betray their binder actively, and have the combat capacity to
kill or maim even the most resilient forces within the dark millennium.
Further, they are also portable, are capable of autonomous action,
require little maintenance, and are a font of knowledge on subjects of
concern for sorcerers.

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.

10.1: Daemonhost Creation


All daemonhosts are created in the same fashion, though particularities vary with respect to the type of daemonhost in
question. Daemonhosts are creations not for the faint of heart, as they often demand a certain daring to even consider
such methods. All daemonhosts are created in a multi-step process:

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).

10.2: Ritual Modifiers


Ritual modifiers are applied during the daemonhost creation segment of the daemonhost fabrication process:

+ Ritual Modifiers for Daemonhosts +


Circumstances Test Modifier
Daemon’s infamy exceeds binder -10
Degrees of failure during preparation of host -5
Degrees of success during preparation of host +10
Ritualist has experience with daemon +20
True name of daemon is known +30

10.3: Cackling Abominations


++
Cackling Abominations are daemonhosts fabricated from Aeldar souls
consumed by daemons of Slaanesh.
++

Cackling abominations are daemonhosts created using the soul and


flesh of Eldar as a vessel rather than that of a human or other sentient
creature. Owing to the rarity of such events and the general technical
requirements of such a process, fabricating a cackling abomination is
not an idle enterprise and requires a considerable knowledge of alien
lores and technology. Note: Owing to their nature and the method of
fabrication, such entities must always be aeldar and must always house
daemons of Slaanesh – other daemons will refuse to inhabit Eldar
bodies!

+ Cackling Abomination Profile +


Abominations 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.
[++103++]
Binding Strength: Cackling abominations gain a binding strength proportional to the degrees of success during
daemonhost creation. Enterprising heretics may lower the binding strength as they find appropriate – though
at their peril!
Skills: All abominations have the following skills: Athletics [+10], Awareness [+30], Deceive [+20], Dodge [+20],
Intimidate [+30], Parry [+20], Psyniscience [+30], Forbidden Lore (Daemonology, Heresy, Warp, Xenos) [+30]
and Psyniscience [+30].
Talents and Traits: All abominations have the following: Baneful Presence [10], Brutal Charge [5], Daemonic
[5], Dark-sight, Deadly Natural Weapons, Fear [3], From Beyond, Hoverer [agi], Size [5], Stuff of Nightmares,
Unnatural Strength [6].
Unholy Changes: All cackling abominations gain a series of unholy changes based on their binding strength
Roll [1d100] and reroll doubles. If the GM permits it, certain changes may be considered additive. If not, reroll.

+ Cackling Abomination Characteristics +


Characteristic Slaanesh
Weapon Skill 45+4d10
Ballistic Skill 45+4d10
Strength 25+4d10
Toughness 40+4d10
Agility 55+4d10
Intelligence 50+4d10
Perception 60+4d10
Willpower 55+4d10
Fellowship 55+4d10
Infamy 35+4d10
Corruption 100
Wounds 30+2d10

+ Cackling Abomination Binding Modifiers +


Characteristic Bonuses Thrice-Bound Twice-Bound Once-Bound Unbound
Weapon Skill +++ Unnatural [1] Unnatural [2] Unnatural [4]
Ballistic Skill +++ Unnatural [1] Unnatural [2] Unnatural [4]
Strength +++ Unnatural [1] Unnatural [2] Unnatural [4]
Toughness +++ Unnatural [1] Unnatural [2] Unnatural [4]
Agility +++ Unnatural [1] Unnatural [2] Unnatural [4]
Intelligence +++ Unnatural [1] Unnatural [2] Unnatural [4]
Perception +++ Unnatural [1] Unnatural [2] Unnatural [4]
Willpower +++ Unnatural [1] Unnatural [2] Unnatural [4]
Fellowship +++ Unnatural [1] Unnatural [2] Unnatural [4]
Additional Wounds 0 15 25 50
Unholy Changes 2 3 3 4
Psi-Rating 4 6 8 12

+ Cackling Abomination Unholy Changes +


1d10 Roll Special Ability or Trait
1 Nightmare Weapons: The daemonhost’s natural weapons all inflict [2d10+SB R AP3 Warp Weapon, Tearing]
damage as they erupt in calcified bone, hardened warp-matter, or other terrible things.
2 Wings: The daemonhost grows wings of purple flesh. The daemonhost gains the [flyer] trait with a rating twice the
daemonhost’s agility bonus.
[++104++]

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.

Dybuks are easier to fabricate than a typical daemonhost for a variety of


reasons – the daemons called to inhabit the flesh of the creature are usually
weaker, animals are plentiful, and their disposability allows for more
flexibility. The issue with such creatures is their intelligence and capacity to follow directions effectively.

+ 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

+ Dybuk Binding Modifiers +


Characteristic Bonuses Thrice-Bound [Default] Unbound
Weapon Skill +++ Unnatural [2]
Ballistic Skill +++ Unnatural [2]
Strength +++ Unnatural [2]
Toughness +++ Unnatural [2]
Agility +++ Unnatural [2]
Intelligence +++ Unnatural [2]
Perception +++ Unnatural [2]
Willpower +++ Unnatural [2]
Fellowship +++ Unnatural [2]
Additional Wounds 5 15
Psi-Rating 2 4
Unholy Changes 2 4

+ Dybuk Unholy Changes +


1d10 Roll Special Ability or Trait
1 Weaponry: The dybuk’s natural weapons all inflict [1d10+SB R AP1 Tearing, Warp Weapon] damage as
they erupt in calcified bone, hardened warp-matter, or other terrible things.
2 Wings: The daemonhost grows wings of leather, flesh, metal, or other warp-ephemera. The daemonhost
gains the [flyer] trait with a rating twice the daemonhost’s agility bonus.
3 Breath: The dybuk can emit a spray of fire with the profile of [1d10+7 E AP3 Spray, Flame with a range of
15].
4 Hunter: The dybuk gains [+30] all perception-tests to locate hidden enemies, gains the [sprint] talent, and
automatically detects psykers within a [1km] radius. The dybuk also ignores the effects of photon flash or
other similar effects.
5 Maddening Claws: The daemonhost has claws that secrete an analgesia that gives its natural weapons
hallucinogenic [1] and an additional 1d10 damage.
6 Warp Infested: The dybuk houses a variety of warp-creatures of fire, flesh, disease, or magic. It gains a
power field with a rating of [25] that never overloads.
7 Deadly: The dybuk has a deadly combination of quills, buboes, or flesh that is pseudo-irradiated. All
natural attacks count as having toxic [2].
[++106++]

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.

+ Daemonhost Characteristic Chart +


Characteristic Khorne Slaanesh Tzeentch Nurgle Undivided Malal
Weapon Skill 60+4d10 35+4d10 25+4d10 35+4d10 35+4d10 35+4d10
Ballistic Skill 30+4d10 35+4d10 50+4d10 35+4d10 40+4d10 40+4d10
Strength 60+4d10 35+4d10 20+4d10 45+4d10 40+4d10 40+4d10
Toughness 50+4d10 35+4d10 35+4d10 60+4d10 40+4d10 40+4d10
Agility 35+4d10 60+4d10 35+4d10 20+4d10 40+4d10 45+4d10
Intelligence 25+4d10 40+4d10 60+4d10 25+4d10 40+4d10 50+4d10
Perception 35+4d10 60+4d10 45+4d10 25+4d10 35+4d10 30+4d10
[++107++]
Willpower 40+4d10 40+4d10 60+4d10 55+4d10 40+4d10 50+4d10
Fellowship 25+4d10 60+4d10 30+4d10 40+4d10 35+4d10 10+4d10
Infamy 15+4d10 15+4d10 15+4d10 15+4d10 15+4d10 15+4d10
Corruption Always 100

+ Daemonhost Binding Modifiers +


Characteristic Thrice-Bound Twice-Bound Once-Bound Unbound
Weapon Skill +++ Unnatural [1] Unnatural [2] Unnatural [4]
Ballistic Skill +++ Unnatural [1] Unnatural [2] Unnatural [4]
Strength +++ Unnatural [1] Unnatural [2] Unnatural [4]
Toughness +++ Unnatural [1] Unnatural [2] Unnatural [4]
Agility +++ Unnatural [1] Unnatural [2] Unnatural [4]
Intelligence +++ Unnatural [1] Unnatural [2] Unnatural [4]
Perception +++ Unnatural [1] Unnatural [2] Unnatural [4]
Willpower +++ Unnatural [1] Unnatural [2] Unnatural [4]
Fellowship +++ Unnatural [1] Unnatural [2] Unnatural [4]
Additional Wounds +0 +15 +30 +60
Psi-Rating 4 5 6 12
Unholy Changes 1 2 3 4

+ Daemonhost Unholy Changes +


1d10 Roll Special Ability or Trait
1 Nightmare Weapons: The daemonhost’s natural weapons all inflict [2d10+SB R AP5 Tearing] damage as
they erupt in calcified bone, hardened warp-matter, or other terrible things.
2 Wings: The daemonhost grows wings of leather, flesh, metal, or other warp-ephemera. The daemonhost
gains the [flyer] trait with a rating twice the daemonhost’s agility bonus.
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 Burnt Through: The daemonhost is immune to all energy damage that does not come from psychic or
holy sources.
5 Maddening Claws: The daemonhost has claws that secrete an analgesia that gives its natural weapons
hallucinogenic [3].
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 [50] that never overloads.
7 Deadly: The daemonhost has a deadly combination of quills, buboes, or flesh that is pseudo-irradiated.
All natural attacks count as having toxic [3] and the daemonhost gains regeneration [6] for a combat
round when it slays a target.
8 Vicious: The daemonhost it utterly brutal horns that allow it to brutally attack opponents. It gains brutal
charge [6] and swift attack if it did not this talent – if it does, it gains lightning attack.
9 Resilient: The daemonhost is armored with thick plates of armor, exceedingly elastic skin, or cancer-
ridden sores. It gains natural armor [18/all].
10 Unremarkable: Discard other unholy changes and the daemonhost 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.

10.6: Greater Daemonhosts


++
[++108++]
Greater Daemonhosts are daemonhosts fabricated under unique, severe, and tragic requirements.
++

A greater daemonhost is a daemonhost of considerable power inscribed and


fabricated by a studied mind using proscribed knowledge known to a few and
willing to sacrifice much for the summoning. Greater daemonhosts cannot
easily be manufactured and the skill required to fabricate them is
painstaking, high risk, and require a sacrifice of considerable personal value:
to make a daemonhosts of this sort is not merely to make an object that
fights, it involves the sacrifice of something that is most precious to the
occultist for the sake of power and the service of the daemon. The daemon
itself is also not an ordinary daemon: it has a name, life, and repute, often
volunteering itself in the eddies of the warp for the chance to traverse the
mortal realm for reasons known only to it.

Greater Daemonhosts are the thing of legends and engines of world-ending


proportion. They are unique in their demands, the wards and devices
required to bind them; they require things that few would offer, and few
would even think to offer. Only a handful are known to exist, and the knowledge to fabricate such things are held tightly
by only those with access to closely held secrets – the Inquisition, chaos sorcerers of no small repute, and such types.

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

+ Greater Daemonhost Characteristic Chart +


Characteristic Khorne Slaanesh Tzeentch Nurgle Undivided Malal
Weapon Skill 70+3d10 45+3d10 35+3d10 45+3d10 45+3d10 45+3d10
Ballistic Skill 40+3d10 45+3d10 60+3d10 45+3d10 50+3d10 50+3d10
Strength 70+3d10 45+3d10 30+3d10 55+3d10 50+3d10 50+3d10
Toughness 60+3d10 45+3d10 45+3d10 70+3d10 50+3d10 50+3d10
Agility 45+3d10 70+3d10 45+3d10 30+3d10 50+3d10 55+3d10
Intelligence 35+3d10 50+3d10 70+3d10 35+3d10 50+3d10 60+3d10
Perception 55+3d10 70+3d10 55+3d10 35+3d10 45+3d10 40+3d10
Willpower 50+3d10 50+3d10 70+3d10 65+3d10 50+3d10 60+3d10
Fellowship 35+3d10 70+3d10 40+3d10 50+3d10 45+3d10 20+3d10
Infamy 35+3d10 35+3d10 35+3d10 35+3d10 35+3d10 35+3d10

6
Eisenhorn, Hereticus.
[++109++]
Corruption Always 100

+ Greater Daemonhost Binding Modifiers +


Characteristic Thrice-Bound Twice-Bound Once-Bound Unbound
Weapon Skill +++ Unnatural [4] Unnatural [8] Unnatural [16]
Ballistic Skill +++ Unnatural [4] Unnatural [8] Unnatural [16]
Strength +++ Unnatural [4] Unnatural [8] Unnatural [16]
Toughness +++ Unnatural [4] Unnatural [8] Unnatural [16]
Agility +++ Unnatural [4] Unnatural [8] Unnatural [16]
Intelligence +++ Unnatural [4] Unnatural [8] Unnatural [16]
Perception +++ Unnatural [4] Unnatural [8] Unnatural [16]
Willpower +++ Unnatural [4] Unnatural [8] Unnatural [16]
Fellowship +++ Unnatural [4] Unnatural [8] Unnatural [16]
Additional Wounds +0 +60 +120 +360
Psi-Rating 8 10 12 24
Unholy Changes 2 3 4 5

+ Greater Daemonhost Unholy Changes +


1d10 Roll Special Ability or Trait
1 Balefission: The daemonhost’s natural weapons all inflict [4d10+SB E AP5 Warp Weapon, Felling 3,
Irradiated 2]. If the target is slain it explodes with blast [10] inflicting irradiated [2] on affected targets –
the daemonhost is immune to these effects.
2 Preternatural: The daemonhost is unstoppable and it may take defensive actions (such as dodge) up to
half its agility bonus (rounding up) every combat round. For example, if the daemonhost had a bonus of
[6] it could take defensive actions three times.
3 Armor of The Deep Warp: The daemonhost is not affected by the effects of blast weapons and must be
directly targeted; these resolve with no effect otherwise.
4 Empyric Warpsurge: Whenever the daemonhost takes an all-out action it inflicts an additional [1d10 AP0
E] per degree of success with the tearing quality; said attacks are considered warp-weapons. If the
daemonhost has another warp-weapon special quality, the damage is doubled.
5 Deathtouch: The daemonhost can break a binding of its wards to destroy a target outright. It will not
typically do so to break free unless instructed – it will also typically remain inactive during a scene after
doing so.
6 Warp Infested: The daemonhost is nigh-invulnerable. It gains a power field with a rating of [68] that
never overloads. This wraps neatly around the daemonhost and cannot be stepped through or otherwise
defeated through any known means. Further, as a free action once per combat it can convey this field to
a target it desires.
7 Immortal: The daemonhost is capable of reconstitution even when destroyed. When reduced to [0]
wounds it automatically reconstitutes with [½] its maximum wound count and take an action
immediately. This can occur once per day.
8 Clever: The daemonhost always has [2] psyker powers prepared for usage when combat begins. It is
never surprised and may cast both powers immediately when combat begins without a test. Further, the
daemonhost can never be surprised by attackers – it always acts first the first round of combat.
9 Resilient: The daemonhost is armored with thick plates of armor, exceedingly elastic skin, or cancer-
ridden sores. It gains natural armor [30/all] and unnatural toughness [+5].
10 Master of Monsters: The daemonhost enters battle with [2] daemons it summons and commands
automatically. The daemons are deferential to the daemonhost and thereby the daemonhost’s master
but are typically lesser daemons aligned to the daemonhost; The daemonhost summons and maintains
said daemons by unknown means and will not clarify the matter.
[++110++]

10.7: Exotic Daemonhosts


Heretics are truly mad and have bravery to match. Spurred by
desperation, fear, or devotional fealty to the dark gods, heretics may
attempt means that are truly risky in pursuit of some equally desperate
goal. Indeed, confronted by the seemingly endless forces of the
Imperium and horrors beyond imagination in the form of the xeno,
heretics may opt to deploy daemonhosts into seemingly insane vessels to
gain advantages not considered by their fellows – or their enemies.

10.7a. Spawnhosts
++
Spawnhosts are chaos spawn utilized as daemonhosts.
++

Daemonhosts require a sentient host to fabricate less the result be a


dybuk with less power and less capacity than a standard host. This naturally excludes many creatures, and indeed
servitors, as the soulkilled vessel serves as a base and host for the daemon’s power. Such a baseline requirement is
vague, as the variety of sentient species with minds that exist in the galaxy for experimented upon – tested upon and
deployed as tools. The typical solution is a mortal host in the form of a human being: such hosts are plentiful,
replaceable, and occasionally volunteer themselves.

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.

1d10 Mutation + Spawnhost Mutation Table [1d10] +


1 Of The Fire The spawn gains the ‘on fire’ mutation as per gifts of the gods7. The creature is nearly immune to energy
damage and halves all such damage before factoring in toughness. The spawn may cause nearby objects to
light on fire within [10] meters.
2 Warp Spectre The spawn gains the ‘incorporeal’ trait but must manifest to attack; once manifested it counts such an
ability as requiring [1d10-4] rounds to become available as a half action. It my return to incorporeal as a full
action.
3 Fog of Death The spawn is surrounded by a fog of corrosive miasma that surrounds it as a sphere within [15] meters.
Metallic objects suffer corrosive [1] and the creature is perpetually shrouded in smoke inflicting a penalty of
[-20] to hit it; affected objects may melt or decay rapidly.
4 Beyond Death The spawn will reconstitute itself unless fully destroyed and dismembered. It will take [1d5+2] rounds to
return to [1] wound, though existing critical damage remains, and it may be immobile or prone – it will
eventually regain motor control, however.
5 Necrophage The spawn may ingest any size [4] meat as a half action to regain [2d10+2] wounds. It may do this once per
combat but never seems to become full.
6 Energy Field The spawn projects a field of energy that deflects all attacks as if it had a power field with a rating of [30].
The field extends from [2] meters of the creature and does not overload.
7 Fissioning The spawn has the possibility of splitting in two when slain ½ the time [01-50 on 1d100]. The resulting [2]
spawn have ½ wounds, deal half damage, and halve their characteristics. The spawn will reconstitute itself
naturally after a day with the slightly smaller spawn being consumed by the slightly larger spawn.
8 Disgusting The spawn spews a noxious bile when injured, coating the area [30] meters around it. This makes the
terrain difficult and halves all movement speed within it and inflicting toxic [2] to unprotected persons.
9 Raging The spawn automatically gains the effect of frenzy in combat and may re-roll initiative.
10 Hypnotizing The spawn has many eyes and may direct them all at a single target once per combat round as a free action.
The target must make a willpower test at [-10] or suffer the stunned condition for [1] combat round. Certain
enemies without eyes or minds are immune to this effect.

10.7b. Daemonhost Astartes


That astartes have souls is known well enough, and that they have mortal essence is also known: the pliable flesh of
humans is forever vulnerable to the heretic, the xeno, and all the assorted horrors of space. Accordingly, the pliability of
humans applies isomorphically to their trans-human counterparts. It is not clear who proposed to make a daemonhost
from the flesh of one of the Emperor’s angels, though it has often been proposed by a particularly daring sorcerer-lord
on the distant hell-forge of Xana II. Still, the difficulties and foibles of fabricating a daemonhost from a space marine are
somewhat well known: none of that such type submit willingly to such an affair, and all resist with their utmost power to
avoid such a dire fate. Still, despite this, space marines of this or that suasion have been captured and interred and the
result has been the exceedingly rare daemonhost astartes.

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.

+ Daemonhost Astartes Profile +


Daemonhost function as daemonhosts in creation, binding, characteristics, and other features. Daemonhost astartes
gain the following features, traits, and abilities which are merely additive:

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. Psyker Powers


Additional psyker powers are provided within the supplement to provide
some more options to psykers:
Tyranid Powers.
Malign Influence [WIP]
Daemonancy [Summons] [WIP]
Enuncia [Words] [WIP]
Cartomancy [Cards] [WIP]
Runic [Runes] [WIP]
Theosophamy[WIP]

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.

Power Name Catalyst


Action Half
Range 50m [single horde]
Sustained No
Type Untyped
Description As a half action the psyker can instill nearby hordes of chaos with resilience. The next time a friendly
chaos horde suffers a magnitude reduction it may ignore said reduction. Multiple instances of
reduction are not affected, merely the first.
EXP Cost 150
Prerequisites Tenebrian Hybrid

Power Name Psychic Scream


Action Half
Range 15m [sphere on caster]
Sustained No
Type Untyped, Attack
Description As a half action the psyker emits a psychic shriek. All sentient, living creatures within [20] meters
suffer a hit head hit that deals [1d10+PR] energy damage. Those affected may with a toughness test
but suffer a [-10] malus. If the toughness test fails those who have failed suffer the stunned condition
for [1] round.
EXP Cost 200
Prerequisites Tenebrian Hybrid

Power Name Dominion


Action Half
Range Visual
Sustained Yes
Type Untyped
[++114++]
Description The psyker hardens the minds of allies to enemies of the dark gods. While active, allies up to power
rating in number gain [+20] to all willpower tests while sustained. Multiple effects of a similar type do
not apply, with the highest result having supremacy.
EXP Cost 200
Prerequisites Tenebrian Hybrid

Power Name Hypnotic Gaze


Action Half
Range 15m
Sustained Yes
Type Untyped
Opposed Yes
Description The psyker can gaze deeply into the eyes of a target and hold it immobile with its mental-psychical
power. This has a few effects:
Helpless: The target becomes immobile and helpless while active, though it can only affect
creatures and entities vulnerable to mental attack – daemons, machines, and similar targets
resist as a matter of course. The target makes an opposed willpower test against the psyker.
Contest: At the start of the turn the target my contest the psyker with a willpower test – if
the gaze is broken the power is also invalidated.
EXP Cost 300
Prerequisites Tenebrian Hybrid

Power Name Leech Essence


Action Half
Range 50m
Sustained No
Type Attack, Untyped
Description The psyker rips the life-essence from a nearby foe and uses it to recover wounds. The target takes
1d10+PR damage that cannot be mitigated and the psyker recovers that many wounds.
EXP Cost 300
Prerequisites Tenebrian Hybrid

Power Name Onslaught


Action Half
Range 75m
Sustained No
Type Untyped, Support
Description The psyker amplifies the speed of a nearby ally, granting them a full move, standard attack, or charge
action once per round.
EXP Cost 250
Prerequisites Tenebrian Hybrid

Power Name The Horror


Action Half
Range 75m
Sustained No
[++115++]
Type Untyped, Attack
Description The psyker emits waves of fear to [3] targets within range, triggering a [-30] fear test. Rather than
simply suffering a disorder or typical fear effect, targets collapse to the ground and scream until the
next combat round. Targets affected by the spell or other fear effect gain a bonus of [+30] to resist
this power.
EXP Cost 250
Prerequisites Tenebrian Hybrid

Power Name Paroxysm


Action Half
Range 25m x PR
Sustained Yes
Type Untyped, Attack
Opposed Yes
Description The psyker chooses a number of enemies equal to their psy rating. These targets reduce their
weapon and ballistic skill by [15] while affected by the power. Other tests also suffer a malus of [-15].
EXP Cost 250
Prerequisites Tenebrian Hybrid

Power Name Warp Blast


Action Half
Range 50m x PR
Sustained No
Type Untyped, Attack
Opposed Yes
Description The psyker targets a single enemy in range with a focus power test modified by typical ranged
combat modifiers. This inflicts [1d10 x PR] to the target with a penetration of [12]. The blast of the
attack has a range of [6] meters.
EXP Cost 500
Prerequisites Tenebrian Hybrid and Tyranid powers of at least [800xp] and Alpha Class {or} [Rating 6+]
[++116++]

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.

12.1: The Anima Chorus


Death and dying is a perennial concern. All men die, and all things. To die
is normal, but to die is to face the unknown. With the coming of the
great knowledges of chaos the triumph over death and aeternal life
becomes a real strategy for heretics with the fortitude and the will to
make such things possible.

The precise operation of the machine is as blasphemous as it is brilliant.


Utilizing a form of bio etheric radiation to fuse necrotizing flesh with
warpmatter and thereby reanimate the dead, said devices were deployed during the Age of Apostasy by varying sides
owing to the basic doctrinal notion of the Emperor’s death and rebirth. However since these days the great arch-heretic
Malygris has become more common and variations of the technology more readily available – much to the shock and
horror of Imperial authorities.

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…

+ Anima Chorus Fabrication +


Requirements The heretics must know about the Anima Chorus. This knowledge is obscure but might be known with a
forbidden lore: heresy at [-10].
Prerequisites Forbidden knowledge: Heresy [+20], Tech Use [+20] and Dark Mechanicum [+0].

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.

12.2: Apostatic Matrices


The apostatic matrix is a valuable and effective device for heretics interested in disrupting the belief systems on Imperial
worlds. Indeed, though words and common sense may do a good deal to disrupt the stodgy beliefs of the lapdogs of the
corpse Emperor owing to the monstrousness of the Imperium, cajoling the dogmatic adherents of the Emperor can be a
slow process that requires harder methods. Enter apostatic matrices: this device, once touched, steadily corrodes the
existing belief system in the mind of the target with a sudden barrage of psychical power. As more time passes, the
waves of energy steadily bend the individual into despair until they inevitably break apart mentally into psychosis – or
other, more acceptable, value systems.

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…

+ Apostatic Matrix Fabrication +


Requirements The heretics must know about apostatic matrices. This knowledge is obscure but might be known with a
forbidden lore: Dark Mechanicum test at a malus of [-20] or heresy [-30].
Prerequisites Forbidden knowledge: heresy [+20], tech use [+20], Dark Mechanicum [+20].
[++118++]

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

+ The Bioforging Process +


Requirements The heretics must know about the methods of bioforging, which might be deduced with a forbidden lore:
Adeptus Mechanicus at a malus of [-30] or Dark Mechanicum at [-10].
Prerequisites Forbidden knowledge: heresy [+10], Dark Mechanicum [+10], medicae [+10], no other skeletal-musculature
augmentation, basic cybernetic parts [common].
Process The heretic must pass a [-20] medicae test to install bioforging. This takes [8] solar hours and the bioforged
must pass a [+0] toughness test or suffer 1d10 wounds damage which cannot be mitigated – though the
surgery continues.
Result After the medicae procedure the heretic gains the following traits and talents automatically:
Unnatural Toughness [+2]
Natural Armour [+2]
The heretic gains resistance: cold [3] and ignores the cold of vacuum.
The heretic is not considered pure by imperial standards and is now a mutant.
Result [Later] In a month if the heretic is not maintained with a successful medicae test [-20] to reduce the amount of bio-
motes they suffer a loss of 1d5 from each characteristic permanently. This process is extremely painful!

12.4: Immateria Wards


Immaterial wards, despite their name, are of the empyrean and structured in such a fashion to protect the bearer from
ambient energies of the warp through – somewhat poetically – bound machine spirits within the armor structure to
repel the fell energies of the empyrean from typically unprotected flesh. Said machine spirits, derived from hereteknical
[++119++]
long since banned or suppressed by the Imperium allow the small constructions to channel the warp to protect the
bearer by generating a limited, unusual, null-field.

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.

++ Immateria Ward Fabrication ++


Requirements The heretics must know about Immateria Wards. 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. Further, the fabricator must utilize a single live blood sacrifice for the ritual.
Prerequisites Forbidden knowledge: heresy [+10] and tech use [+10].

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.

12.5: Irradial Machines


Irradial Machines are daemonically driven machines of scale created through ritual means for the usage of hell-forges,
ships, or all variety of other devices too numerous to count. Typically all machines are driven by some sort of cogitator –
an organic brain programmed to undertake certain tasks – however Irradial Machines instead utilize soulkilled cogitators
with a daemon installed in the device for a variety of uses. Owing to the rarity of such devices and their immense
complexity required for fabrication, irradial machines are rare and not often manufactured by average heretics – they are
instead the province of highly skilled forge-sorcerers, magi, and others with a reasonable enough grasp on the powers of
the warp to install them into appropriately devised machines. In this sense they are similar to daemonhosts or daemon
engines – the fabricator must understand the capacities of their machines, adulterate the machine’s form to
accommodate the daemon, and then install the daemon after executing a summoning.

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.

++ Irradial Machine Fabrication ++


[++120++]

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.

1d100 Irradial Machine Features Table


01-09 Terrifying Efficiency: The machine may roll twice and ignores any result of [91-100].
10-20 Ex Nihilo: The machine is seemingly capable of fabricating objects from nowhere. If installed into
a machine – regardless of type – it can produce small batches of items of [average] or more
common availability without a test or large volumes [10+] with an acquisition test against the
machine’s infamy. Every time such tests are made without inputs a sacrifice must be made
eventually...
21-30 Subversive: The machine excels in subverting nearby cogitators and bringing them to its will. The
longer the machine remains active, the higher chance it will assume natural control over nearby
systems; it will continually expand its neural patterns to physically adjacent systems constantly.
This process is usually exponential but will eventually be noticed by authorities…
31-40 Hardened: The machine has rapidly developed wards to protect itself and actively resists all
security intrusions. It gains security [+30] and is always aware of such intrusions, threats, or
hazards.
41-50 Warlord: The machine is constantly ready for war. It constantly works to prepare itself for warfare
and always has units of troops available – servitors, automats, or other things. Further, said units
count as troops [as per Only War] rather than hordes. Lastly, it gains the scholastic lore: tactica
imperialis skill at [+20].
51-60 Encyclopedic: The machine has an extensive knowledge of diagrams and construction subroutines
for many STCs. If proper facilities are provided it can manufacture machines and up to [very rare]
availability if the machine makes a scholastic knowledge: technology test modified by the
availability of the item in question.
61-70 Daemon Allies: The machine has many daemonic allies it can call upon in times of danger or at
the behest of its master. If it is in danger, the machine may summon [1d5+2] lesser daemons to
aid it once per week; This is treated as a psyker power that always generates phenomena as a
daemonic psyker. The daemons serve the machine and thereby any allies of the machine…
[++121++]
71-80 Secretive: The machine is extremely secretive and takes great pains to avoid being noticed. It
gains the stealth skill at [+20], deceive at [+20], and sleight of hand at [+20]. These may be used
with any device the machine is attached to – and it may substitute its infamy rating for such tests.
81-90 Watcher: The machine sees everything. All tests with surveillance systems gain a bonus of [+20]
and the machine gains the scrutiny skill at [+30] owing to its complex web of pict-grabbers, vox-
descramblers, and other devices.
91-100 Insane: The machine is useless for most functions and acts strangely. It may observe demands
imposed on it or it may not.

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.

Irradial Machine Core


CHARACTERISTICS MASTER
WS BS S T AG INT PER WP FEL INF
45 [4] 45 [4] ~ 50 [15] ~ 65 [12] 50 [5] 65 [10] 50 [5] 50 [5]
WOUNDS TB [Total] ARMOR SIZ SPD SKILLS TRAITS/TALENTS
50 15 25/all 8 [] ~ Awareness +0, Deceive +10, Blind [if observation destroyed], Fear [3], From
Linguistics (High Gothic, Low Beyond, Machine [25], Night Vision, The Stuff
Gothic, Dark Speech, of Nightmares, Unnatural Toughness [10]
Binaric), Logic (Int) +20,
Forbidden Lore [Adeptus
Mechanicus , Daemonology,
Psykers, The Warp) +20,
Lore: Scholastic [All],
Scrutiny +0, Security +0,
Tech-Use [Int] +20
WEAPONS
NAME CLASS RNG ROF DAM PEN CLP RLD SPECIAL WT RARITY
Maintenance Melee 0 ~ 3d10 0 ~ ~ Tearing, 2000 ~
Arm Unwieldy
Maintenance Vehicle 10 1/~/~ 2d10 10 ~ ~ Accurate 2000 ~
Lasweld
SPECIAL ABILITIES
Maintenance Arms: The Irradial machine may or may not have a complement of linked maintenance arms that it may use to attack
enemies. The arms themselves share the same statistics and characteristics as the core but have [20] wounds each. The arms may
move around the Irradial core chamber as they see fit with a speed of [10m] but may not run or leave the chamber.
Neural Linkages: The Irradial machine may substitute any skill or characteristic [except toughness] for controlled machines or
devices it has available, though such devices always operate in hordes rather than troops or single units in combat.
Superstructure: The Irradial machine is integrated into the structure of a single cogitator which organizes itself as a ‘core’ with a
discrete loci, typically a cylindrical structure in a central chamber where it is safe and protected. The Irradial machine is considered a
daemon engine for combat purposes but only the core’s destruction destroys the machine itself – else the machine continues to
function. When the core of the machine is destroyed the entirety of the machinery ceases to function: machines fall silent, explode,
or otherwise.
ITEMS
The Irradial machine may have a furnace where offerings of flesh are made – and remnant equipment has survived.

12.6: Murder Cogitators


Murder cogitators are devices that destroy the machine spirit of a targeted machine and render it helpless and prone to
pillage, data theft, and other malicious purposes. Resembling a servo-skull with a combination flanged leglike
[++122++]
appendages, these devices manually physically intrude on the neural paths of the target and destroy them by inserting
said appendages – which are in actuality cogitation spikes – into vital neural paths used by the target.

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.

+++ Murder Cogitator Fabrication +++


Requirements The heretics must know about murder cogitators. 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 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.

12.7: Obliviate Devices


Obliviate devices destroy the soul of those afflicted by rendering them into warp-thralls that serve the fabricator of the
device as mindless husks. To fabricate such a device is itself no small heresy, as these machines are seen as highly
anathema to the hidebound sensitivities of the Imperium as a whole owing to their disturbing qualities and the apparent
dark reflection of the nature of the servitor.

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.

++ Obliviate Device Fabrication ++


[++123++]

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.

12.9: Speculum Umbrae


The Speculum Umbrae is a device that agitates local warp-spirits into material reality by the use of ancient and forbidden
warpcraft combined with long-since forgotten archeotech principles. Resembling a combination of circuitry surrounded
by protrusions of flowerlike eruptions not exceeding a hand in length, the speculum has the capacity to bring the warp-
essence of the latent dead composed of warp-matter to cohesion and thereby visibility. Owing to the dangers of the
device and the risk of hostile attack, the speculum is typically used hand-in-glove with modifications such as immaterial
wards to protect the heretek from the spirits in question – or at least deter them.

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.

++ Speculum Umbrae Fabrication ++


[++125++]
Requirements The heretics must know about the Speculum Umbrae. 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. Further, the fabricator must utilize a single live blood sacrifice for the ritual.
Prerequisites Forbidden knowledge: heresy [+10], daemonology [+10], and tech use [+10].
Resolution The creator must find basic materials for the process, which are typically [rare]. Once located, fabrication can
begin and typically takes [1d5] days with proper facilities. The device requires an enormous power source to
function, such as the drive system of a bulk lifter or equivalent with an attached cell stack; such an operation
typically allows [2d10+3] minutes of operation before exhaustion.
Effect Once fabricated the speculum need only be activated. It is typically a large device but is man portable with two
hands. The activation requires the following: a tech use test at very hard [-30] and a forbidden lore: the warp
test at [-10] to activate the device; this may be re-tested.

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].

12.10: Transgenic Grafting


Transgenic heresy is a rare heresy where alien organs, limbs, or other living components are grafted onto the human
form. This is seen as particularly heretical owing to the typically sacred form of humankind within Imperium: such
adulterations and alterations are anathema. Although such methods vary in their procedure, the general result – the
utilization of alien organs, flesh, abilities, and other things.

++ 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.

Restrictions A heretic can support an amount of grafts up to their corruption bonus.


[++127++]

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.

The problem is that most individuals are not psykers. Their


entwinement with the warp is limited and they have small spirits.
It is for this reason that rituals exist, and for this reason they
compose a keystone in the behaviors, activities, and focus of the
forces of chaos: they demonstrate, accurately, that gods exist.

13.1: Ritual of Binding


The ritual of binding is required for a variety of rituals, powers, effects, and other warpcraft. It, in essence, binds or
associates two objects with warp energy such that they become entwined in some fashion by virtue of their shared
linkage in the warp.

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.

13.2: Ritual of Companion


This ritual summons a familiar to assist the psyker in the manipulation of spells or other activities of the warp. Familiars
are useful and may be resummoned if destroyed, though the process is taxing for the psyker to endure and recover from.
The ritual itself has the following features:

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.

13.3: Ritual of Extrusion


Provides a lump of warp energy for usage by a sorcerer, psyker, or other. Often equated to mining, it shares the analogy
in a few ways. The first is that the Ritual of extrusion does not typically have a usage in itself in the same way pure
metals, unmolded, do not. By summoning a mass of warp energy such energy can then be used and processed into a
more suitable form, power certain weapons, etc. Indeed, the possible uses of such energy are only limited by the
imagination of the fabricator:

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.

13.4: Ritual of Haunting


This ritual causes the vehicle to be infested by warp spirits of a bewildering variety. They suffuse the metal, fabric, and
stuff of the vehicle as thoroughly as any daemon. Once present, the spirits take their residence as a matter of personal
concern and offer some protection to the crew and vehicle’s structure for a time - typically eight hours.

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++]

13.5: Ritual of Interface


The daemon’s allegiance is written in blood on the hull of the vehicle and a proper offering of metal and blood is offered.
Typically, another vehicle is dismantled and arranged in a circular form around the vehicle to form a ritual circle. from
where the daemon is summoned, it is compelled into the circle. This ritual may repeat until the desired amount of
daemons are bound to the vehicle, with a maximum of [4] such entities. Each requires a sacrifice in blood (a maiden is
preferred but others - typically deemed ‘pure of heart’ are accepted) unless the daemon already exists in realspace.

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.

13.4: Ritual of Living Metal


This ritual imbues life, fell life, into the structure of a machine. Parts of the machine are now alive, and it is no longer
simply a thing - it is a living thing that eats, bleeds, and feels. Such a machine has most of the basic demands of a living
thing but benefits from traits like [machine].

Ritual of Living Metal


Prerequisites Forbidden lore: Dark Mechanicum {or} the warp [+20].
Ritual Test and Costs A ritual forbidden lore: the warp test at [arduous: -40]. Flesh proportional to the vehicle’s size can
also be offered to increase the ease of the ritual - often this means thousands of kilograms of
mass.
Effect The vehicle becomes alive and gains regeneration [5] for the duration, approximately [8] hours.
The vehicle is treated as a living thing and may be healed by medicae tests. Psychic phenomena is
automatically triggered regardless of result.
Duration [8 hours] solar hours.
Price of Failure Rather than a typical failure, spirits of the warp attempt to possess nearby organic forms that lack
sentience - rats, avians, and other things like corpses. From said mass a proportionally sized
chaos spawn is formed that attacks the ritualists.

13.5: Ritual of the New Flesh


Although the technovirus will naturally expand and infect technological systems, certain Rituals exist that will allow
heretics to command and control the boundaries, degrees, and manifestations of the virus. This is idle knowledge, but
high heresy - without it, the technovirus consumes and expands unchecked. Indeed, without such rituals the virus would
be utterly uncontrollable: it would spread to consume all metal, be all metal, consume all flesh, be all flesh. Still, this
ritual secret is well hidden, well obscured, and closely monitored by the obliterator cults, the Iron Warriors, and others.
[++130++]

Ritual of The New Flesh


Prerequisites Forbidden lore: Dark Mechanicum [+30]
Ritual Test and Costs A ritual forbidden lore: Dark Mechanicum test at [punishing: -50] and a sample of the
technovirus.
Effect The boundaries of the technovirus are known to the beneficiary, typically a single individual. The
technovirus is not controllable as an entity but may be influenced, goaded, or compelled to avoid
certain hosts rather than defeated as one defeats a disease.
Duration Indefinite
Process and Cost A ritual forbidden lore: Dark Mechanicum test at [punishing: -50], a sample of the technovirus.
Price of Failure The technovirus manages to infect a weapon, individual, or opportune target as arcs of energy
lance out from the ritual site. Fusing together into a new mass artificially accelerated by warp
energy, the protohost will attack the ritualists until destroyed - typically this destroys the
technovirus sample.

13.6: Ritual of the Pure Engine


Pure daemon engines are a cut above their typical counterparts. While those engines are ad-hoc and with daemons
forced to be confined within a boundary that is fashioned without their interest or concern, true daemon engines are
different – these are not mere machines but are works of art in the same fashion as they are engines of destruction.

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.

Ritual of the Pure Engine


Prerequisites Forbidden lore: daemonlogy, the warp, Dark Mechanicum [+30]
Requirements A daemon engine with a form-appropriate shell and [24] hours. Such shells may not simply be
adulterated shells, such as corrupted vehicles. Such shells must explicitly and bespoke fabricated to
accommodate the daemon. Further, they must be shells that are purpose built to meet the peculiar
dispositions, habitus, and inclinations of the daemon in question. This requires all of the following:
1. Knowledge of true daemon engines. Gaining such knowledge often requires a
daemonology test at a malus of [-50] and may require complex research.
2. Knowledge of the daemon’s true name. Gaining such knowledge may take time and may
entail demonic bargains, schemes, or a separate investigation entirely...
3. Knowledge of the specific daemon’s preferred form. Such knowledge is more typically
available and can be gleaned with a forbidden knowledge: the warp test at a malus of [-30].
Ritual Test Daemonology [-60] and the warp [-40]
[++131++]
Duration Indefinite
Process and Cost The ritual animates a daemon-engine shell as per daemon engine rules.8
Effect All such devices gain an additional [1] rolls on the daemon engine traits table. If it does not have a
power field it gains one with a strength of [33]. If it has a power field, this field gains strength by
[25]. Further, the device gains the following:
Talents: The fabricator can select [2] talents from the daemon’s profile to add to the
machine as additive.
Traits: The daemon-engine can select [2] traits from the daemon’s profile to add to the
machine as additive.
Aesthetic Changes: The daemon-engine reflects its true nature and becomes more as
described by the fabricator, it being a true and dreadful device! It may have nightmarish
glowing eyes, semi-prehensile tails, a perpetual cloud of electrified mist, random gouts of
blood, or other strange phenomena!
Price of Failure Failure results in the daemon-machine being completed but has certain substantive defects.
Among others, it may be the following:
It is insane, violent, and may attack the fabricator.
Alternatively, it may be listless and filled with ennui, disinclining to attack at all.

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.

The Hell-Forge of Samech


The hell-forge of Samech is notorious in the Calixis sector for the heavy
manufacture of tainted good, materials, equipment, machines, and all
variety of products vital to the long-term proliferation of the forces of
chaos within the sector and beyond. As a hell-forge, it functions very
much in its lineage of mechanicus predecessors in practical terms
engineers might understand and respect: the warpsmiths forge-lords of
Samech concern themselves only with production, research,
idiosyncratic feuds, and political games among local interests. As is usual,
outgoing arms are sold or bartered to keep the massive production lines
of the world operational and in good order – the exchange in simple:
good and resources for arms and equipment.

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.

The Forge-World of Sobrieti


Sobrieti is a forgeworld in Segmentum Obscurus. At a glance it is a lonely
moon surrounding the gas giant Sobrieti-A and lacking much in the way
of significance in the void; Indeed, it is not very large, once had middling
resources, and now has fewer resources combined with a largely
decaying anemic technical infrastructure. Given such a status it has
overshadowed by more well-known forges for all variety of reasons in
centuries past, often playing second fiddle to larger forges. Still, Sobrieti
has gained some notoriety in recent years as the disorder of the galaxy
has reached a fever pitch owing to a rare combination of brute facts: it is
safe, it is efficient, and it is intact.

This safety has led to a boom in local production and growing


prominence; Owing to the odd abnormal gravity wash produced by
Sobriety-A that cannot be calculated except by ciphered calculations
refined over hundreds of years, the moon itself is difficult to attack
without closely guarded gravity wake calculations calculations. Indeed,
any assault of scale would be risky, at best, and might result in incoming ships plunging into Sobrieti’s twin stars without
[++133++]
appropriate maneuver directions fed by the moon’s orbital control. Further, these abnormal gravity fluctuations make
the planet enormously efficient as a fabrication locus owing to the ease of maneuver, travel, and expenditure of energy
for production: voidships may dock with ground-based sites and mass conveyors may simply land to intake loads of
equipment without the foibles of orbital drydocks or space elevators. Owing to such qualities Sobrieti has gained
importance purely because of galactic structural considerations: the hazards of travel has reduced the amount of
‘preferred’ forges accessible for such large ships and the forge itself has been the beneficiary of a surge of new ship,
resources, and administrative largesse. Indeed, it is a tale as old as time that war drags innocuous places forward to
prominence.

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 ~

14.2: Ranged Weapons


14.2a: Bolt
NAME CLASS RNG ROF DAM PEN CLP RLD SPECIAL Wt. AVAILABILITY
Bolt Pistol, Samech Pistol 40m 1/2/~ 1d10+5 X 4 8 1 Full Tearing 5 V. Rare
Bolt Pistol, Sobrieti Pistol 50m 1/~/~ 1d10+5 X 4 10 1 Full Tearing, Flame 5 V. Rare
Boltgun, Samech Basic 80m 1/2/~ 1d10+5 X 4 20 1 Full Tearing, Flame 5 V. Rare
Boltgun, Sobrieti Basic 100m 1/3/~ 1d10+5 X 4 25 1 Full Tearing 5 V. Rare
Godwyn-De’az Bolter, Basic 150m 1/2/~ 1d10+5 X 4 25 1 Full Accurate, Tearing 5 V. Rare
Sobrieti
Storm Bolter Array, Heavy 150m ~/3/6 1d10+5 X 4 60 2 Full Flame, Storm 15 V. Rare
Samech
Storm Bolter Array, Heavy 150m ~/3/6 1d10+5 X 4 60 2 Full Tearing, Storm 15 V. Rare
Sobrieti

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

14.4g: Solid Projectile


NAME CLASS RNG ROF DAM PEN CLP RLD SPECIAL Wt. AVAIL
Autogun, Agripinaa Mk.7 Basic 60 1/4/6 1d10+4 I 0 60 1 Full Burst, 5 Uncommon
Devastating
[2]
Autogun, Vraks Mk.3 Basic 125 1/~/~ 1d10+6 I 1 50 1 Full Proven [4], 5 Very Rare
‘Headhunter’ Felling [2]

Autogun, Samech Basic 75 1/3/7 1d10+4 I 0 35 1 Full Reliable 4 Ubiquitous

Autogun, Samech Basic 100 1/3/10 1d10+3 I 0 30 1 Full Reliable 4 Ubiquitous

Breech-Fed Stubgun Basic 50 1/~/~ 1d10+4 I 0 1 1 Full Reliable 5 Ubiquitous


[++136++]
Combat Shotgun, Sobrieti Basic 20 1/~/~ 1d10+5 I 1 10 2 Full Scatter, 5 Common
Concussive
[1], Proven
[4]
Double-barreled Shotgun, Basic 10 1/~/2 1d10+5 I 2 2 1 Full Scatter, 6 Common
Sobrieti Concussive
[1],
Inaccurate,
Proven [5]
Handcannon, Sobrieti Pistol 30 1/~/~ 1d10+5 I 3 6 2 Full Proven [2] 4 Common

Naval Shotgun, Sobrieti Basic 20 1/2/~ 1d10+5 I 2 10 2 Full Scatter, 5 Rare


Concussive
[1], Proven
[4]
Shot-Pistol, Sobrieti Pistol 8 1/~/~ 1d10+5 I 1 4 1 Full Scatter, Rare
Concussive
[1], Proven
[3]
Stub Pistol, Sobrieti Pistol 15 1/3/~ 1d10+3 I 0 15 1 Full Reliable 3 Ubiquitous

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

14.3: Melee Weapons


X. Basic
NAME CLASS DAM PEN SPECIAL Wt. AVAILABILITY
Axe-Rake Basic 1d10+2+SB I 1 Unbalanced; Primitive [9] 10 Ubiquitous
Ballistic Shield, Sobrieti Basic 1d10+SB I 0 Defensive, Primitive [8] 10 Common

Bileblade, Samech Basic 1d10+8+SB R 4 Toxic [2], Power 6 Very Rare


Bilesword, Samech Basic 1d10+5+SB R 2 Toxic [1], Corrosive [1], Power 8 Very Rare

Blessed Blade, Samech Basic 2d10+7+SB R 3 Power 9 Rare


Dueling Sword, Maccabian Basic 1d10+4+SB R 0 Balanced, Accurate
Brass Knuckles Basic 1d5+SB I 0 Primitive [9] 1 Ubiquitous
Cavalry Spear Basic 1d10+1+SB 3 Primitive [9] 8 Common
Choppa, Obscurus Basic 1d10+5+SB R 1 Primitive [9], Requires 2 hands 14 Uncommon
Chunk of Ferrocrete Basic 1d5+SB I 0 Unreliable, may break; Primitive [9] 5 Ubiquitous
Combat Knife, Sobrieti Basic 1d5+SB R 0 Tearing 1 Ubiquitous
Durasteel Pike Basic 1d10+3+SB I 3 Primitive [9] 15 Common
[++137++]
Ferrosteel Pick Basic 2d10+SB I 3 Inaccurate, Unwieldy, Primitive [9] 10 Common
Ferrosteel Shiv Basic 1d5 I 1 Unreliable [breaks]; Primitive [7] 1 Ubiquitous
Hunting Rifle Basic 1d10+3 I 0 ~ 4 Ubiquitous
Long Knife Basic 1d5+1+SB R 0 None; Primitive [9] 2 Ubiquitous
Machete, Sobrieti Basic 1d10+SB R 0 Tearing 3 Ubiquitous
Nail-Club Basic 1d5+1 SB I 1 Concussive (0) 3 Primitive [8]
Naval Monosword Basic 1d10+3+SB R 2 Balanced, Mono 4 Uncommon
Scourge Basic 1d10+2 R 0 Flexible, Tearing 4 Ubiquitous
Sharpened Ferrosteel Basic 1d5+SB I 1 Primitive [9] 2 Ubiquitous
Rod

14.4: Vehicle Weapons: Melee


Name Class Range Dam Pen Special Wt. Availability
Crushing Claw Melee ~ 2d10+6+SB I 10 Unwieldy, Inaccurate, Unnatural Strength 1000 Very Rare
[6], Unwieldy
Piercing Tail Melee 10m 3d10+SB I 15 Razor Sharp, Flexible 500 Very Rare
Rending Tail Melee 10m 4d10+SB I 6 Flexible, Tearing 1000 Very Rare
Servo Fist Melee ~ 2d10+4+SB 6 Unwieldy, Unnatural Strength [1], Sturdy 500 Very Rare
[Vehicle]
Servo-Claw Melee ~ 2d10+8+SB 12 Unwieldy, Power Field, Unnatural Strength 750 Very Rare
[Vehicle] [2]
Tentacle Cluster Melee ~ 1d10+6 I 3 Flexible, Snare [2] 100 Very Rare
Vehicle Flail Melee ~ 1d10+6 I 0 Flexible, Storm, Devastating [3] 500 Very Rare
Vehicle Maw Melee ~ 4d10+SB I 5 Unwieldy, Razor Sharp, Inaccurate 1500 Very Rare
Vehicle-Grade Melee ~ 1d10+8+SB 0 Defensive*, Unwieldy, Concussive [1]. 700 Very Rare
Shield *may parry ranged at [+10]

14.5: Vehicle Weapons: Ranged


Name Class Range ROF Dam Pen CLP RLD Special Wt. Availability
Aether Fire Blaster Vehicle 1000 1/~/6 3d10+15 E 12 400 2 Full Overcharge, 1000 Near-
Maximal, Flame Unique
Aether Flame Cannon Vehicle 250 1/~/4 2d10+10 E 8 40 2 Full Overcharge, 100 Near-
Maximal, Flame Unique
Aiolos Missile Vehicle 500 1/~/6 * * 11 2 Full Twin-Linked 250 Near-
Launcher, Crusade Unique
Anvilus Autocannon Vehicle 250 1/3/6 3d10+6 I 6 60 2 Full; Twin-Linked 250 Near-
Battery, Crusade Unique
Arachnus Heavy Vehicle 500 1/~/2 5d10+10 E 10 20 2 Full Twin-Linked, Proven 500 Near-
Lascannon Battery [5] Unique
Baleflamer [Samech] Vehicle 75 1/3/~ 2d10+5 E 5 300 1 Full Spray, Flame, 150 Rare
Cleansing Fire
Calliope [Firebomb] Vehicle 200m ~/~/6 2d10+3 E 3 6 6 Full Indirect [2], Blast 400 Rare
[4], Flame
Calliope [Frag] Vehicle 200m ~/~/6 2d10+4 X 0 6 6 Full Indirect [2], Blast 400 Rare
[6], Concussive [2]
Calliope [Krak] Vehicle 200m ~/~/6 2d10+4 X 6 6 6 Full Indirect [2], 400 Rare
Concussive [1]
C-beamer, Crusade Vehicle 200 1/3/5 2d10+5: Short 15 20 2 Full Tearing, Accurate 75 Near-
4d10+5: Med Unique
6d10+5: Long
Grav Flux Bombard, Vehicle 500 1/3/~ 5d10+5 I 10 10 2 Full Graviton, Indirect, 1000 Near-
Crusade Blast [10] Unique
Leviathan Storm Vehicle 100 ~/4/10 3d10+5 I 5 400 2 Full Tearing, Unreliable 200 Near-
Cannon, Crusade Unique
Macro Plasma Vehicle, 300 1/~/~ 5d10+10 10 40 2 Full Overheat, Blast 200 Extremely
Incinerator, Mars Heavy [2] Rare
Siege Drill w/ Claw- Vehicle ~ ~ 3d10+5 R ~ ~ ~ Melta, Unwieldy, 600 Very Rare
Melta {Claw-Drill}, Felling [3]
Samech
Siege Drill w/ Claw- Vehicle ~ 1/~/~ 2d10+8 E 5 5 ~ Tearing 600 Very Rare
Melta {Melta}, Samech
[++138++]
Siege Drill, Samech Vehicle ~ ~ 3d10+5 R 15 ~ Razor Sharp, Felling 500 Near-
[2], Unwieldy, Unique
Inaccurate
Voidcutter, Samech Vehicle 10 1/~/~ 6d10+10 E 6 ~ ~ Lance, Accurate, 100 Very Rare
Felling [4]
Volkite Falconet Vehicle 500 2/4/6 3d10+5 E 15 Deflagrate, Twin 1000 Near-
Battery, Crusade Linked Unique
Warpfire Extrusion Vehicle 30m ~ 2d10xPR I 6 ~ ~ Flame, Tearing, ~ ~
Blast [30]

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

Chainglaive, Samech Basic 2d10+2+SB 4 Tearing 8 Very Rare

Chain-Knife, Sobrieti Basic 1d10+2+SB 2 Tearing 2 Common

Chain-Maul, Sobrieti Basic 2d10+2+SB 1 Tearing, Concussive [1] 15 Very Rare

Curved Chainsword, Sobrieti Basic 1d10+4+SB 2 Tearing, Balanced 5 Uncommon

Legion Great Chainaxe, Basic 2d10+8+SB 5 Unwieldy, Tearing 10 Very Rare


Deimos

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

Power Sword, Sobrieti Basic 1d10+8+SB 7 ~ ~ Power, Balanced 7 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++]

15. NPCs & Special Critters


Warp Spirit
DESC: A warp spirit is a projection of the warp’s emotional eddies manifest. Malicious and violent, such entities traverse realspace slowly - but
are deadly all the same.
CHARACTERISTICS
WS BS S T AG INT PER WP FEL
45 [6] 45 [4] 40 [4] 40 [6] 20 [4] 25 [2] 35 [3] 40 [4] 01 [0]
WOUNDS TB [Total] ARMOR SIZ SPD SKILLS TRAITS/TALENTS
12 6 4/all 5 2/4/6/12 Lore [Myth]: 10 Deadly Natural Weapons; Dark Sight; From
Dodge: 10 Beyond; Warp Instability; Unnatural Toughness
Parry: 10 [2]; Unnatural Weapon Skill [2]; Incorporeal, Swift
Attack
WEAPONS
Name Class Range ROF DAM PEN CLP
Warptouch Natural ~ MELEE 1d10+8 3 ~
[AVG: 14]
ABILITIES
Haunter: Entering combat the entity is incorporeal. The spirit must come out of its incorporeal status to attack; an attack from this status counts
as surprise and reveals the spirit. Phasing back to this status takes a full action.
[++141++]

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.

Dead Man’s Switch


The hero is revealed to have a dead man’s switch! This complicates simply killing them. The switch does not detonate
without cause and is linked to the hero’s heartbeat. The dead man’s switch can be disabled by a [tech use: malus -40]
test against the hero’s inwired defense system, or it might be disabled by a called shot in melee. The Dead Man’s switch
detonates with a blast range of [10] with a damage [8d10 X Pen 0].

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.

15.3: Vehicle-Scale Carry/Lift/Push


Carrying, Lifting, and Pushing: Vehicle Scale
Sum of Size [x2] + SB Carry Lift Push
21 3000kg [3.3 tons] 6000kg [6 tons] 12000kg [13 tons]
22 3500kg [3.8 tons] 7000kg [7 tons] 14000kg [15 tons]
23 4000kg [4.4 tons] 8000kg [8 tons] 16000kg [17 tons]
24 4500kg [4.9 tons] 9000kg [9 tons] 18000kg [19 tons]
25 5000kg [5.5 tons] 10000kg [11 tons] 20000kg [22 tons]
26 5500kg [6.0 tons] 11000kg [12 tons] 22000kg [24 tons]
27 6000kg [6.6 tons] 12000kg [13 tons] 24000kg [26 tons]
28 6500kg [7.1 tons] 13000 [14 tons] 26000kg [28 tons]
29 7000kg [7.7 tons] 14000kg [15 tons] 28000kg [31 tons]
30 7500kg [8.2 tons] 15000kg [16 tons] 30000kg [33 tons]
31 8000kg [8.8 tons] 16000kg [17 tons] 32000kg [35 tons]
32 8500kg [9.3 tons] 17000kg [18 tons] 34000kg [37 tons]
33 9000kg [9.9 tons] 18000kg [19 tons] 36000kg [39 tons]
34 9500kg [10.4 tons] 19000kg [20 tons] 38000kg [41 tons]
35 10000kg [11.0 tons] 20000kg [21 tons] 40000kg [44 tons]
36 10500kg [11.5 tons] 21000kg [22 tons] 42000kg [48 tons]
37 11000kg [12.1 tons] 22000kg [23 tons] 44000kg [50 tons]
38 11500kg [12.6 tons] 23000kg [24 tons] 460000kg [52 tons]
39 12000kg [13.2 tons] 24000kg [25 tons] 480000kg [54 tons]
40 12500kg [13.7 tons] 25000kg [26 tons] 500000kg [56 tons]
41 13000kg [14.3 tons] 26000kg [27 tons] 520000kg [58 tons]
42 13500kg [14.8 tons] 27000kg [28 tons] 540000kg [60 tons]
43 14000kg [15.4 tons] 28000kg [29 tons] 560000kg [62 tons]
44+ TALK TO YOUR GM

15.4: Abbreviations and Errata


TOB = Tome of Blood
TOD = Tome of Decay
TOE = Tome of Excess
TOF = Tome of Fate
Apocrypha = Bioagent’s Apocrypha supplement for Black Crusade.
[++144++]

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