Trisdekan Primer 1.4
Trisdekan Primer 1.4
Trisdekan Primer 1.4
TRISDEKAN PRIMER
VERSION 1.4
IPJ
Table 7: Chemical Critical Effects- Leg Table 16: Number of Changes ............... 146
........................................................................... 111 Table 17: Ranged Weapon Pattern
Armoury ............................................................. 112 Positive .......................................................... 147
Logistics in the Synerge Cluster ............ 112 Table 18: Ranged Weapon Pattern
Negative.........................................................148
Weapon Qualities ....................................... 112
Table 19: Melee Weapon Pattern Positive
Gyrojet Weapons ........................................ 114 .......................................................................... 149
Table 8: Gyrojet and Solid-Projectile Table 20: Melee Weapon Pattern
Weapons ........................................................ 115 Negative......................................................... 150
Solid-Projectile Weapons ........................ 115 Table 21: Vehicle Pattern Positive ......... 151
Table 9: Las, Flame and Plasma Weapons Table 22: Vehicle Pattern Negative ...... 152
........................................................................... 117
New Vehicles and Mounts ............................ 153
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Leman Russ Laykhodok .......................... 153 Medusa Siege Gun ..................................... 172
Leman Russ Nivablitzer ........................... 154 Colossus Bombard ...................................... 173
Kobold Light Tank.....................................155 Prolonged Bombardment......................... 173
Soyuz-Z4 ....................................................... 157 Author’s Note ................................................. 174
Soyuz-Z4(M) ................................................ 157 Changelog .................................................... 174
Soyuz-Z4(C) ................................................. 158
Soyuz-Z4(A) ................................................. 158
Soyuz-Z5 ....................................................... 159
Bicycle ............................................................160
Tauros Commando.....................................160
Aerosani ......................................................... 161
Camargue Querl .......................................... 162
Pinzgauer Querl .......................................... 162
Landais Querl .............................................. 162
Imperial Guard Artillery............................... 163
Artillery on the Battlefield ...................... 163
Table 23: Manhandling Artillery ........... 166
Heavy Mortar............................................... 166
Thudd Gun ................................................... 167
Stormshard Mortar ..................................... 167
Conqueror Cannon .................................... 168
Battle Cannon .............................................. 168
Demolisher Cannon ................................... 168
Vanquisher Cannon .................................... 169
Hydra Anti-Aircraft Battery................... 169
Blitzen Anti-Aircraft Cannon ................ 169
Manticore Missiles .................................... 170
Rocket Rack ................................................ 170
Praetor Missiles ........................................... 171
Earthshaker Cannon .................................. 171
Gotterdamerung Howitzer .....................172
Earthshaker Magnus ..................................172
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Subsector Trisdeka presence of the Adeptus Mechanicus on
“The Trisdekans are, on the whole, a bunch of many of its inhabited planets, Trisdeka
dangerously unstable yokels, and I thank the functions as an effectively self-governing
Emperor they’re so far away from anything region in the larger Sector, with minimal
important.” oversight except in the case of Sector or
-Calixis Sector Governor Marius Hax Segmentum-wide military concerns. Its
history is fairly unremarkable; largely
The Synerge Cluster of stars lies in the untouched by war save for the occasional
great void between the Ixaniad and Calixis pirate raid and Dark Eldar incursion, the
Sectors on the edge of the Segmentum citizens of Trisdeka were largely peaceful,
Obscurus, and has remained a sleepy at least until the Meritech Wars of M40. As
backwater for much of its time under one of the closest Imperial holdings to the
Imperial control. The reasons for this are Mercates Cluster, Trisdeka became a
twofold; firstly, its great distance from valuable secondary staging ground; while
other Imperial territories, and second, the most Imperial forces were brought in from
cluster’s peculiar gravitational anomalies. Calixis, a significant portion of Battlefleet
Strange spatial mass fluctuations are Ixaniad was stationed in the Cluster,
present in nearly all charted areas of the braving the gravity disturbances in
cluster, often taking the form of unusually exchange for a more direct striking path
strong tidal effects at system Lagrange against the Meritech Clans. The economic
points, but more dramatic spatial benefits to the subsector were substantial,
alterations, like the Gold Bank of the and the tradition of militarism established
Bellagian system, are not unheard of. These during the Meritech Wars has continued
two factors combined to make early largely into M41 in some form or another.
Imperial exploration of the system come
slowly and piecemeal; while the Trisdeka is primarily an industrial
Tennanlowe system had contact with the subsector, and most of its trade goods are
Imperium as early as M35, most of the destined for Forge Worlds and commercial
cluster had not been explored until more interests in Ixaniad. Trisdeka possesses a
than 2000 years later, in M37. substantial Promethium reserve from
Katyush in the Voshkhod system and the
The Cluster is composed of 82 discrete star somewhat finicky manufacturing might of
systems, of which 6 are tithed members of the Niva system planet Gustav making it
the Imperium of Man. These six systems, well-supplied in terms of industrial
namely Coin, Suno, Astera/Nahp, resources and manufactured goods, though
Victory/Morality, Niva and Voshkhod, gravely lacking in foodstuffs. Under
comprise the Imperial Subsector Trisdeka, different circumstances both Edelweiss of
under the control of the Sector Astera and Tennanlowe of
Government of Ixaniad. Coin, and its Victory/Morality would be major food
primary planet Bellagia, is designated as suppliers. Edelweiss especially nearly
subsector capital, but because of the borders on an Agri-World in terms of
region’s remoteness, and the strong production, but circumstances there have
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largely caused it to cease major food coreward side of the Synerge Cluster, and is
exports, though its' mining industry is more one of the easiest star system to access from
than respectable. Trade in Trisdeka is the rest of the Ixaniad Sector. For many
nowhere near the level it would be for a centuries the system was little more than a
larger and more prosperous subsector, but way point and stopover for starships going
the one great source of cash flow that elsewhere, however, for actually accessing
benefits the entire region is pilgrimages to its inner reaches is incredibly difficult. Most
Coin to visit the church-casinos of Bellagia. of the outer system is littered with a thick
Many newly-minted Bellagians remain and asteroid-filled dust cloud, with the
behind, trapped by circumstance or ill occasional wreck of a badly-battered
fortune, and their wealth has allowed a slow spacecraft hinting and the unusual spacial
but respectable trickle into the coffers of disturbances that lie further in.
the other Trisdekan worlds.
The true oddity of the Coin System is the
The vast majority of Trisdeka’s star systems Gold Bank, a system-wide spherical
are uncolonized and lifeless, though they gravitational anomaly that lies just beyond
have been charted by various Imperial the orbit of the planet Bellagia. The Bank is
missions, and active Imperial listening posts so named because of its curious lensing
are still scattered throughout the cluster, a effects on the light of Coin itself; empty
defence against any further movement by space within the bank glitters with a
pirates through the subsector in the yellow-gold light, like the lustre of newly-
criminal power vacuum following the minted coinage. Those enticed by its glow,
Meritech Wars. however, quickly find themselves drawn
into a series of vicious gravitational
instabilities more than capable of ripping a
starship apart.
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orbit with Sloane Station, the orbital Its surface is scarred by large-scale
settlement established by the Bellagians as a industrial mining, all of it from the years
stopping-point for spacecraft damaged by after the Miracle of the Emperor’s Fortune.
their transit through the Bank.
The Miracle of Bellagia
Beyond the Bank are the worlds of the
Coin system, the twin planets of Luxx and The Coin system was originally mapped in
Bellagia. These two worlds orbit on mid-M36 by Rogue Trader and financier
opposite sides of Coin, with Luxx Bellage de Luxx, who lived up to the spirit
occupying the L3 Lagrange point of the of his noble profession by naming both
Bellagia-Coin system. Luxx is a small and planets in the system after himself. After
low-density world dominated by volcanoes. probes sent through the Bank discovered
Thanks to a peculiar quirk of geology its the gold deposits on the moon de Luxx
surface is composed almost entirely of would come to call Nugget, his fleet forced
reflective black volcanic glass. The entire its way through the anomaly, suffering
world has a distinct lustre from orbit, and grievous losses in the process, and quickly
its glass is a popular ornamental and trade established a mining operation.
good in the rest of the Subsector. Unfortunately, this did not lead to
permanent settlement, as the mining base,
Bellagia is a large dry world on the inner and indeed de Luxx’s entire dynasty,
border of Coin’s habitable zone. A planet collapsed as a result of an unfortunate orgy
of wide deserts and high, rocky mesas, it accident several years later. Until M38
boasts little surface water, few major local Bellagia and Luxx were little more than
lifeforms, and a thin atmosphere. curiosities, occasionally studied by Imperial
Temperatures year-round hover between 30 research teams or used as minor bases by the
and 50 degrees, and rainfall is functionally more foolhardy or desperate pirates of the
nonexistent. Huge underground aquifers region.
provide the only water sources, and
accessing them is a difficult task at the best Everything changed in M38, when con-
of times. Those few areas where the man, impersonator, heister and all-around
aquifers break the surface are natural oases, criminal mastermind Benemus Seigel fled
blooming with what little plant life survives to Coin with half of the Ixaniad Arbites on
in the area. Individual oases are often so his tail. Seigel had risen like a meteor
separated by burning desert that their local through the ranks of the sector’s crime
plant species are entirely unique, tiny families, defrauding nobles for millions of
pocket ecosystems that exist nowhere else. Thrones, and controlling a network of
illegal gambling-houses, drug-smuggling
Bellagia has a single small moon, dubbed rings and money-launderers stretching
Nugget by the locals. This small, airless across the Segmentum. The coordinated
lumpy of dirt and rock would be Imperial campaign to bring him down
unremarkable if it didn’t possess the brought in all three branches of the
highest deposits of gold in the entire sector. Inquisition plus thousands of the Adeptus
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Arbites’ finest. When he finally fled embrace the risks and rewards of the
towards the Calixis Sector, apparently Emperor’s Fortune. Many lose their money
seeking to lose his pursuit somewhere in the and their lives in the planet’s vast temple-
Expanse, the fleet following him numbered casinos, but the very few who demonstrate
hundreds of ships. Why Seigel stopped at truly blessed luck, or the skills to make
Coin and broke through the Bank is their own luck, find themselves wielding
unclear, but he was cornered by the armies power and influence beyond their wildest
of the Inquisition on a high mesa dreams.
overlooking an arid river valley on
Bellagia’s equator. What happened next is Bellagia is well on its way to becoming a
literally the stuff of legend, though a hive world, with the massive Emperor’s
legend confirmed by numerous sources, Fortune Temple-Casino and Pilgrimage
many surprisingly trustworthy. The skies Site, built atop the very mesa where Seigel
opened above Seigel’s head, and he was first encountered its miracle, boasting more
bathed in a shaft of golden light. A than 150 million souls alone. Lesser sites all
booming voice proclaimed that while Seigel over the planet pay tribute to his good
had profited from his risk-taking and good works, and bear collections of holy relics
fortune, all would be forgiven if he demonstrating the luck of the faithful-
repented his sinners’ ways and devoted Uplifting Primers that have stopped Ork
himself to the worship of the Emperor’s slugga rounds for instance. Bellagia has a
Own Fortune, which guides all Mankind nominal Administratum government,
come whatever trials and torments. The appointed from off-world, but in practice
aftermath of this miracle is largely the immense wealth of the religious
unrecorded- the Inquisition especially authorities on the planet, for winning in the
seems to have gone out of their way to both casinos makes one a religious authority
obfuscate records and simultaneously unofficially, and official appointments from
spread the word of the Miracle of the the planet’s ruling cabal soon follow, give
Emperor’s Fortune. them huge influence, and the government
bows to the Ecclesiarchy in almost all
Bellagian Society things.
By the beginning of M39, Bellagia had The Bellagians form an incredibly disparate
become a popular pilgrimage site and de population, incorporating hundreds of
facto subsector capital, eclipsing Old cultures from human planets spread all over
Tennanlowe as the most developed and the galaxy, but they are united by their
populous civilized world in the region, and fanatical belief in the power of Chance, and
Benemus Seigel had transformed himself how that chance might be influenced by
from criminal mastermind to the Bettor- prayer. Gambling and betting form the
Cardinal of the Bellagian Diocese. Though basis for almost all financial transactions in
he passed on in 033.M39, he left behind a Bellagian society, and many children learn
lasting legacy. Every year, millions of simple games of chance before they are
pilgrims, rich and poor, flock to Bellagia to taught to read. Despite the emphasis on
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luck, Bellagia’s is a carefully structured and become a true devotee of their
society where the rule of law is paramount, emperor. For another, being a good
and the planet’s Arbites receive strong worshipper also means making ones’ self,
support from Ecclesiarchical casino and the Ecclesiarchy on Bellagia, filthy
authorities in rooting out cheaters who do stinking rich. Even those who have failed or
not demonstrate legitimate divine are down on their luck have the chance to
inspiration in their craft. It is often said that redeem themselves and earn their way back
Bellagia is the only planet in the universe into the Emperor’s good graces. The most
where there is one gambler to every bookie, famous among these failures are the
and it is true that the work of keeping the Bellagian Low Rollers, the planet’s primary
books is a well-respected one and often tithe to the Imperial Guard.
considered a solid foundation for a later
career in the temple-casinos. Holy Relics of the Temple-Casinos
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are left wholly untouched, for they bear a any time. During an Orkish Freeboota
strange blessing, or perhaps a curse upon attack on Bellagia not long after the
the unrighteous- anyone who removes the Temple-Casino’s founding, the original
bones from their resting place without the pistol was used by a young layman, name
Emperor’s blessing is fated to suffer an unknown, who pointed it at the Kaptin
agonizing death. Dozens have attempted it, leading the raiding party and shouted
and all have turned up dead, whether killed “Bang!” Opinions are split on whether or
by the security adepts of the Temple- not this was the result of a fit of divine
Casino or found beaten to death in the inspiration or temporary madness, but all
back-alleys of the surrounding slums. The can agree that, in front of hundreds of
offworld Ecclesiarchy had doubts as to the reasonably trustworthy witnesses, the
authenticity of the so-called ‘miracles’ until weapon projected a beam of golden light
Ixaniad Cardinal Vosk Bellemore that decapitated the Ork in question. The
attempted to remove the skeleton as a joke layman was torn to shreds by the remaining
during a social visit to the casino, Orks, frenzied by the death of their leader,
whereupon he and his entire retinue of but the attack was eventually driven off and
several hundred high-ranking priests and the colony saved.
ministers spontaneously combusted. That
several members of the retinue in orbit were Totally non-functional replicas of the
subsequently found garroted is a seldom- original (equally non-functional) weapon
remembered fact that has only added to the are carried by many Bellagians, and
mysteries of the legend. rumours still persist that, in the hour of
darkest need, Bronze Pistols will protect
On a few rare occasions, knuckle and their wielders with terrible force.
finger-bones have been deliberately
detached from the skeleton with great The Neon Ruin: The twisted remains of a
ceremony by members of the Bellagian minor artisan’s shop that sold neon signs to
Ecclesiarchy, and issued to various Imperial decorate the tawdrier establishments in the
Guard or Inquisitorial task forces for outer ring of the Temple-Casino became a
inspiration in times of desperate combat- sensation overnight when fifteen different
their actual effects on the success or failure vehicles, including several mass conveyors,
of said combats have varied, but the bones an Aquila-class lander carrying an
themselves have always found their way Administratum tax agent, and a single
back to the rest of the skeleton, by means bicycle operated by a Soylens Viridiens
unclear even to the Ecclesiarchs. deliveryman crashed into it-
simultaneously. The shop was instantly
The Bronze Pistol: A ceremonial single- destroyed, and the sheer unlikeliness of the
shot bronze pistol issued on some long- event immediately attracted the interest of
forgotten formal occasion, this small the Ecclesiarchy. Following years of careful
weapon is revered by the more militant study, it was announced that the zone of
cultists of the Emperor’s Fortune as a sign ground upon which the untouched ruin
that the Emperor’s vengeance can strike at stood simply made vehicles crash- even
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voidships in orbit above were more likely to well as permission to default on all their
suffer accidents when they passed through gambling debts without penalty, but the
the area of space directly aligned with the true competition lies in the informal but
Ruin. Today, the site is constantly packed tolerated underground gambling rings
with scavengers, hoping to steal goods from formed up on the side, and the ferocious
the passing motors vehicles that crash due trickery they resort to to make sure the
to the Ruin’s strange influence- or due to 'right people' win.
long-running insurance scams based around
its supposedly supernatural properties. Officially, setting traps or misleading racers
on the part of spectators is strictly
forbidden, but 500 kilometers of barren
The Gold Line Races desert is a great deal of territory, and so
every year many racers simply disappear
Probably the most popular annual event on before reaching the finish line, swallowed
Bellagia, the Gold Line is a spectacle of up by the emptiness of the Bellagian
speed, skill and luck. Young and old, landmass. Dozens more of the hundreds
anyone with the wealth or influence to who apply die on the start line through
procure a vehicle, or anyone foolhardy or mysterious sabotage, or are 'persuaded’ by
brave enough to sell themselves as race- their competition to back out. Still, even
serfs, competes in dozens of different competing in the Gold Line presents a
competitions of vehicular skill. The heady allure for many aspiring or down-
shortest and least dangerous of these might on-their-luck Bellagians, as a finish within
be simple go-kart competitions between even the top 50 of the hundreds of racers
children for a handful of Thrones or a pair present can get one noticed and attract the
of devotional dice, rising through attention of powerful patrons.
increasing levels of complication and
danger to the Gold Line proper. In recent years, the most famous of the
Gold Line champions was Barnard Flasch,
Attempted by only the truly skillful, lucky 5-time winner. His daring skill on the
or stupid, the treacherous Gold Line course course, combined with his somewhat
crosses 500 kilometers of desert badlands, histrionic personality and penchant for
several salt flats and a small mountain range. showmanship, made him a fan favorite,
The rules are simple; one pilot and though many questioned the validity of his
navigator per vehicle, first vehicle to cross wins. Growing controversy over accusations
the finish line with at least one crew of race-fixing was cut short in 995 M.41,
member alive wins. Projectile weapons, when he vanished mysteriously during the
servitor-assistance and vehicles capable of Allen’s Star Void Cup in Ixaniad.
unaided flight are prohibited, and so the
racing vehicles are an eclectic bunch, Rumours of Bellagian drop regiments
varying from year to year. The winner of stealing downed xenos vessels and reverse-
the race receives a massive cash prize engineering their components for racing
subsidized by the Bellagian Ecclesiarchy, as purposes when back on the homeworld are
9
firmly quashed by the Commissariat. a parachute. Then, with minimal training
Further rumours that some Bellagian drop beyond the basic operation of their
regiments have managed to purchase Eldar weapons and ‘chutes, they are shipped
jetbikes from marauding Corsairs are, of offworld in huge numbers and literally
course, utterly ridiculous. dropped at random over battlefields where
reinforcements are needed. Those who
The Bellagian Low Rollers survive the trip to the ground are lucky.
“Two to one odds says that Ork artillery fire’s not Those who manage to last on the ground
gonna hit anywhere near us, praise the E-” with sub-par equipment and little
-Final recorded transmission, Bellagian knowledge of what they are doing are
273rd “Straight Flush” luckier still. Those who manage to regroup
with a unit are the rarest of all, and
When a resident of they, picked for their fortune or
Bellagia defaults on ability to cheat death, are the true
their gambling debts, or Bellagian Low Rollers, given in-field
is caught cheating in a combat training and organized into
way not worthy of the proper Drop Regiments along the
Emperor’s love, they are lines laid out in the Tactica
given two choices. First, Imperialis. While their tactical
immediate doctrine is fairly standard, the overall
lobotomization and strategic usage of the Low Rollers is
conversion into a unusual, because they are one of the
Servitor on Niva Gustav. few truly fixed-term armies in the
Second, if they are in Astra Militarum. If a Bellagian
good enough shape and trooper can survive a five-year term
truly believe, they can of service, they will be collected by
be immediately enrolled the Ecclesiarchy, demobilized, and
into the ranks of the sent back to Bellagia itself, where
Low Rollers, the their debts are forgiven and they are
umbrella term for one allowed to rejoin the gambling
of the most peculiar population with whatever spoils they
Drop Regiments in the gained in combat to support
entire Imperium. themselves. Of course, if they fall into
penury again, they may well end up
The Low Rollers are back in the ranks once more, but
issued shabby second or these “Old Rollers” are generally far
third-hand Flak armour, better at surviving a full tour than
the deliberately unstable their contemporaries.
Say, we’ve been put on the spot!
Gambler-Pattern
Let’s bump off these Orks before
lasgun, a suite of combat
we’re iced, see!
drugs distilled from the
adrenal glands of their fallen comrades, and
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While the Low Rollers are officially a penal as a criminal organization- high casualty
regiment, and treated as such by the rates among officers means that a
Munitorum and other regiments, the title is regiment's chain of command may have
not entirely apt, for the Bellagians little to do with who is actually in charge.
themselves are quite unified, driven by their Certain Bellagian families even deliberately
faith in their own luck and the Emperor’s enroll their children in the Low Rollers to
protection. Their tenacity and willingness keep their familial influence alive in distant
to use bribery, underhanded tactics, warzones.
subterfuge and outright backstabbing to
win their battles has made them a favourite The watchful eyes and deep pockets of the
of the Militarum’s high command as a tool Bellagian Ecclesiarchy have kept the Low
to be used when a battle absolutely must be Rollers supplied through thick and thin,
won, even if the victory results in massive and though their numbers fluctuate wildly
casualties, heavy collateral damage, or as entire regiments of more than 5000 men
entire regiments enrolling in criminal are destroyed at a time and then reformed,
organizations. Some have argued that the they continue to barter, gamble and sleaze
Low Rollers should themselves be treated
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their way through the battlefields of the Closer examination of the asteroid fields
Spinward Front. reveals that they were likely collapsed
planetoids destroyed in the process of
forming by the immense tidal stresses from
Dolcatero Magna’s gigantic gravity well. That,
“Please, do not mock the authority of this combined with the natural gravitational
institution with such scurrilous talk. There is no anomalies already present in the Sunnon
real scientific evidence of life on other worlds. system have made the presence of any rocky
Now, if we could abandon this nonsense and get planets at all all the more remarkable.
back to the far more important subject of
winning the war...” Magna has three significantly-sized
-Extract from the minutes of the moons, three minor ones, and countless
Brumeran Imperial Science hundreds of large asteroid
Academy moons, as well as a sparse
ring system mostly
Suno is a blue-white composed of dust but
star in the upper largely destroyed by
ranges of the the presence of so
Main Sequence, many larger
isolated in orbiting
empty space bodies. The
on the smaller
spinward side moons have
of the as yet not
Synerge been
Cluster. Its detected by
bright glow the systems’
illuminates a natives and
system thus lack a
composed name, so they are
mainly of scattered generally referred
asteroids and dust to by the names
clouds, a constantly- originally assigned to
churning mass of gravitational them by the Nivans during their first
distortions and colliding space rocks. Suno exploration- URM-1, 2 and 3.
possesses only one major planet- Magna,
the largest gas giant in the Subsector. The two uninhabited major moons,
Sferablanka and Sferabluo respectively, are
Magna occupies the only area in the solar slated for imminent Imperial development,
system swept clear of orbital debris, and and have long been the subject of a bitter
there is some evidence that it is the cause of bidding war between Ixaniad Rogue
the rest of the system being planetless. Traders over mineral extraction rights.
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Sferablanka is the larger of the two, a the natural reactors has also left Sferabluo’s
frozen ball of carbon dioxide ice where crust ripe with an abundance of heavy
surface temperatures average around -70 metals, chief among them platinum and
degrees Celsius. Its crust bears significant iridium.
deposits of a wide variety of industrial,
ornamental and radioactive metals and The only inhabited planet in the Sunnon
mineral products, though the system is also its smallest major moon,
extraordinarily cold temperatures would Dolcatero. A roughly Earth-sized rocky
make any extraction efforts difficult at the world with an oxygen-nitrogen
best of times. Battlefleet Ixaniad is atmosphere, Dolcatero is slightly colder
particularly concerned about Sferablanka, and has a slightly thicker atmosphere than
and has left a listening post on its surface, Terran standard. Dolcatero’s low
because of the remains of massive Orkish temperatures are largely brought about by
constructions of the surface, including the its peculiar orbital situation- the
debris trail left by at least one major Rok. Dolcateran year is only about two months
Though no living Orks have ever been long, as it orbits very close to Magna’s
detected on the planet, and the Dolcaterans outer atmosphere, but almost half of that
have no record of Orkish incursion on their year is spent in Magna’s shadow, with little
world, fears abound that a sudden climactic to no light on the surface.
shift could cause millions of Orkish spores,
left over from whatever killed the last batch While Dolcatero has fairly low incidence of
of Orks, to activate and precipitate a major surface water as well it is wholly inhabitable
Waaagh. by human beings and has been for at least
six thousand years. With its temperate
Sferabluo is a rare watery moon, its entire zones covered by thick forests, wide deserts
surface submerged between a planetary at its equator and several large mountain
saltwater ocean. While its atmosphere is ranges stretching across its single massive
oxygen-based and reasonably pure and continent, Dolcatero is an almost textbook
thick, its surface temperatures are example of a classical Imperial world; it
somewhat elevated due to a rather unusual lacks the bounteous plant life of an agri-
phenomenon, namely the presence of world, the excessive mineral or promethium
extraordinarily high nuclear materials. resources of a mining world and the idyllic
Sferabluo’s seabed is dotted with surface conditions of a Paradise World, but
geothermal vents letting off heat from is more than capable of supporting a much
thousands of naturally-occurring nuclear larger human population than it already
reactors still in an active state- while possesses.
radiation levels above water are reasonable,
beneath the surface any lifeforms larger The People of Dolcatero
than the hardy local bacteria would be
fatally irradiated in seconds. Even this has The Sunnon system was mapped by the
not deterred Imperial mining concerns, for Nivans in M38, and its primitive inhabitants
whatever curious natural process generated noted as a potential source of Servitor
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materials, but it was largely left alone until and learning are in vogue the world over.
M40, when the needs of the Meritech Wars The Brumerans are simultaneously curious
saw Imperial forces re-map the entire and war-hardened; they seek out new
subsector in search of local resources, both knowledge, but their patriotism drives them
economic and otherwise. Though the to apply that knowledge in service to the
Dolcaterans were once again passed over by State. However, they are still largely
the Imperial forces as being insufficiently ignorant as to their situation in the
developed to be worth the time and effort Imperium, or even that a wider Imperium
to civilize, listening posts and probes were exists. The Emperor of Brumera, His
left in orbit until such time as its people Highness Mihaelo III el Brumera, and most
were ready to be contacted. As of M41, the of his inner court have been made aware
Dolcaterans have finally been contacted, to that their planet lies within a fief of a much
a certain degree. larger stellar realm, and have quite sensibly
decided to bend the knee in exchange for
Dolcatero is a semi-industrial Feudal world the right to rule their own planet as they see
governed by several warring imperial states. fit. Though Brumera does not yet rule all of
The largest of these, the military Dolcatero, they are confident that, within a
dictatorship of Brumera, seems likeliest to few decades, and with a little bit of Imperial
become the planet’s ruling body, as they aid behind the scenes, the planet will soon
have already begun a tentative tithe of be united beneath Mihaelo’s, or at the very
manpower to the Imperial Guard. least his descendants’, enlightened
However, the existence of the larger despotism.
Imperium is generally unknown in the
populace, which is in a constant state of war The few Brumerans who have survived for
against Langeter, the nation to Brumera’s any length of time offworld have had
south. The Brumerans, the planet’s most varying reactions to the mind-blowing
technologically-advanced nation, have revelation of how truly gigantic the
developed simple steam engines, basic universe really is. Many simply go mad at
scientific theory and are beginning to the realization, throwing themselves into
experiment with electricity, but their whatever work they have undertaken or
philosophical advancement far outstrips any been forced into until they die. A small
technology they might actually possess. minority have taken to their new situation
with élan and dedication, taking the work
The average Brumeran is slightly better- ethic of a small imperialist power dedicated
educated than many Imperial citizens, to conquering its world and applying it to
being capable of reading and writing the the larger galaxy. These Brumerans are
Brumeran language, though their learning determined to prove to themselves and the
is limited. The people of Dolcatero are in wider universe that they are worthy of
the midst of a scientific revolution in being recognized as Imperial citizens, and
parallel to their many military struggles; have risen beyond whatever judgments have
Brumerans have recently begun colonizing been imposed upon them due to their
other continents, and scientific discovery somewhat primitive origins.
14
known as a hub of international art and
Major Dolcaterran Nations culture. Formerly a member of the Triple
Alliance, it became a client state of Brumera
As an uncivilized, decentralized world, following the sack of its capital, Vacmos,
Dolcatero is naturally host to dozens of and the famous Summer Campaign led by
small nation-states, though a few of them an up-and-coming officer named
stand out from the rest, especially as far as Bonesolvo.
the Brumerans are concerned.
The Langeter Empire: The landlocked
The Empire of Brumera: Brumera was a despotic monarchy directly to Brumera's
somewhat fractious monarchy until the late south. A militaristic, brutal and uncultured
700s M.41, when the nations unified under place known for its large army of conscript
Mihaelo III and embarked on a campaign soldiers. Currently the only independent
of continental conquest of unparalleled member of the Triple Alliance, and the last
success. Its capital, Lutetia, has grown rich remaining state near Brumera not under
and prosperous thanks to the massive their control. Though the Langeters
wealth flowing in from occupied territories, suffered a harsh blow at the Battle of
though inhabitants in the less well-to-do Garraltaf, their forces endure and have
provinces are beginning to grumble about gone on the defensive in preparation for
the cost in lives. The Brumeran Livre, yet more Brumeran attacks. Langeter's
though somewhat devalued due to years of capital is Kaerlud, a filthy city of
heavy government spending, has become smokestacks and burgeoning coal industry.
the de facto planetary currency.
Holy Uressp: A pacifistic Cefist bishopric
The Grand Duchy of Tarusia: A marshy on an isolated island off Brumera's western
lowland kingdom to Brumera's west, a coast, the pious citizens of Uressp are
relatively new political body formed by the master seafarers but had little stomach for
brutal conquest of several local bishoprics warfare. The Uresspine government signed
and princely states. Tarusia had an a treaty of peace with Brumera, but rebel
underequipped but bloodied army that elements continue a struggle against the
could not compete with the advanced march of Brumeran progress.
weaponry of the Brumerans. Infamous for
its political isolationism before the start of The Imperial Creed on Dolcatero
hostilities, Tarusia joined a Triple Alliance
with Siasru and Langeter, and was quickly Dolcatero has no central church body,
punished for its diplomatic hubris. It is now though the majority of the planetary
a client state of Brumera following the population follows some version of a
siege of its capital Navein and the Battle of monotheistic religion known as Cefism. A
Ziusarlet, a crushing Brumeran victory. few other deviant or debased religions exist
in small numbers, but Imperial covert
The Siasru Republic: A small desert investigations performed with the aid of the
kingdom to the southwest of Brumera,
15
Brumeran government have confirmed The Korpogardistos are one of Brumera’s
them to be non-Chaotic in nature. most elite regiments, composed of the
finest and longest-serving soldiers from
The Cefists are clearly a descendant of the other units. Their musketry is regarded as
Imperial faith; they believe that long ago, some of the finest on the planet, and none
in a far-off land now lost to time, a man can doubt their skills with bayonet and shot.
named Savo Cef was born who was the Plucked from Brumera as part of its first
human incarnation of a single unnamed tithe of men to the Imperium, the
deity. Though Cef was betrayed by his Korpogardistos have been forced to
closest disciple, he promised that one day improvise to survive in a wider galaxy they
he would return and bring about a golden cannot hope to understand. Fortunately,
age for all humanity, and that in the they find themselves ably led by Colonel
meantime humans should prepare for his Napoles Bonesolvo, a solid tactician whose
coming. The Ixaniad Ecclesiarchy true expertise lies in the realm of logistics.
anticipates no major difficulty in By training his men in the maintenance and
integrating Cefism back into the fold of the care of their own weapons, encouraging
Imperial Cult, but there are some worries scavenging when the authorities aren’t
that Dolcatero could become a religious looking, and simultaneously encouraging
battleground in the constant power his men to build connections with those
struggles that always wrack the more same authorities, he has been able to
distant arms of the Ecclesiarchy. The arrange a series of fairly easy postings that,
Bellagian Cult of the Emperor’s Fortune is though they have left his men champing at
always interested in attracting new converts the bit to see ‘real’ combat, have largely
and enriching itself, and Dolcatero presents succeeded in keeping most of the regiment
a prize of willing converts ready to hear the alive.
Good Word. Already a battle of words has
begun between the Ixaniad Ecclesiarchy, The Korpogardistos are heavy line infantry
who argue that the Dolcaterans fall under in the traditional sense, fighting shoulder-
their direct jurisdiction, and the Bellagians, to-shoulder in ranks and making heavy use
who hold that as the closest Shrine World it of continuous volley fire. Their signature
is only logical that they should have tactic, once they have closed to a reasonable
oversight. What this actually means for the distance with the enemy, is to throw a
Dolcateran people remains to be seen. volley of hand grenades and then charge
into hand-to-hand combat in the
aftermath. Bonesolvo has pioneered the use
The Brumeran Korpogardistos of hand grenades on his homeworld, and
“’Impossible’ is not a word in the Brumeran though many of his soldiers still prefer to
tongue! Charge, men, for His Highness!” use their simple and familiar black-powder
-Colonel Napoles Bonesolvo, 1st Brumeran weapons, he is using every mental and social
Korpogardistos resource at his disposal to have his men
outfitted with more modern gear. Many of
the Brumerans, being intensely proud
16
veteran soldiers, object to having to bow behind the lines, lobbing inaccurate but
and scrape their way across the warzones of deadly fire into enemy fortifications. The
the 41st millennium, but they know that Brumerans have yet to master the art of
Bonesolvo has a plan for
them, even if he will
never willingly reveal it.
Various native
subspecies of the
common horse are
found on Dolcatero, and
the Korpogardistos use
them as beasts of burden
and mounts for officers,
though they are not a
cavalry-focused
regiment. For a common
soldier to be awarded a
horse as a gift is an
uncommon prize, and a
symbol of great
achievement on the
battlefield or a
significant favour
rendered to a superior
officer.
Brumeran artillery is
among their world's
finest, being the first to
be truly mass-produced
with machine tooling.
Many Brumerans regiments make use of rifling as anything but a craftsman's
massed artillery, and their basic curiosity, but their gunnery is no less
standardization of calibre ensures that deadly for its primitiveness. Following long
supply line problems are minimal. Light years of combat alongside the conventional
cannons are fielded in small batteries Imperial Guard, the Inquisitorial records
among the infantry, ready to support around the Korpogardistos have come to
against the masses of enemy soldiers with note one extremely suspicious fact: psykers
solid shot or canister rounds, while much and Commissars who serve alongside them
larger siege guns, often firing cannonballs consistently die in freak accidents. There
that weigh dozens of kilograms, sit well has never been any evidence of foul play
17
involved, but questions have been raised in
Ixaniad about the reliability of the
Brumeran soldiery.
18
Brumeran Korpogardistos
Characteristics: +3 Strength, -3 Intelligence, +5 Weapon Skill, +3 Willpower
Starting Aptitude: Willpower
Starting Skills: Athletics +10, Common Lore (War), Command, Linguistics (High Gothic)
Starting Talents: Rapid Reload, Street Fighting, Any two of Duelist, Double Team or Combat Formation
Other:
Enlightenment: Brumera is nothing if not a traditionalist state, and its local dialect is derived from High,
rather than Low, Gothic. Brumeran characters begin play with Linguistics (High Gothic), but are
otherwise unable to read or speak Low Gothic, though they may be able to pick out words in the same way
a Latin speaker might recognize words in French or English.
Age of Reason: Dolcatero is in the midst of a scientific revolution, and the population of larger nations like
Brumera pride themselves on their education and learning. That said, compared to the wider Imperium,
they are horribly primitive and backwards. Lore, Operate, Tech-Use and Medicae skills used by Brumeran
characters only apply to technology or knowledge known in the early to mid 1800s on earth- they can
suture a wound, drive a carriage and operate a clock, for instance, but electricity is a scientific novelty,
steam engines are still unfamiliar and disinfectants are wholly unknown.
Military Science: Dolcateran military strategy and tactics still revolve around the musketeer, the lancer, and
muzzle-loading artillery, and they have not yet had the time to fully appreciate what exactly they are
tithing their men to do. Dolcateran characters cannot take the Operator Specialty, though they are free to
switch in to them at higher ranks. Further, they cannot purchase or receive any Weapon Training talents
other than Solid Projectile and Low-Tech until they have gained at least enough XP to change Specialties
for the first time.
Additionally, newly-created Dolcateran characters replace the starting gear from their Specialties with the
following:
Heavy Weapons: 2 x extra Black Powder grenades and one Common-quality Hand Mortar, or one
Common-quality Seven-Barrel Gun and 35 extra Paper Cartridges
Medic: Surgeon’s Tools
Sergeant: Good-Craftsmanship Flintlock Pistol, Horse (See Hammer of the Emperor p. 139)
Weapons Specialist: 30 extra Paper Cartridges, 1 x extra Black Powder Grenade
Starting Wounds: Early Modern World characters increase their starting Wounds by 1.
Pride Over Life: The Korpogardistos are the finest their planet can muster, and they have immense pride in
themselves, their country, and their regiment. Members of this regiment must pass a Difficult (–10)
Willpower Test to refuse any formal challenge or ignore any other major slight to their honour. If a
character from this regiment succeeds on the Test, he sees the bigger picture and ignores the challenge or
attempt to goad him into action. If he fails on the Test, however, he must engage the individual in question
(usually in a formal duel) or suffer a –10 penalty to Willpower Tests for the remainder of the session. This
penalty is cumulative should he refuse multiple challenges to his dignity over the course of a single session.
Favored Weapons: Blunderbuss, 4-Pounder
Starting Kit: Good-Craftsmanship Musket with Melee Attachment, 50 x Paper Cartridges, 2 x Black
Powder Grenades, Good-Craftsmanship Sword, Good-Craftsmanship Padded Uniform, Good-
Craftsmanship Reinforced Shako, Woolen Cloak, Good-Craftsmanship Powdered Wig, Good-
Craftsmanship Knife, Rucksack, Set of Basic Tools, Mess Kit, Canteen, Oil Lamp, Set of Flint and
Tinder, Grooming Kit, Set of Dog Tags, Dolcateran Book of the Imperial Creed, 14 x Day’s Combat
Rations (Hard tack and salt beef), Bottle of Standard-Distribution Infantry Rum
The rules for Korpogardistos use the following Only War doctrines
Homeworld: Early Modern World /Commanding Officer: Fixed /Regiment Type: Line Infantry /Doctrines:
Hardened Fighters, Iron Discipline, Close-Order Drill /Drawbacks: Honour-Bound
19
Edelweiss Galaxy- not only is it tidally locked with
“Warfare begets strength and industry, peace Erica, which is itself tidally locked with
weakness and lethargy.” Astera/Nahp, it also orbits in what is
-Edelweiss expression essentially a naturally-occurring
geosynchronous orbit. This means that
The Astera/Nahp binary system is one of Dom is always directly between Erica's
the largest, and certainly the brightest, in surface and the suns, creating a permanent
the Synerge cluster. Both Astera and eclipse on Erica's surface.
Nahp are gigantic blue-white stars,
and their radiance is visible in the Edelweiss, the third planet and system
night sky through most of the capital, would under normal circumstances
Subsector. Due to their great mass, it be an Edenic place: its atmosphere is balmy,
is unsurprising that their system is a its soil fertile, its local lifeforms easily-
large one, and in fact has the most tameable. Unfortunately, it has several
major rocky planets of the entire peculiarities that make it stand out from
region- five in total. Astera/Nahp has other such Imperial paradise worlds.
one of the lowest incidences of For one, Edelweiss appears to
gravitational distortion in the have been deliberately
region, and it is this that has constructed; the entire
made it a comparatively well- planet is composed of a
travelled and well-mapped series of identical alpine
region by Trisdekan standards. valleys, each with an
identically-shaped lake
The inner end of the habitable at its center, each with
zone of Astera/Nahp plays host the exact same area of
to a small asteroid belt, likely arable farmland and the
the remains of a seventh exact same forests
planet torn apart by the growing in the exact same
gravitational pull of the locations. Further, its
twin stars, and two atmosphere appears to have
mining worlds, Arnica and been enhanced at some time
Erica. Both are punishingly in the past, seeded with an as-
hot, possessing of unpleasantly yet-unidentifiable chemical
superheated atmospheres, and rich in a compound that induces extremely
variety of mineral resources, Erica high fertility and multiple birth rates
especially. Beyond their small mining in human beings.
settlements, buried deep in the planetary
crust to avoid the heat, the only oddity in On the outer edge of the habitable zone is
the area is Erica's lone moon, a dwarf planet Astera/Nahp's fourth rocky world, frozen
barely large enough to avoid asteroid status. Gentian. It is a planet of rolling, rocky hills,
This body, Dom, has a curious orbital half-buried in thick water ice. In addition
pattern seen almost nowhere else in the to yet more mining colonies, Gentian and
20
its large moon Alphubel are home to several ships used to transport the Kurassier
expeditions of local treasure seekers and regiments from Edelweiss.
Magii of the Adeptus Mechanicus, for they
are covered with dozens of ruins of cities of A Manufactured World
unknown, but clearly xenos, origin. No
remains of their actual inhabitants have ever The geological structure of Edelweiss has
been discovered, and what few artefacts been studied by the Mechanicus, and local
have been chipped out of the ice have been authorities, for centuries, with no progress
apparently non-functional, but efforts made towards understanding its mysteries.
continue to unlock the mysteries of these Many initially suspected it to be an Eldar
cold, ruined worlds. Maiden World, but the absence of xenos
artefacts, and the total lack of any military
Primulaca, the fifth planet and only gas action from the Eldar post-colonization
giant in the system, is remarkably small, seem to disprove that theory. Some in the
barely larger than its single moon Moench. Mechanicus have posited that it might be an
While both have small Edelweiss planetary inevitable result of the fundamentally
colonies in orbit and on the ground, their random process of planetary formation, and
lack of major natural resources makes them that Edelweiss might actually be a natural
unlikely to grow any larger. Moench has formation. The true mystery, however, is
seen fairly recent military activity, with the composition of the planetary
reliable sightings of Dark Eldar spacecraft atmosphere; whatever chemicals seeded
operating on and near its airless surface. there defy analysis, and the fertility
Why the alien raiders would be drawn to a boosting is clearly an induced effect:
planet full of so much nothing is unclear, Edelweiss natives taken offworld have
but the Edelweiss System Defence Force ordinary numbers of offspring, then return
has greatly increased the numbers of its to elevated birth rates when returned to
garrison there. their homeworld. The Mechanicus still
maintains a small research presence on
Far out in the dark edge of Astera/Nahp's Edelweiss, a few scattered teams of Magos
Oort Cloud is the final rocky world of the Geologis who burrow through the planet’s
system, the low-density iceball Pulsatilla. crust, searching for answers they may never
So cold that liquid nitrogen often falls to its find.
surface as rain, it is a bleak, forbidding
rock, with little of value aside from its The People of Edelweiss
strategic position on the edge of the
system. Both Pulsatilla and its equally When first rediscovered by the Imperium in
frozen moon Eiger are host to significant M37, the planet had a medieval technology
port facilities, minor shipyards and fuelling level, a population in the billions, and was
stations, a natural waystation for the divided into thousands of feudal kingdoms,
constant flow of both inter and intra- each squabbling over control of the alpine
system voidships, especially the huge troop valleys. The Imperium suppressed the
population of the Edelweiss through
21
political manoeuvring, and eventually the loyalty to one's individual kingdom,
planet came under control of a parliament republic, or monarchy first, but things tend
of major nobility which still rules it to this to break down from there. Individual
day. However, the parliament is just a front mountain valleys have so many different
for a far more sinister rulership headed by forms of government, societal structure and
the Imperial Inquisition: they believe that culture that two citizens from neighbouring
Edelweiss is the perfect breeding ground regions of the planet can speak almost
for a eugenically-engineered race of wholly different dialects, wear vastly
supersoldiers. Today, the many sub- different clothing, and violently hate each
kingdoms of Edelweiss are kept in a other as their families and clans have for
deliberately-maintained state of warfare thousands of years.
with each other, and more than 50% of the
planet’s population (which now exceeds 100 While roughly half of Edelweiss'
billion) is composed of soldiers of some population is under arms, it is not strictly
kind or another. The best of these soldiers, correct to call it a planet of soldiers. Almost
those whose bloodlines have proved the all of the kingdoms and states of the valleys
most apt, are removed from Edelweiss and maintain standing armies and militias, but
enrolled as cavalry regiments, with they are not always in the field. Most
hundreds of thousands more ready to take citizens receive some modicum of self-
their place. The Edelweiss governments defence training, and street fights among
have been given free reign over their youth gangs are considered a healthy way
system, with small military bases from the to vent negative emotions and build a sense
various nations that have independently of comradeship. Mercenaries are not
developed or purchased spacecraft almost uncommon as well, and many states (heavily
as common as the many, many mining encouraged by the Inquisition's agents)
colonies. actually sponsor the formation of official
mercenary bands as a way to keep citizens
The Edelweiss people themselves are in fighting shape and make a bit of extra
remarkably warlike, for indeed war has money on the side during times of peace.
been bred into them, and there is never a
time on Edelweiss where a fight isn't going Directed Evolution on Edelweiss
on somewhere, but also remarkably even-
tempered and level-headed. Conflict is such The influence of the Imperial Inquisition
a common idea to them that they actually on the many conflicts between the
become uncomfortable when away from the Edelweiss states is incredibly subtle and
sounds of distant battle. While the tenuous, so well have they succeeded in
stereotype of the average Edelweiss citizen weaving their roots into the planet’s
as a twitchy, knife-wielding maniac is far culture. In the past, this centuries-long
from fair, it is true that the vast majority of breeding program was far more overt, with
the planet's citizens go armed- usually with the Edelweiss planetary parliament issuing
their signature Apashe folding pistols. strict rules on reproductive rights, only
Edelweiss society is divided along lines of allowing blooded soldiers to procreate.
22
Kingdoms that spent too much time Faith and Equestrianism on Edelweiss
forming alliances or working towards peace
would be overthrown in bloody, unstable The only two common points that unite the
coups, further encouraging the spread of disparate peoples of Edelweiss are their
warfare and creating a need for yet more unified worship of the God-Emperor and
soldiers. the planetary obsession with riding. The
former results from a centuries-long
Now, the Inquisition have managed to program of cultural programming and
create such a perfect cultural context for memetic inoculation by the Inquisition,
conflict that they no longer need to who have drilled the Imperial Creed so
encourage the conflict themselves. The thoroughly into the collective Edelweiss
notion that soldiers breed finer children is mindset, such that it is, that heresy is almost
so deeply ingrained in the cultural wholly unthinkable to many citizens. The
consciousness that almost all families will Edelweiss Creed is extremely orthodox,
choose to send their children to war, in and is little different from the centralized
order to better their marriage prospects forms of worship found on many civilized
later. Pacifism in all forms is inextricably planets on the coreward side of the
linked with concepts of weakness, sedition Segmentum Obscurus. Naturally, many of
and heresy, creating social environments the more militant priests of the Imperial
where proponents of peace are functionally Cult in Trisdeka come from Edelweiss.
non-existent, or so powerless they might as
well not exist. The rampaging Edelweiss The Edelweiss obsession with equestrianism
military-industrial complex further stems from the planet's most important
incentivizes military production and total lifeform, a semi-quadrupedal herbivore
warfare, making those states which are the known as the Querl. Though there are
most warlike the most prosperous. In cases dozens of different breeds and subspecies,
where wars have overly devastated the all Querl follow roughly the same body
population of a region, the planetary plan- they have two powerful main legs,
parliament has enacted an extremely used for running and jumping, a secondary
successful program of immigration, set of legs that grows from the same joint,
recruiting peoples from warrior cultures of used for climbing and gripping, a long tail
many foreign worlds and giving them that aids in balance, and a head covered by a
significant tracts of land to encourage them boxy exoskeletal crown that they use to
to settle down. This profusion of foreign batter down trees and thick plants to eat the
cultures further exacerbates the pre- pulp and nectar inside. Almost all species of
existing tensions between small kingdoms, Querl are semi-docile and easily tameable,
destabilizing the political situation and but they make excellent mounts, have a
adding yet more fuel to the flames of war. natural sense for rough terrain, and can
carry huge loads- larger breeds outweigh
the lighter Leman Russ variants. Most
Edelweiss citizens learn to ride Querls in
their childhood, and the animals are used as
23
beasts of burden in most places where the strictly speaking true. All Edelweiss
steep terrain makes ordinary ground regiments are indeed mounted, but more
vehicles or skimmers impractical. As an often than not they are dragoons, and not
added bonus, Querls breed quickly and expected to fight from Querlback. The
reliably, meaning that even the poorest of smaller, lighter Querl breeds used by these
Edelweiss citizens can afford an animal to regiments often trade fortitude for
ride and make a living from. mobility, and not all share the aggressive
temperament that would make them
suitable for, say, charges against enemy
The Edelweiss Kurassiers lines. Many are classic lancers, running
“We were not ‘recklessly aggressive’, sir. We were down enemy troops in thunderous massed
merely doing what all Guardsmen ought- charges, but yet more are what the
trampling upon the enemy until it dies.” Edelweiss refer to as superheavy cavalry,
-Trooper Laslov Bercseni following the riding Querls large enough to haul an
Charge at Iron Ridge entire gun emplacement with the necessary
crew at considerable speeds. These
As a cavalry-centric society, it comes as no regiments behave more like conventional
surprise that the Edelweiss contribute tank units, using their high-mobility
nothing but mounted regiments as their firepower to break through enemy armies
primary Imperial tithe. These Kurassier and destroy their supply lines, or harass
regiments are selected from the finest columns at short ranges. The only
soldiers the planet can muster- regiments commonality between the many Edelweiss
of local troops nominate their best and regiments is their aggressiveness, and love
brightest, who are then tested by the of closing to knife-fight range to let their
planet's Inquisitorial presence for their melee weapons do the talking.
suitability, subjected to low-level brain-
washing techniques to smooth over any Edelweiss ranged weaponry is mostly local
differences of opinion soldiers from rival variants of more broadly available Imperial
countries might have, and sent into battle. weaponry, the humble Lascarbine
The troops born of this selection are a especially, though tuned for maximum
gallant bunch of fighting men and women, damage output at short ranges. Though the
full of fighting spirit though prone to Mechanicus might not approve of some of
tactics that are almost dangerously the more unusual Kurassier modifications,
aggressive. Edelweiss soldiers know they the Inquisition's influence is enough to
are the cream of the crop- that much is keep accusations of tech-heresy at bay. The
inculcated in them in their training- and vast profusion of local industrial concerns
they are determined to let the rest of the in Astera/Nahp has provided an excellent
universe know how superior their fighting opportunity for the Ixaniad Mechanicus to
skills are, even at the cost of their own lives. capitalize on the profits of consultation
work, and hundreds of different Edelweiss
Most Kurassiers are classified as Rough variants on standard Mechanicus-pattern
Riders by the Munitorum, but this is not vehicles, machine tools and industrial
24
products can be found throughout the many Munitorum priests deployed on the
Kurassier regiments. frontlines, though only the toughest and
most devoted foreign religious official can
In other regards, Kurassiers employ many keep up with the sheer passion for battle
of the same tactical aids and strategic that their local counterparts possess.
support available to Imperial Guard
regiments all over the Galaxy. Combat
psykers are not uncommon on their front
line, and while the warlike Edelweiss
respect any force multiplier, they are
religiously orthodox enough to be leery of
any mutation. This same orthodoxy sees
Edelweiss Kurassiers
Characteristics: +3 Willpower, Toughness and Agility
Starting Aptitude: Weapon Skill
Starting Skills: Common Lore (War), Common Lore (Imperium), Common Lore (Imperial Guard),
Linguistics (Low Gothic), Survival
Starting Talents: Hatred (Dark Eldar), Rapid Reaction, Catfall, Unstoppable Charge, Nerves of Steel or
Sprint
Other:
Hated Enemy: The Edelweiss cavalry units have frequently deployed against the Dark Eldar raiders, in
situations where their mobility can counter that of the dread Xenos. Stories of countless battles against the
Eldar have made their way back to the homeworld, and many young Edelweiss soldiers dream of blooding
themselves against the sinister raiders. Edelweiss characters must attempt an Ordinary (+10) Willpower
Test in order to stop themselves from attacking Dark Eldar on sight.
Bred for War: The rules and regulations of combat are drilled in to Edelweiss citizens almost from birth,
and they have difficulty disobeying authority figures. An Edelweiss character must attempt a Challenging
(+0) Willpower Test to go against the rules and regulations of the Imperial Guard.
Lancers: Increase distance Mounts move as part of a Crushing Charge by a number of meters equal to twice
Mount’s Agility bonus.
Cult of Chivalry: Such a tiny percentage of Edelweiss’ population actually becomes part of the Guard that
those who are in the regiments feel they must hold themselves, and other Guardsmen, to an extremely high
standard of behaviour and professionalism. Edelweiss Kurassiers must roll a Difficult (-10) Willpower Test
to use the Deceive Skill, and take a -10 on Scrutiny tests to oppose the Deceive skill.
Starting Wounds: Edelweiss characters generate their Starting Wounds normally.
Favored Weapons: Hunting Lance or Lasarque, Lasbarde
Starting Kit: Good-Quality Mono Cavalry Spear, Hunting Lance, Lasarque, 3 x Charge Pack, Good-
Quality Apashe, 4 x Apashe Charge Packs, Flak Jacket, Flak Helmet, Camargue Querl Mount, Saddle, 2 x
Saddlebags, Set of Riding Tack, Uniform, Set of Poor-Weather Gear, Sling Bag, Set of Basic Tools, Mess
Kit, Canteen, Blanket, Sleeping Bag, Lamp Pack, Grooming Kit, Set of Cognomen Tags, Uplifting
Primer, 14 x Day’s Combat Rations
The rules for Kurassiers use the following Only War doctrines.
Homeworld: Fortress World /Commanding Officer: Choleric /Regiment Type: Rough Rider Regiment
/Doctrines: Heavy Lancers /Drawbacks: Cult of Chivalry
25
Tennanlowe Next in the system lies an anomaly, a rare
“This is what we must do: go west. Go west or blot on the good name of the
die.” Tennanlowers, and a curiosity that has
-Message issued by the Tennalowe attracted outside attention for centuries;
Provisional Government in the aftermath of the remains of a second planet, its solar
the Blight Lagrange points filled with the ancient and
picked-over debris of unidentifiable
The binary star system of Victory and starships. The planet itself, which is never
Morality shines bright with the yellow- named on Tennanlower star charts but
white glow of two healthy main-sequence which some refer to as Whithead, has been
stars, and yet their light has a distinctly literally cracked in half by repeated and
sinister pall. The prolonged orbital bombardment far
Victory/Morality system is in excess of what would be
no friendly home for necessary to commit
Humanity, though it Exterminatus on even
once was. Often the most heavily-
labelled as populated world.
Tennanlowe (with The only
the title ‘Old’ outsiders the
occasionally few remaining
appended), this authorities on
system was the Tennanlowe
first in the itself permit
Synerge access are the
Cluster to be occasional
properly mapped Inquisitor, who
and figures on the naturally do not
oldest charts of the divulge what, if
region. anything, they find on
the airless and broken
In the depths of the system lies planet-remnant. For all others
the red-hot world of Indaan, baked to a visiting the system, Whithead remains an
crisp by its close proximity to the two suns. enigma, conspicuous in its total absence
The Tennanlowers have attempted the from any official or even unofficial
occasional settlement buried beneath its Tennanlower records.
surface, for it is rich in base metals, but the
difficult of navigating the intense solar The third and fourth planets, Felro and
gravity well, combined with the Albri, orbit a common centre of mass,
unbelievable heat, have left it largely though Albri is technically Felbro’s moon.
uninhabited save for a few scattered mining The former is a cold boreal world, with a
colonies. thick atmosphere that has locked the planet
in a global ice age. Unfortunately for any
26
Tennanlower attempts at settlement, the various mineral compounds and hydrogen
‘snow’ that falls on Felro is carbon dioxide, locked into its dusty regolith. Sho is large
and not water. While the planet has a and may in fact be a rogue planet swept up
thriving biosphere composed of large in Tennanlowe’s gravity well; though it
winter-adapted mammalians and robust possesses a semi-breathable atmosphere
plants, carbon dioxide appears to have and even the beginnings of early microbial
somehow developed as the primary life, its high gravity and surface air pressure
chemical means for life, and almost all make any prospects of colonization meagre
organic matter on the planet is generally ones. Bois is yet another world that is close,
incompatible with human needs. The but not quite there; its moderate gravity,
Magos Biologis of the Adeptus Mechanicus comfortable atmospheric temperatures and
from Niva Gustav maintain a series of high oxygen content would make it ideal,
surface research and orbital bases here, except that all the local plant life is
mainly studying the unusual ecosystems virulently toxic to human tissues; many
that have developed on this nearly- Tennanlowers do live on Bois, but theirs is
hospitable world. Its moon Albri is fairly an existence like those of deathworlders;
large and close, but even more inimical to for each step forward they take, the planet’s
life- it appears to have once been a garden nightmarishly deadly biosphere seems
world, but its thick atmosphere for its small prepared to push them back.
size trapped atmosphere and has rendered it
a corrosive, overheated world not dissimilar The People of Tennanlowe
to Venus.
Tennanlowe, the outermost and largest Tennanlowe’s history stretches back to the
planet in the system, is a rarity among earliest days of Human settlement in the
Imperial planets: a populated gas giant. Galaxy, possibly even before the Dark Age
Though not particularly big by the of Technology. Few can agree on exactly
standards of gas giants, it possesses an how long there have been Humans living in
ultra-dense core that have led many to the gas giant’s clouds, but it is clear that the
theorize that it is in fact a brown dwarf that planet is the longest-settled of the Synerge
failed in the very early stages of becoming a Cluster. Until M37, Tennanlowe was what
star, though what happened to its passed for the subsector capital, with a
atmosphere is unknown. Several kilometres population of billions living in hundreds of
below its gaseous and roiling red-purple floating settlements, held aloft by balloons,
surface is a band of breathable oxygen- long wings, or the anti-gravity technology
nitrogen air currents, at a temperature that, the planets’ peoples are still famous for.
while uncomfortably warm, is still enough They made a lucrative trade of selling a
to support human habitation. The planet variety of chemical compounds extracted
has a half-dozen small rocky moons, a from their atmosphere, especially
gigantic ring system that has not yet been extremely pure hydrogen useful for
swept clear by its moons’ gravity, and three starship plasma engine fuel. The billions of
major satellites. Pett is the largest of these Tennanlowers lived in luxury, for their
bodies, devoid of atmosphere but rich in planet, though wracked by storms, was
27
abundant in water vapour, and had a variety floating cities that did survive were battered
of airborne local plant and animal life that and irradiated, riding the bow-wave of the
bred quickly and made for suitable human planetary shockwave as it continued to
food products. The great floating cities circle the globe endlessly.
were prosperous and well-maintained, with
thousands of locals flitting between the There are still tens of millions of
shining spires on their traditional Tennanlowers left, but their position
skyboards, and great starships docking with becomes yet more precarious with every
huge floating year. Un-irradiated food
gantries built into is a luxury, and what
the thin upper little water can still be
atmosphere. All extracted safely from the
that changed when atmosphere is a precious
the great Blight resource. The great
radiation storms floating cities are
erupted in 872.M38. limping wrecks of what
they once were, forced
What caused the on a constant pilgrimage
Blight on westward along the
Tennanlowe is still planet’s equator, for it is
unclear- it might just after the passive of
have been a natural the Blight that the
climatological radiation levels are the
anomaly, or a lowest. Some who eke
spatial disturbance, out a living among the
or even the crumbling spires are
atmosphere miners determined to rebuild
descending too low their planet to its former
into their planet’s greatness, and the
dense core and democratic governments
unleashing of each city are generally
something long- still intact and trying to
forgotten. Regardless, the result was a maintain order and good government, but
massive plume of extremely radioactive dust too much damage has been done, and many
bursting forth from a point along the look to offworld for their salvation.
planet’s equator, combined with a huge
upwelling of superheated air. The resulting The Imperial Creed on Tennanlowe
radioactive shockwave, which for unknown
reasons was primarily focused on a westerly The Tennanlowers have, for as long as
path along the world’s habitable band, Imperial memory records, been faithful
effectively wiped Tennanlowe’s skies clear servants of the Imperial Cult in the
of major human habitation. Those few traditional mould, and their worship does
28
not deviate much from what is practised on psychic pressure within the mind of the
a thousand other Imperial worlds, with the Adept, pressure which could then be
exception of a deep strain of redirected to make their few functional
apocalypticism, understandable after the powers immensely more powerful. The
great calamity their world has endured. Way was long, difficult and quite often
Many locals feel that the Emperor has resulted in madness or death, but the few
punished their society for growing above its survivors were undoubtedly extremely
station, but yet more are convinced that the powerful and stable psykers, though
Blight is a sign that it is time for them to naturally limited in the abilities they could
seek a new home among the stars. manifest. Yurishima’s monolithic volume
Ferocious conflicts have erupted time and Una Mens ad Unius soon spread through
time again between the Abasers, those who the many libraries and archives of the
believe that Tennanlowe society needs to Psykana, and many of the Astra
be reduced to a simpler level, and the Telepathica’s Scholars and researchers
Ultrists, who are convinced that the study his works during their training,
Emperor desires all his servants on though few have the physical fortitude or
Tennanlowe to abandon their home planet iron willpower to actually follow a Way.
and build something better elsewhere. The
Ultrists are currently dominant, given their During its millennia-long period of activity
more uplifting message, and have inspired on Tennanlowe, the Collegia was occupied
many thousands of the Tennanlowers to by no more than a few thousand students at
join the Imperial Guard in the hopes of any one time, carefully watched by
earning the right to settle other planets. supervisory personnel and Blanks from the
Scholastica Psykana. The floating college’s
The Collegia Haplotica silver spires were bedecked with dozens of
meditation platforms, on which students of
Deep within the warm depths of the the Ways tested their mettle against roaring
equatorial wind currents, the Collegia winds and the baking, cloying heat of the
Haplotica was a curious institution: a school thick atmosphere outside. Few ordinary
of Sanctioned Psykers, backed by the Tennanlowers were truly aware of the
Psykana, with the final goal of developing nature of the Collegia, but dark rumours
and refining an entirely new school of abounded about the nature of the work
psychic thought: the Haplotic Way. there, and even some in the Psykana
Founded midway through the Great suspected that the studies undertaken by
Crusade by a semi-legendary agent of the the disciples of the long-dead Yurishima
Adeptus Astra Telepathica named Xavier were unsavory at the very best, outright
Yurishima, the Collegia taught Psykers a heretical at their worst. The Ixaniad
form of ascetic meditation, self-denial and Inquisition did note that the rates of Psyker
inner focus that would allow them to deaths to daemonic possession were slightly
deliberately restrict all but a small number higher among the Haplotists in their sector,
of their manifested psychic abilities. This, but dismissed this as a mere statistical
the Haplotists believed, would create anomaly.
29
be expected from troops with grav-chutes,
When the Blight came to Tennanlowe, the for instance. Their specialty is pinpoint
Collegia was one of the first destroyed, as it insertions, concentrating a mass of troops
was almost directly above the upwelling of in an unexpected area of the battlefield to
radioactive gasses that caused the radiation draw enemy fire and disrupt supply lines as
storm. Many students and instructors of the they go. During their descent, Skyboarders
Collegia escaped, to carry on the Haplotist will harass enemy ground units at low
legacy elsewhere, but many on Tennanlowe altitude, causing the maximum amount of
still hold that it was the nightmarish evils of havoc before dismounting their boards and
the Haplotists who brought doom to their digging in to await reinforcements or hold
world. Conspiracy theorists and Puritan their objective.
inquisitors point to the final vox
transmissions from the doomed school, a The Skyboarders have understandably
series of incoherent electronic screeches gained somewhat of a reputation for being
apparently composed of thousands of mavericks and risk-takers even among
different voices, simultaneously screaming other drop troops- if a Skyboarder is
in pain. knocked off his board, after all, he has no
other means to slow his fall- and their
attitude towards other regiments in battle
The Tennanlowe Skyboarders has left them with somewhat of an
“If we take that hill, this world is ours! Dive my unsavoury mien. The Tennanlowers,
Hawkmen, DIVE!” Ultrists especially, are desperate to
-Colonel Briareus Vultan, 8th Tennanlowe ingratiate themselves with any planet that
“Hawkmen” will take them in, and will go to great
efforts to ape the customs of regiments
Unsurprisingly for a world of endless skies, they serve alongside. The greatest goal of
the Imperial Guard regiments of any Tennanlower is to earn land to cultivate
Tennanlowe are primarily drop troops, for their own, and so they throw themselves
using their distinctive grav-assist Skyboards into combat with almost reckless abandon,
and long many-coloured lances for unafraid of enemy threats, driven by rage
swooping attacks on their enemies. and grief at the memories of what their
Skyboarding began as a hunting method on world once was, passed down from
the homeworld, a fast and skillful way to generation to generation. Where they are
catch a variety of airborne food animals, truly terrifying, however, is against those
but later evolved into a competitive sport who reject Imperial authority; all any
and a tool of war between scavenger Tennanlower wants to be is part of a
settlements following the Blight. Painted in prosperous greater Imperium, and the
bright and clashing colours to distort their thought of deliberately rejecting the
silhouettes, the Skyboarders drop from Emperor’s most holy government fills them
transport aircraft, rapidly penetrating with pious anger and bitter jealousy.
enemy airspace with a great deal more
control and precision than would normally
30
Troubles in Paradise materials shortages and the desperate
financial straits on Tennanlowe have made
Unfortunately, while their insertion tactics this a slow process at the best of times.
are second to none, the reputation of the
Skyboarders as actual ground troops have The Telepathica and Collegia Psykana have
suffered over the years. Their frantic also had much to complain about when it
aggressiveness and fairly sub-standard comes to the Tennanlowers, for it seems
conventional weapons training clearly that rumors about their world’s destruction
prove their limitations in prolonged ground by psychic corruption have made the
combat, and many Skyboarder combat Skyboarders more than a little ill-disposed
actions include wildly successful captures of towards Psykers. Those few Tennanlowers
objectives, followed by immediate retreat as who do demonstrate psychic aptitude tend
the lightly-armed soldiers are unable to to die on-world before they can be
hold ground particularly well. The collected by the Black Ships, and offworld
Tennanlower high command is aware of Psykers assigned to Skyboarder regiments
this, and in recent years efforts have been are just as frequently killed by friendly fire
undertaken to better-equip their troops as they are by the difficulties of properly
with some of the heavier drop weapons used operating Tennanlower gear.
by regiments like the Elysians. However,
Tennanlowe Skyboarders
Characteristics: +7 Weapon Skill, +3 Perception and Agility, -3 Fellowship
Starting Skills: Awareness, Linguistics (Low Gothic), Survival, Operate (Aeronautica)
Starting Talents: Resistance (Radiation), Catfall, Die Hard, Street Fighting, Frenzy, Hatred (Secessionists)
Other:
Resourceful: The vast majority of the Tennanlower homeworld is a blasted radioactive sky-waste, and their
cities are little better. Tennanlowers grow up fast and knowing how to make the best of limited resources,
or they don’t grow up at all. Characters from this regiment gain a +10 to Survival tests to obtain potable
food and water, and +10 to Tech-Use tests to jury-rig or repair equipment that is not technologically
advanced, Skyboards included.
Blighted Existence: Even a sheltered and protected upbringing on Tennanlowe is hideously dangerous by
the standards of other worlds, and their grim attitude towards the future of their home planet leaves a
mark. Tennanlower characters begin play with 1d10 + 1d5 Insanity Points. Any time they fail a Willpower
test by more than 3 degrees, they are Stunned until the end of their next turn.
Starting Wounds: Tennanlower characters generate their starting Wounds normally.
Favored Weapons: Shotgun, Downpour
Starting Kit: Lascarbine, 4 x Lascarbine Charge Packs, Suit of Flak Armour, Respirator, Tennanlowe
Skyboard, 2 x Frag Grenade, 2 x Smoke Grenade, Good-Quality Mono-Polearm, Uniform, Set of Poor-
Weather Gear, Survival Suit, Micro-Bead, Sling Bag, Set of Basic Tools, Mess Kit, Canteen, Blanket,
Sleeping Bag, Lamp Pack, Grooming Kit, Set of Cognomen Tags, Uplifting Primer, 14 x Day’s Combat
Rations
The rules for Skyboarders use the following Only War doctrines.
Homeworld: Post-Cataclysmic World /Commanding Officer: Sanguine /Regiment Type: Drop Troops /Doctrines:
Hardened Fighters, Crusaders /Drawbacks: Scarred by Loss
31
Niva Gustav tens of thousands of craters, scorch marks,
“Here do I strike the Rune of Activation, that the blast patterns, and debris, the remnants of
energies might- wait. Oh, shi-” the endlessly dangerous inventive spirit of
-Extract from security recordings Niva Gustav’s inhabitants. Niva Karl is
recovered from the ruins of Gustav generally classified as a forbidden world
Manufactoria 182-B on Imperial charts, though this is not
wholly true; passers-by are free
Buried in the heart of to land, but landing on
the Synerge Cluster, Karl is not dissimilar to
the star Niva is a landing in the middle
dim red dwarf near of an active firing
the end of its life range and carries
cycle, putting out with it obvious
a wan red-brown dangers.
light and the
occasional spike Niva Gustav, the
of weak radiation. system’s second
It has two planets, planet, is small, cold
namely the Forge and rocky; though it
World Niva Gustav does possess a remarkably
and the sparsely- pure oxygen-nitrogen
inhabited “Testing atmosphere, it does not have
World” known as Niva Karl. any major plant life and
The Nivan system has temperatures year-round
thick outer asteroid rings tend to hover just above
and shows many of the the freezing point of
same gravitational water. Its surface is
anomalies present in the dominated by dozens of
rest of the Cluster, small continents in a
making stellar navigation series of shallow salt-water
into and out of the seas where naturally-
system difficult at the evolving life has not yet
best of times. begun to stir. It has few
natural mineral resources,
Niva Karl is an average- with most being mined in
sized world near to its sun. the Nivan asteroid belts
Surface temperatures are comfortably in the outer system. The planet is
temperate, but the thick carbon-dioxide surrounded by orbiting clouds of metallic
atmosphere, high gravity and dangerous debris, including the hulks of various
surface winds make it impractical for prototype starships, weapons and engine
anything but the barest human settlement. testbeds, and the detritus of a planet of
Today the planet’s surface is coated with dangerously inventive minds.
32
cadres, semi-secret societies and scientific
The Omnissiah’s Least Gifted orders compete for production line space,
an unfortunate fact which is largely
Niva Gustav has never been a particularly responsible for the planet’s widely variable
successful Forge World, not in the least industrial output. The one area in which the
because it is a dumping ground for the Nivans generally seem to actually excel is
Mechanicus’ failures. The origin of this materials science; centuries of forced self-
practice is unclear, but it is widely sufficiently have made them remarkably
acknowledged that Gustav’s population of creative with the minerals they can
Techpriests, almost all brought in from scrounge for, beg or dig up within their
offworld, are those too considered too own system, and their alloy production and
intractable, ingenious or lacking in forging methods are second to none,
common sense to succeed on their competing even with some of the metal
homeworlds. Over the years, the Nivans products of the Lathe Worlds.
have, by dint of overambition, stupidity,
recklessness or brilliance managed to The industrialization of Niva Gustav has
produce a wide range of new STC-derived left its mark, and almost none of the
designs, some horribly unsuccessful, others planet’s original geography remains. The
quite clever. The wider Mechanicus world’s islands are each effectively
deliberately keeps the Nivans at arms’ scrapyards, interspersed with towering
length; supply shipments are few and far industrial stacks and manufactoria. Gigantic
between, and the only major visits to the recycling servitors wander the cold scrap
system by Explorator Fleets and otherwise savanna, breaking down the ruins of
are generally to slap down any locals whose abandoned projects for reuse in new forms.
projects are getting too ambitious, Surprisingly, the planet has a biosphere,
‘requisition’ any new plans or concepts that almost entirely imported from offworld.
seem valuable, and drop off more The scrap savanna deserves its name, for it
troublesome Techpriests. Nivans are not is a dry grassland, thanks to the presence of
actually Hereteks, and indeed tech-heresy a variety of incredibly hardy grass and scrub
is brutally stamped out by the planet’s tree species, the by-product of years of
leadership. On the other hand, almost all of genetic modification. Semi-feral Grox
them fall under the categorization of wander the low bushes, hunted by packs of
Maleteks, which many in Ixaniad wouldn’t wild dogs, and around those few chilly lakes
see as much of an improvement. that still dot the surface exist small fortified
villages of tech-serfs, protected by their
The Magii in charge of Niva Gustav are a walls against the occasional malfunctioning
loose-knit and poorly-organized bunch, servitor that wanders by.
given their disparate background, and many
have called the planet a high-functioning Official Nivan records list two major
anarchy which only survives because of its “Servitor Rampancies”, occasions when
inhabitants naturally mechanical meme-virii or out-of-control upgrade
dispositions. Dozens of different cliques, programs spread through the planetary data
33
network, causing servitors to go insane and offworld Imperial Guard forces have been
attack everything nearby. Unofficially, this stationed on their world- ostensibly for
has happened dozens of times and is still to their protection, but truthfully to keep the
a certain degree happening in the Nivans from straying too far off the beaten
wilderness away from the industrial stacks path of the Omnissiah.
or at the bottom of the seas, making
moving overland on Gustav a risky The Nivan Tech-Serfs
proposition. The Nivans seems to have
accepted this as a fact of life- they have The descendants of the original tech-serf
every reason to be blasé, for servitors are population who came with the first
nothing if not easily replaced. Techpriests to settle Niva Gustav long ago
have evolved their own strange tribal
Nivan techpriests are understandably more society, one largely held together by their
than a little irritated that they have been utter disdain for their supposed masters.
put into exile, and tend to be hostile to The Magii of the Nivan manufactoria are
outsiders almost to a fault. Many simply largely content to draw on servitor-based
want to be left alone to work on their own labour at almost all times, as servitors are
pet projects, while still others strive less likely to ask inconvenient questions or
desperately to earn their way back into the resist highly dangerous experimental
wider Mechanicum. They have earned a procedures, so the majority of the tech-
chequered reputation with the rest of the serfs are left to themselves amongst the
Subsector and the Sector in general- some piles of scrap that dot their homeworld’s
come to the Nivans in search of a more surface. They see themselves as the true
open-minded attitude towards unorthodox worshippers of the Omnissiah on the
technologies, while they have been outright planet, and reject the random
banned from many conservative planets. experimentation and heterodoxy of the
The political machinations that underlie Techpriests. These “true” Nivans see
Nivan government are fiendishly themselves as the custodians of the ruined
complicated, but one thing is generally infrastructure on Niva Gustav, the ones
clear; the few times the Nivans have been who come in and tidy up the Techpriests’
united by an outside threat, the results have messes. Equipping themselves with
been utterly terrifying. scavenged equipment and cast-offs, they
wage a constant shadow war against the
Though Niva Gustav does not field any stupidity of their masters, shutting down
Skitarii, its inhabitants have not hesitated to particularly dangerous weapons tests,
take up their disparate and monstrously performing essential maintenance on
unpredictable arms to defend themselves neglected or forgotten equipment, and
against pirates, raiders and rebellion, generally working behind the scenes to
whatever the species or origin, and their keep Nivan machinery running. Their tribal
overzealous and often collateral-damage- society, divided up into dozens of tiny
heavy “police actions” have earned the ire clans, is led by individuals known as
of the Ixaniad Mechanicus. As a result, Machine-Talkers. Many of these are
34
former techpriests who have abandoned the to the techpriests of Niva Gustav- assigned
fractious society of their fellow Mech- both to defend the planet from harm, but
Adepts, choosing instead the simple, if also keep its many wayward enginseers and
somewhat dangerous, life of the tech-serf magii in line. If necessary, Maniple 931 is
instead. equipped with enough heavy firepower to
destroy all significant industry on Niva
When they are not harvesting the tech-serfs
for spare servitor components, the Nivan
Techpriests will occasionally deign to use
them as a military force in aid of their
infrequent ‘police actions’. Though their
weapons are somewhat primitive, these so-
called Junkers are excellent hunters,
trackers and scouts, perfectly at home in
the mechanical wilderness of a besieged
Forge World or the ruins of a Space Hulk.
Those few who make it back from their
enforced military service alive and in one
piece have nothing but terrible things to
say about the incompetence of their
masters, and over the generations the rage
of the tech-serfs has slowly grown to the
boiling point. When they will rise up and
attempt to reclaim Niva Gustav from the
incompetency of their rulers remains to be
seen, but the conflict will be terrible when
it happens.
35
Auxiliary Maniple 931
Characteristics: +3 to any two of Intelligence, Perception and Toughness, +3 Intelligence, -3 Weapon Skill
Starting Skills: Common Lore (Adeptus Mechanicus), Common Lore (Tech), Linguistics (Low Gothic),
Linguistics (Techna Lingua), Logic, Operate (Surface)
Starting Talents: Peer (Adeptus Mechanicus), Paranoia, Technical Knock, Weapons Tech
Other:
Isolated by Machines: -10 to all Interaction Tests made to interact with characters not from Forge Worlds or
the Adeptus Mechanicus
Bad Reputation: The Nivans are more than a little irritated that a full Maniple has been sent to breathe
down the back of their necks, and have made every effort to spread scurrilous rumours about their
supposed ‘protectors’ throughout the subsector. Members of Maniple 931 receive a -10 to all Fellowship-
based Skill Tests when dealing with soldiers from other regiments and members of the Munitorum, and
take 1d5 extra degrees of failure on failed Commerce and Logistics tests.
Augmetics: +10 on all Logistics Tests to obtain bionic replacements and implants.
Starting Wounds: Forge World characters begin play with 1 less Starting Wound.
Favored Weapons: Nivablaster, Nivablotter-H
Starting Kit: Good-Craftsmanship Cybernetic, Good-Craftsmanship Plasma Gun, 3 x Plasma Flasks,
Good-Craftsmanship Laspistol, 2 x Charge Packs, Uniform, Set of Poor Weather Gear, Knife, Flak Vest,
Flak Helmet, Rucksack, Anointed Maintenance Kit, Set of Basic Tools, Mess Kit, Canteen, Blanket,
Sleeping Bag, Lamp Pack, Grooming Kit, Set of Cognomen Tags, Tanker’s Manual, 14 x Days’ Combat
Rations
Squad Kit: 1 x Leman Russ Demolisher per Squad, May take Servitors as Comrades
The rules for the Maniple use the following Only War doctrines.
Homeworld: Forge World /Commanding Officer: Bilious /Regiment Type: Armoured Regiment /Doctrines:
C b E h d A i /D b k Mi d
the dangerously political and unorthodox presence of augmetics, and the vast reserve
environment of the planet that is their of literal spare body parts they maintain in
home for the foreseeable future. Still, their their regimental headquarters at Gustav
distinctive blue helmets and white tanks are Manufactoria 20-A, makes their soldiers
a fixture on Niva Gustav. much tougher than one expected, and they
place a great deal of trust in their
Though officially a wholly armoured regimental chirurgeons and augmeticists.
regiment, the Maniple’s soldiers act as One signature of their combat, aside from
semi-mounted infantry, often dismounting their massed plasma volleys, is their
from their tanks to accompany them on adoption of the Nivablaster plasma coilgun
foot. All across Niva Gustav, blue-helmeted as a marksman’s weapon. The first sign that
foot patrols can be found, defusing the Maniple is approaching is often
tensions among the Junkers and destroying sporadic but highly accurate plasma fire as
the more unstable creations of the the unit’s more brave or foolhardy soldiers
Techpriests. use these powerful but cantankerous
weapons.
Their troops are lightly armoured but
heavily armed, allowing them to bring their
heavy firepower to bear on targets with
remarkable speed. The almost universal
36
The Junkers
“Each one of us who dies in service to the hated
Magii teaches those yet living to hate a little
harder.”
-Machine-Talker Mandla, Junker
Deployment Wave 37
37
Nivan Junkers
Characteristics: +3 Intelligence, Perception and Agility, -3 Toughness and Fellowship
Starting Skills: Stealth, Tech-Use, Trade (Technomat), Survival, Linguistics (Techna-Lingua), Linguistics
(Low Gothic), Navigate (Surface)
Starting Talents: Ambush, Paranoia, Initiated Maintenance and Hardy or Hatred (Machines and Servitors)
Starting Aptitudes: Agility, Tech
Other:
Industrial Contaminants: The environments in which the Nivans live are barely conducive to life, much less
permanent human habitation. Toxic chemicals and runoff seep into the soil and groundwater, and
generation upon generation of heavy metal poisoning or carcinogen exposure takes its toll- some Nivans
simply live with their twisted forms, while others choose to replace them with crude machinery. A character
from Niva Gustav begins play with either a randomly-selected Minor Mutation or one Common-Quality
cybernetic limb of their choice.
Aberrant Machine-Worshippers: The Nivans have mixed feelings about their planetary overlords and show
little love for the red-robed servants of the Cult Mechanicus. Unfortunately, the feeling is mutual. Nivans
receive a -10 penalty to any Interaction test with members of the Adeptus Mechanicus or the citizens of
other Forge Worlds.
Machine Survivalists: Characters from Niva Gustav receive a +5 bonus to any Test to make in-field repairs
of mechanisms, or make unorthodox and illicit custom modifications to their weapons and gear, and can
re-roll failed Survival and Navigate (Surface) tests in industrial environments like factories and
manufactoria.
Nivan “Leadership”: The Junkers are treated as cannon fodder, and they know it. They suffer a –10 penalty
to Command Tests made during combat. Further, members of this regiment must make a Routine (+20)
Command or Intimidate Test as part of any Comrade Order that does not already require a Command
Test; if the character fails the Test, the Order fails as well.
Starting Wounds: Scrap World characters begin play with one less Starting Wound.
Favored Weapons: Nivablaster Plasma Coilgun, Nivablaster-H
Starting Kit: M36 Lasgun with 4 charge-packs, 2 x Blind Grenades, 2 x Stun Grenades, 2 x Frag Grenades, 1
x Microwave Pot Grenade, Nivan Scrap Bow, 12 Scrap Arrows, Nivan Shock Spear, 2 Knives, Flak Vest, set
of tribal robes, rain-cloak, bindle, set of traditional tools, mess kit, canteen, hand-woven blankets, lamp
pack, traditional war paints, tribal identification marker, holy Omnissian text, 14x days’ combat rations.
The rules for the Junkers use the following Only War doctrines.
Homeworld: Scrap World /Commanding Officer: Bilious /Regiment Type: Guerilla Regiment /Doctrines:
Survivalists, Defenders of the Omnissiah /Drawbacks: Incompetent Leadership
38
Katyush The planet's atmosphere is a fairly dense
“I’m coming back from space with one vision- the standard oxygen-nitrogen mix, though
world, set a-blazing! My Emperor, I’m burning oxygen levels are somewhat lower than
up!” Imperial standard. Notable quantities of
-Urika Gagarina atmospheric pollutants are present in areas
of settlement, although the low population
The main-sequence star Voshkhod is density have made climactic effects
located on the outer edge of Subsector negligible. Katyush possesses few
Trisdeka in the Ixaniad Sector, not far from macroscopic native life forms, and what
the coreward border of the Calixis Sector. remains of its biosphere is primarily
Its solar system is fairly unremarkable, dominated by hardy, fast-growing lichen
featuring a thin outer asteroid belt, the and fungus-like plant forms.
two medium-sized gas giants
Utromush and Nocmush, The People of Katyush
and the innermost planet,
an Imperial Katyush has been a
Promethium mining tithed member of the
world known to its Imperium since late
inhabitants as Katyush. M34, when its mercantile
city-states first
Katyush is small, dark, encountered
cold, and Mechanicus
extraordinarily rich Explorator vessels
in biochemical during the early
resources. Its days of Katyushan
upper atmosphere space exploration.
blanketed by a Imperial surveys
thick dust cloud and analysis of
and dense local records
asteroid field, its surface revealed that the
receives very little sunlight and planet was probably settled
temperatures remain well below during the Dark Age of
freezing year-round. Astrogators theorize Technology, and appeared to have been
the planet was once a verdant jungle world- some sort of aerospace and propulsion
hence its immense natural petrochemical technology research base, though never a
resources- which subsequently froze after large one. As a result, the Mechanicus
the collapse of a moon or large satellite. maintains a small but significant presence
The planet had continents, shallow seas and on the planet, mounting exploratory
tropical island chains long ago, but now expeditions beneath the ice in search of lost
they are frozen beneath a planet-wide sheet cities.
of pack ice.
39
Katyush is governed by a loose planetary quarters are frequently cramped. At the
association of the ruling bodies of same time, however, public gathering-
individual cities- as 90% of the planet’s places are an important element of the
population lives in urban areas, planet's social culture, and no self-
conventional nation-states simply did not respecting settlement on the planet lacks a
form during the planet’s history. The so- central subterranean “square” or “plaza”,
called Katyushan Cities Coalition normally with a prominent public hearth-
Directorate, or KCCD, provides shrine.
recommendations and support to the
Supreme Director of the Katyushan The Katyushan mindset is one that
Peoples, who is elected from amongst emphasizes a slow but calculated
senior members of the Directorate. Each unhurriedness, perhaps a natural reaction to
individual city-state is run via slightly a world where an unplanned stay on the
different means, and while the Supreme surface can lead to death by freezing in a
Director is the unquestioned decider of matter of minutes. This, combined with
planet-wide policy related to defence and their gregarious nature and love of debate,
tithes, individual city-states are generally leads to the classic stereotype of the
left to their own devices. Also prominent on “arguing Katyushan”, who spends more
the Directorate is the Primate of the Great time and energy griping about the
Hearth, the local title for the Ecclesiarchal execution of a task than they do actually
Cardinal of the Voshkhod Diocese. executing it. It is seen as the height of folly
to embark on
The planet's 9 any project
million without
inhabitants having first
are a hardy discussed it to
bunch, great lengths
prosperous with one's
thanks to friends and
their colleagues,
planetary the more the
government's better.
long ties to Despite their
the penchant for
Mechanicus grumbling,
and healthy Katyushan scenery on a bright, clear day. Katyushans
fuel-export economy. While their primary are naturally optimistic, veering towards
Imperial tithe is promethium-based fuels, overconfidence- so convinced are they that
they also contribute small numbers of their way of doing things will turn out best
reasonably well-equipped Imperial Guard in the end that they can be blind to the
regiments. Katyushan cities tend to be consequences of their actions. This
compact and subterranean and living confidence also manifests as a cultural
40
superiority complex and milk xenophobia; the Katyushan PDF generally maintains
Katyushans are interested in other planets fairly light fixed defenses, preferring to
and their inhabitants, but always maintain retreat into the frozen wastes if pressed. To
the given fact that the Katyushan ways are the more affluent promethium miners,
best. these fortifications make it a popular
tourist attraction; visitors come for the
Tsiolkovsky sheer novelty of a city at least partially built
aboveground. Tsiolkovskiites are
cosmopolitan
and often regard
themselves as
more civilized
than other
Katyushans,
though they
share the same
love of
argument and
complaining.
Tsiolkovsky Planetary Fortress. The petrochemical beacon at its peak has stayed continuously lit for nearly 300 years.
The second-largest city on Katyush proper,
Tsiolkovsky boasts a population of a little
under a million souls and a bustling Vernadskygrad
mercantile spirit. The equatorial lowlands
in which it lies are resource-poor but warm- With a population just shy of 1.1 million,
temperatures have risen above the freezing Vernadskygrad is the industrial heart of
point multiple times in recorded history- Katyush, and with good reason. It lies at the
making it one of the few places on the heart of the massive Vernadsk promethium
planet where limited surface agriculture is fields in the southern hemisphere, the
possible. This, combined with the low ice richest single concentration of
levels on the surrounding plain, made it a petrochemical resources in the entire
natural breadbasket, though its food output subsector. The city is dotted with the
is meagre by most Imperial standards. towering spires of cooling stacks and
While most foodstuffs are now refineries, as well as buildings bearing the
manufactured underground or imported markings of the Mechanicum, for it is here
from offworld, Tsiolkovsky is still the that the Adepts of Mars have their
economic hub for the rest of the planet, as strongest presence. It is only natural that
its comparatively stable weather makes it an Vernadskygrad is a major manufacturing
ideal spaceport. As planetary capital, the hub, and vehicles from the Soyuz Tractor
city is the only properly fortified location Works are exported from here to all parts
on the planet- never having been attacked, of the globe- and beyond. Vernadskiites are
41
combative and laid-back even by Katyushan situation to a stunned populace. As time
standards, with an unfortunate reputation went on oxygen deprivation took its toll,
for sleaze and criminality that comes with however, and in an almost suicidally insane
an industrial city. No one will deny their escape plan she detonated her emergency
mechanical talents, however. fuel reserves to de-orbit, dying after her
ship fell from orbit and crashed in the
Ogongorod mountains near Ogongorod. Still a popular
tragic hero, many Katyushans also revere
Buried in the heart her as a saint of the
of the northern Imperial Creed, holding
polar mountain that some of her
chain, Ogongorod incoherent radio messages
was originally an just before the crash were
unnamed air station some sort of prophecy of
on the circumpolar the first contact that
rocketplane occurred not long after.
transport route until Ogonorodites are dour
the harrowing and and pale, with the kind of
ill-fated adventure iron will and fanatical zeal
of Urika Gagarina needed to thrive in an
made it a pilgrimage unusually cold, dark and
site. Gagarina was a desolate mountain town.
novice transport
pilot on her first Fyodorovets
solo run
transporting Long an unremarkable
promethium over mining settlement on the
the Pole, when an edge of the northern
electrical short in hemisphere's Chizhev
her cargo bay Highlands, in recent years
literally blew the Fyodorovets has exploded
wreck of her vessel into a veritable hive of
into orbit, making Adeptus Mechanicus
her the first activity with the discovery
Katyushan since the of a massive buried city
Dark Age of deep beneath the icy hills
Technology to of the town. With all the
reach space. The Local propaganda: “Faith and Duty- Our Launchpad”
semi-lawless aura of a city
sturdy aircraft's in the middle of a gold
pressurized hull somehow survived rush, Fyodorovets plays host to as many
decompression and she orbited the world legitimate agents of the Mechanicum as it
for a week, relaying her own take on the does fraudsters, thieves, offworld
42
adventurers and merchants interested in the not the most devout of citizens, a deep
untold riches of ancient technology frozen traditionalism and respect for the old
away in the depths. Few who venture into superstitions underpins all of their worship.
the warren of old mineshafts in the hills
return, however, and rumors persist about
ancient defensive systems or tribes of The Sputniki Gvardiya Stran'polk
degenerated mutants living amongst the “Da, we saw an Ork once. Dropped dozen ton of
ruins. Regardless, the city's population is as gaseous Promethium on it. Our trench was being
diverse and unpredictable as one might warm for next three weeks, blyat.”
expect, and its criminal element is often -Artillery Sergeant, Katyushan 11th
press-ganged into Katyushan military Sputniki Gvardiya Stran’polk
service.
The somewhat unwieldy Katyushan
The Imperial Creed on Katyush moniker for their Imperial Guard
regiments loosely translates to Companion
Katyushan religious worship has always Guard Wanderer Regiment. With
centred around the hearth and the open manpower levels too low to reasonably
flame, for these are the sources of light and supply line infantry or assault troops, the
life in the unforgiving darkness of the Katyushans based their armies on the
glacial moraine. Most Katyushans maintain Streltsy warriors of the medieval city-states,
small shrines in the kitchens of their homes, nomadic groups of hunter-mercenaries who
even if few still use an open flame to cook fought from afar by bow and would be
their food. By the time of Imperial contact, attached to peasant levies to provide fire
the animist religions of Katyush had settled support. The guiding principle behind their
in to two uneasy camps- one that believed military is that Katyushan soldiers should
divinity came from the spirit of the flame, always act in support of larger units better
and the other that believed that divinity able to deal with the hideous losses of war.
emanated from the stars, those faint points To that end, all Katyushan regiments are
of light occasionally visible through the generally either siege and trench infantry
shifting blackness of the night sky. Early specialists with a focus on artillery and anti-
spacefaring provoked profound religious tank weaponry, or dedicated mechanized
controversy, made worse by the arrival of artillery regiments. The world maintains
the Adeptus Mechanicus and contact with one permanent tank regiment, the much-
the larger Imperium. The first two vaunted 1st Stran'polk Kozak 'Free Riders'.
centuries under Imperial rule were fraught
with religious civil conflict, never quite
breaking out into open civil war. From this
fractious period emerged a new religious
creed, a reordering of the old ways which
sees the light of the Emperor in the
glowing of the flames and of the stars.
While most contemporary Katyushans are
43
Due to their small numbers (it is not that each Stran'polk is in fact a collection of
uncommon for a Stran'polk to have less twelve separate smaller combat units, each
than 2000 men under arms at full strength, with their own quartermasters, command
though sizes do vary) and chain, motor pool, engineering and anti-
disproportionately heavy armament, aircraft sections, and all the other needs of
Katyushan regiments are designed to be battle.
easily divisible, such that each unit can act
independently when seconded to another
planet's command. As such, their regiments
are organized around three divisions of
four companies each, with each division
commanded by a regimental Triarkh who
shares Colonel-level command
responsibilities with the other two Triarkhs.
All other logistical and support roles are
undertaken at the divisional level, ensuring
Katyushan Infantry
Characteristics: +3 Perception, +6 Toughness, -3 Intelligence
Starting Aptitude: Ballistic Skill
Starting Skills: Awareness, Common Lore (Tech), Linguistics (Low Gothic), Tech-Use (+10)
Starting Talents: Heightened Senses (Hearing) or Resistance (Cold), Nerves of Steel, Foresight, Deadeye
Shot
Other:
Tunnel Dwellers: Most Katyushans spend a significant part of their lives underground, and their cultural
obsession with fire means that most are more used to flickering firelight than bright electric arcs.
Katyushan characters gain a +10 to Awareness and Navigation (Surface) Tests when underground, but a -10
to Perception and Awareness Tests in bright light, which can be mitigated by wearing darkened goggles.
Munitorum Squabbling: Katyushans know full-well that the Munitorum disapproves of their planet’s fixation
on home-made equipment, and often choose to circumvent regular supply lines or manufacture what they
need in the field. Katyushan characters can choose to take +10 to any Logistics test. On doubles rolls, or
rolls 95 or above, they attract attention from Munitorum authorities as their plans are found out.
Starting Wounds: Katyushan characters begin play with one extra Starting Wound.
Favored Weapons: Zhuzh Boost Projector, Autostrela Light Machine Rifle
Starting Kit:
Strela Gyrojet Rifle, 45 x Gyrojet Rounds, 15 x Man-Stopper Rounds, 15 x Tracer Rounds, Krug Gyrojet
Pistol, Ulu Knife, Suit of Flak Armour, Uniform, Suit of Poor Weather Gear, Good-quality Magnoculars,
Chrono, Respirator, 4 x Empty sandbag, Entrenching tool, 2 x Frag grenade, 2 x Photon flash grenade,
Rucksack, Set of basic tools, Mess Kit/ Canteen, Blanket/sleeping bag, Rechargeable lamp, Grooming kit,
Cognomen tags, Primer, 14 x Rations (1 day’s)
The rules for infantry regiments use the following Only War doctrines.
Homeworld: Mining Colony /Commanding Officer: Circumspect /Regiment Type: Siege Infantry /Doctrines:
Sharpshooters, Scavengers /Drawbacks: The Few
44
Katyushan Advance Spotters
Characteristics: +3 Perception, +6 Toughness, -3 Intelligence
Starting Aptitude: Ballistic Skill
Starting Skills: Awareness, Common Lore (Tech), Linguistics (Low Gothic), Tech-Use (+10)
Starting Talents: Heightened Senses (Hearing) or Resistance (Cold), Nerves of Steel, Foresight, Deadeye
Shot
Other:
Tunnel Dwellers: Most Katyushans spend a significant part of their lives underground, and their cultural
obsession with fire means that most are more used to flickering firelight than bright electric arcs.
Katyushan characters gain a +10 to Awareness and Navigation (Surface) Tests when underground, but a -10
to Perception and Awareness Tests in bright light, which can be mitigated by wearing darkened goggles.
Munitorum Squabbling: Katyushans know full-well that the Munitorum disapproves of their planet’s fixation
on home-made equipment, and often choose to circumvent regular supply lines or manufacture what they
need in the field. Katyushan characters can choose to take +10 to any Logistics test. On doubles rolls, or
rolls 95 or above, they attract attention from Munitorum authorities as their plans are found out.
Starting Wounds: Katyushan characters begin play with one extra Starting Wound.
Favored Weapons: Zhuzh Boost Projector, Autostrela Light Machine Rifle
Starting Kit:
Strela Gyrojet Rifle, 45 x Gyrojet Rounds, 15 x Man-Stopper Rounds, 15 x Tracer Rounds, Krug Gyrojet
Pistol, Ulu Knife, Suit of Flak Armour, Uniform, Suit of Poor Weather Gear, Good-quality Magnoculars,
Chrono, Respirator, 4 x Empty sandbag, Entrenching tool, 2 x Frag grenade, 2 x Photon flash grenade,
Rucksack, Set of basic tools, Mess Kit/ Canteen, Blanket/sleeping bag, Rechargeable lamp, Grooming kit,
Cognomen tags, Primer, 14 x Rations (1 day’s)
The rules for Advance Spotters use the following Only War doctrines.
Homeworld: Mining Colony /Commanding Officer: Circumspect /Regiment Type: Light Infantry /Doctrines:
Infiltrators, Forward Observation /Drawbacks: The Few
45
The two major armoured vehicles fielded uniformly frigid weather, and all manner of
on Katyush are the classic Manticore, heating gear to keep their crews functional.
deployed in both artillery and anti-air
roles, and the somewhat unusual In battle, Katyushan forces will make heavy
Laykhodok assault tank, primary vehicle of use of field engineers to establish lines of
the Katyushan 1st. While classified by trenches and fortified strongpoints, before
locals as a homegrown tank design, the settling in to slowly wear their enemies
Laykhodok is simply a Destroyer tank down with precision bombardment at long
hunter chassis equipped with a standard ranges. Relatively few Support Armies are
Battle Cannon and a locally-made indirect- composed entirely of Field Engineers;
fire rocket rack mounted on the rear of the while their combat utility is paramount, the
hull. Non-local designs deployed on disproportionately high losses such units
Katyush tend to be modified with tend to suffer are difficult to support.
significantly scaled-down or outright
removed cooling systems, due to the Standard Katyushan “artillery preparation”
can last for months at a time, with millions
46
of heavy rocket rounds and incendiaries everything, and the resulting chemical
expended against enemy strongpoints. reaction produces vast clouds of
While most of the infantry are never superheated acid that can easily chew their
expected to leave their defensive way through concrete. Regiments only
emplacements except in the case of a front- deploy their terrifying Black Promethium
wide advance, small units of Advanced weapons in the direst emergencies, often
Spotters make regular aggressive with massive losses to their own forces due
reconnaissance along the enemy lines, to the sheer instability of the chemical. Few
feeding a steady flow of firing solutions Katyushans are natural psykers, and the
back to divisional batteries. Advance planet's comparatively small and close-knit
Spotter units are considered Katyush's population means that rogue or
military elite, though their unusually undocumented psykers are almost entirely
offensive tactics frequently cause them to unheard of. Those few who integrate to a
be regarded as suicidal glory-hogs or certain degree in Katyushan society are
daredevils. On occasions of desperate need, regarded with superstitious awe, seen as
the Advance Spotters of several Support somewhat untrustworthy manifestations of
Armies are sometimes rolled into a single the strange and forgotten things that lurk
unit to provide regiment and even army- on the dark ice wastes of Katyush. Most
scale spotting and scouting for a much Katyushans eel uncomfortable around the
larger Imperial force, though this is a supernatural, and even the most jaded or
temporary expedient. cosmopolitan will turn to half-forgotten
ancient myths and superstitions they
Military discipline in Katyushan units tends learned as children when confronted with
to be fairly relaxed. Soldiers and officers Warp manifestations or psychic powers.
alike plan their attacks painstakingly, which
has led to a perhaps somewhat deserved
reputation for, if not outright cowardice, a
general disinclination to open battle. The
classic image of the Katyushan infantryman
is one who will obey orders with great
personal skill and attention to detail, but
only after hours of grumbling, and
painfully long prep time.
47
Katyushan 1st Armored
Characteristics: -3 WS, +3 Perception, +6 Toughness, +3 Intelligence
Starting Skills: Awareness, Common Lore (Tech) +10, Linguistics (Low Gothic), Tech-Use, Operate
(Surface)
Starting Talents: Heightened Senses (Hearing) or Resistance (Cold, Fear), Technical Knock, Tank Hunter
Other:
Tunnel Dwellers: Most Katyushans spend a significant part of their lives underground, and their cultural
obsession with fire means that most are more used to flickering firelight than bright electric arcs.
Katyushan characters gain a +10 to Awareness and Navigation (Surface) Tests when underground, but a -10
to Perception and Awareness Tests in bright light, which can be mitigated by wearing darkened goggles.
Beast Killers: Katyushan 1st characters add a Penetration bonus equal to their Degrees of Success on any
successful attack against vehicles.
Voshkhod’s Finest: The 1st are on their homeworld’s maximum priority list when it comes to logistical
matters, especially when it comes to fuel. They gain a +10 to any Logistics Tests to obtain vehicle fuel or
spare parts for their tanks.
Starting Wounds: Katyushan characters begin play with one extra Starting Wound.
Favored Weapons: Reyder Autostrela, Igla-pattern Missile Launcher
Starting Kit: Good-Craftsmanship Krug K37 Gyrojet Carbine, 15 x Gyrojet Rounds, Krug Gyrojet Pistol, 2
x Frag Grenade, Uniform, Dress Uniform, Flak Vest, Anointed maintenance kit, Good-quality
Magnoculars, Ulu Knife, Poor Weather Gear, Rucksack, Set of basic tools, Mess Kit/ Canteen,
Blanket/sleeping bag, Rechargeable lamp, Grooming kit, Cognomen tags, Primer, PCTD, Munitorum
Manual, 16 x Rations (1 day’s)
Squad Kit: Leman Russ Laykhodok
The rules for the Katyushan 1st use the following Only War doctrines.
Homeworld: Mining Colony /Commanding Officer: Maverick /Regiment Type: Armoured Regiment /Doctrines:
Anti-Armour, Well-Provisioned /Drawbacks: The Few
48
Minor Trisdekan Worlds xenochemicals merchants, and the
“If dirt and rock was the currency of the nightmare jungles of Kamalinka soon
Imperium, Trisdekans would be the richest of all.” yielded positive results. The mixture of
-Bettor-Cardinal Benemus Seigel several plant extracts from the local flora
yielded a liquor called bludka, a heady and
The 76 uninhabited systems of the Synerge flowery-tasting intoxicant that rapidly
Cluster are, for the most part, barren and became popular amongst subsector
empty of anything of particular use. A few nobility.
bear primitive ecosystems, or evidence that
they once did, but for the most part the Such is the demand for bludka that
citizenry of Subsector Trisdeka stick to harvesting teams regularly risk their lives to
their homeworlds, leaving the empty void collect the sap and stamens from the native
of the minor worlds for the occasional Kamalinka flora to procure the products
pirate, wanderer or prospector. that make the refined intoxicant. The
purple-hued flora of Kamalinka are
96-B24: Kamalinka carnivorous, attracting prey by producing
an almost musical choir of clicks, rattles,
An unremarkable white star on the and ambient noises when winds blow
spinward side of the Cluster, 96-B24 was through their branches. Recordings of
not deemed worthy of a title by the these sounds proved surprisingly popular
Mechanicus explorator fleet that charted it, amongst sector musicians, and the strange
and went largely untouched until a melodic tunes have been used by the
Katyushan mining survey party gave it a Trisdekan masses as part of their cultural
second look in late M.39. Their newer arts. Many unfamiliar with the melodies’
charts confirmed the presence of 96-B24-I, origins often confuse the flora as playing
a large nitrogen-helium gas giant, and their sectorial anthems.
several small moons. One of these tiny
planetoids caught their attention- while it Today, Kamalinka is host to a large
had been marked as possessing a biosphere, orbiting space-station, Voidstation
they were amazed to discover it was a jungle Purpure, a tangled mess of temporary
world, ripe with life so thick and overgrown modules cobbled together by dozens of
its purple hue was visible from orbit. different competing bludka-harvesting
concerns from all over the Cluster. The
Three-quarters of the expeditionary party entire system has a reputation for void-
landed on the newly-named Kamalinka’s piracy and semi-anarchy, as different
surface were dead within 15 minutes of corporate interests, Rogue Traders among
disembarking from their shuttlecraft. The them, wage tiny trade wars for control over
shaken survivors retreated to orbit, flagged the lucrative bludka supply.
Kamalinka as a deathworld, and hastily left.
The stories they told of singing trees and
plants that spat explosive fireballs did little
to deter curious adventurers and
49
Kamalinka Genus Flora consuming the remains of the creature soon
afterwards.
The Kamalinka Genus typically feast upon
the remains of the planet's vermin-analogs, Pteria: The Meatworld
keeping the burgeoning population of
rodents and amphibians low. Ancient Pteria is a dull red star on the deep
specimens that grow to reach truly massive Rimward edge of the sector, charted by
sizes, however, have been known to lure Imperial Navy forces waylaid by engine
and capture even the largest of apex troubles during the Meritech Wars. It
predators on Kamalinka. While most of the boasts a few scattered asteroid clusters, the
creatures on the world are lethal and strong gravitational anomalies common to
dangerous, few are capable of resisting the the rest of Trisdeka, and one of the most
call of these carrion trees. bizarre flukes of biology in the known
universe, a massive ball of edible proteins
and sugars known as the Meatworld.
WS BS STR T Ag Int Per WP Fel
This stellar body is not a true planet,
Characteristic 10 10 - 30 - 18 36 60 - barely large enough to classify as a
dwarf, but the fact remains that its
Bonus 2 0 4 3 5 2 4 2 1
porous, semi-frozen surface and
interior are composed entirely out of the
Traits: Size (Weedy for Immature, Average partial remains of some long-dead
for Mature, Hulking for Ancient), Strange voidfaring xenos creature, which either
Physiology died or was killed in low orbit about Pteria.
Wounds: 30 AP: -
Attacks: Flammable Sap (Thrown | 5m | S/-/- Mechanicus elements of the Imperial
| 1d10 + 3 E | Pen 0 | 1 | 3 Full | Blast (2), presence in-system conducted long
Flame), Adhesive Grasp (Melee | 1d5 + 1 R | investigations of the Meatworld, fearing
Primitive (5), Toxic (3)) the possibility that it might be some kind of
Variable Age: The profile above indicates an dormant Tyranid bioweapon, left by a
average Kamalinka Genus Flora. Reduce long-lost Hive Fleet splinter, but found
the toughness by -10 for an immature little of note except that the planetary
specimen, and decrease its wounds by 20. crust, when thawed and cooked, was quite
For an ancient specimen, add +20 wounds edible for human beings and indeed
and add +30 toughness. contained most of the dietary nutrients
Limited Actions: The only Actions a required for day-to-day consumption. It
Kamalinka Genus Flora may perform is was flagged as an interesting curiosity in
either an attempt to latch on to a victim Subsector archives but essentially left
within half a meter of one of its leaves, or to untouched, a vast sphere of meat drifting in
expel its sap. The sap itself is flammable and a dim sunbeam.
when used aggressively, the Kamalinka
plant combines it with a xenos element that Over the decades since the end of the
quickly sets a victim ablaze, eagerly Meritech Wars, many enterprising
50
Trisdekan traders have attempted to taking a warp-capable voidship with them
capitalize on the presence of the and departing for who knows where.
Meatworld, a potentially valuable
commodity given the Subsector's paucity of No one truly understand what Tatsuki did
agricultural production. While canned, in his pleasure park on Japar-II;
freeze-dried and salted Meatworld Meat reconstruction of his notes reveals he was
can be found in most food dispensaries and trying to artificially create abhumans for
markets the subsector over, it is an use as servants of some kind, but what is left
unpopular dish. It is quite inexpensive, but is truly surreal. Under a vast artificial dome
exhibits little in the way of flavor, and many on Japar-II sits an idyllic game reserve, full
are rightfully suspicious about its unknown of dozens of rare animal species and rich
origins. Pterian Meat can be found with an wildlife. Most of the park infrastructure is
availability of Plentiful on any Trisdekan only barely functional, held together by a
world except Dolcatero. fleet of repair servitors of Tatsuki’s own
design. It is little more than a curiosity, too
Pteria maintains no permanent Imperial distant to be worth visiting by all but the
presence, but small mining vessels can often most inquisitive, but all who have explored
be found landed on the Meatworld, Tatsuki’s Folly report that it is both oddly
scraping and sawing off hunks of protein- surreal and strangely calming, a tiny, ruined
rich xenosflesh in a meagre mercantile slice of Eden in the darkness of space.
existence.
Mor/0 Pattern Park Servitor
Japar: Tatsuki’s Folly These surprisingly sturdy bipedal servitors,
characterized by the deep blue plasteel of
A main-sequence stellar body midway their domed hulls, are optimized for basic
through its lifespan, Japar’s yellow radiance repair work and biological identification,
illuminates four rocky dwarf planets, and can be found at work in Biologis
devoid of serious mineral resources or much installations all over Trisdeka.
of interest. The second of these two bodies,
Japar-II, bears the remains of a monument WS BS STR T Ag Int Per WP Fel
to hubris unparalleled in the subsector. Characteristic 10 10 20 40 20 25 30 - 10
Nivan Magos Biologis Mor/0 Tatsuki
sought to create an idyllic pleasure planet Bonus 1 1 2 4 2 2 3 - 1
that was also the ultimate testing lab for his Traits: Size (Weedy), Crawler, Machine (2)
research on abhumans and genetic Wounds: 10 AP: 2 (all)
enhancement. Tatsuki was initially ignored Talents: Unnatural Senses (Sight/Hearing),
by the rest of the subsector, for idiotic Total Recall
Techpriests with ludicrous ideas are Skills: Scholastic Lore (Beasts) +30,
Throne-a-dozen in Trisdeka, but when he Awareness (+10), Tech-Use (+10), Survival
failed to report back in to a monthly supply (+10), Navigate (Surface) +20
patrol it was discovered that he, and all his Attacks: Slam (Melee, 1d5 +1 I)
test subjects, had vanished from the world,
51
New Regiment Creation Options Characteristic Bonus: +3 to any two of
“Reinforcements from Trisdeka? You mean a Toughness, Willpower and Weapon Skill
ragtag band of heathen primitives, drugged-up Skills: Athletics, Common Lore (War),
supermen, outright criminals and gear-frakkers? Linguistics (High Gothic)
Lovely.” Talents: Duelist or Double Team
-Lord-General Bedfordium Harris Wounds: +1 Starting Wound
Neoclassicism: Many Early Modern Worlds
The following regiment creation options have not yet developed a single unifying
have been designed with the planets of planetary language, but certain common
Trisdeka in mind, but can of course be re- dialects used for philosophy or learned
fluffed to fit other areas of the Imperium. discourse are common. often derived from
'classical' languages spoken in the planet's
Early Modern World long-vanished history. Characters from an
Early Modern World begin play with
Many worlds in the wider Imperium have Linguistics (High Gothic), but are
moved beyond the feudal stage, but are still otherwise unable to read or speak Low
developing towards more modern Gothic, though they may be able to pick
nationhood and the industrialization of the out words in the same way a Latin speaker
more primitive civilized worlds. These might recognize words in French or
planets are known as Early Modern Worlds, English.
and are often favored over feudal ones for Age of Reason: Early-moderners often pride
induction into the Emperor's light because themselves on their scientific and
their societies tend to be semi- philosophical literacy, as well as their
industrialized, centralized, and generally willingness to embrace new ideas about the
better organized. Some are in a state of world around them. However, the ideas
cultural renaissance as feudalism gives way they do tend to embrace and utilize are
to advanced artistic and philosophical often either horribly primitive or just plain
achievement, while still others have only wrong. Lore, Operate, Tech-Use and
just begun to utilize steam power or Medicae skills used by Early Modern
electricity in their industries. Nonetheless, characters only apply to technology or
a dualism common in all Early Modern knowledge known in the 1700s on Earth-
Worlds is the contrast between culture and they can suture a wound, drive a carriage
conquest- many are dominated by huge and operate a clock, for instance, but
continent-spanning empires locked in electricity is a scientific novelty, steam
ferocious combat with their rivals, and all engines are still unfamiliar and disinfectants
see colonization attempts spanning their are wholly unknown.
oceans or great landmasses. The people Military Science: Early modern military
these planets breed are curious, inquisitive strategy and tactics still revolve around the
and open to new ideas about the world musketeer, the lancer, and breech-loading
around them, but just as able with fire and artillery, and many worlds have not yet had
shot and steel. the time to fully appreciate what exactly
Total Cost: 1 point they are tithing their men to do. Characters
52
from these worlds cannot take the Operator Industrial Contaminants: The environments in
Specialty when beginning play, though which Scrap Worlders live are barely
they are free to switch in to it at higher conducive to life, much less permanent
ranks. Further, they cannot purchase or human habitation. Toxic chemicals and
receive any Weapon Training talents other runoff seep into the soil and groundwater,
than Solid Projectile and Low-Tech until and generation upon generation of heavy
they have gained at least enough XP to metal poisoning or carcinogen exposure
change Specialties for the first time. takes its toll- some Scrap Worlders simply
live with their twisted forms, while others
Scrap World choose to replace them with crude
machinery. A character from a Scrap World
In places where the Adeptus Mechanicus begins play with either a randomly-selected
hold sway, but their government is tenuous Minor Mutation or one Poor-Quality
or disorganized, all the byproducts and cybernetic limb of their choice.
waste of the Omnissiah’s endless industry Abberant Machine-Worshippers: Scrap-
begin to pile up. These Scrap Worlds are Worlders frequently have mixed feelings
covered in vast strata of machinery, junk about their planetary overlords, or may
and the detritus of countless industrial worship a version of the Omnissiah that is
projects, from the downed hulks of so far removed from the original as to be
voidships to simple garbage dumped by the almost unrecognizable. Regardless, they
inhabitants of other planets. The few have little love for the red-robed servants
miserable natives who eke out a living of the Cult Mechanicus, and the feeling is
among the scrap are a surprisingly hardy mutual. Scrap-Worlders recieve a -10
bunch, often used as tech-serfs by whatever penalty to any Interaction test with
masters might rule their world. A life members of the Adeptus Mechanicus or the
among long-dead machinery, industrial citizens of proper Forge Worlds.
waste and pollution teaches flexibility, Machine Survivalists: Characters from Scrap
ingenuity and a certain nihilistic Worlds recieve a +5 bonus to any Test to
tenaciousness- soldiers from Scrap Worlds make in-field repairs of mechanisms, or
are often valued, as they may have many of make unorthodox and illicit custom
the technological skills of a Forge Worlder modifications to their weapons and gear.
with fewer of the scruples.
Total Cost: 3 Pleasure World
Characteristic Bonus: +3 to Intelligence and
Agility, -3 to Toughness The Imperium has few true Pleasure
Skills: Tech-Use, Trade (Technomat), Worlds, and what constitutes pleasure
Survival, Linguistics (Techna-Lingua), varies from sector to sector, but their
Linguistics (Low Gothic), Navigate purpose is always the same- to provide
(Surface) leisure activities for the Imperial nobility,
Talents: Initiated Maintenance and Hardy or and even sometimes regular citizens. These
Hatred (Machines and Servitors) planets could be gigantic luxury resorts,
Wounds: -1 Starting Wound nature preserves, or even planets with an
53
unusually high number and quality of not without a deeper moral cost. Pleasure
brothels- there are no constants. Trained to Worlders begin play with 1d10+1 points of
comfort, please, and bend over backwards Corruption. However, they delay the
to the hoi polloi of the Imperium of Man, negative effects of any consumeable drug,
Pleasure Worlders almost universally make foodstuff or medicine for a number of
for terrible soldiers, employed only at truly hours equal to their Toughness Bonus.
desparate times. Some Pleasure Worlds may
maintain a stable of gladiatorial warriors, Ski Troops
but ceremonial arena combat simply cannot
compare to the battlefields upon which the This regiment is specially trained to
Imperial Guard regularly deploys. operate with high mobility in snow or icy
Total Cost: 3 Points conditions, using skis to move at great
Characteristic Modifiers: -3 to Toughness and speeds over terrain that would normally be
Willpower, +3 to Fellowship and impassable to infantry on foot. Such
Perception regiments favor fit and healthy soldiers- an
Skills: Sleight of Hand, Common Lore unfit skiier is a dead skiier on a battlefield.
(Imperium), Charm, Linguistics (Low Type: Special Equipment Doctrine
Gothic), and Perform or Trade (Pick One) Cost: 2 points
Wounds: -2 Starting Wounds Standard Regimental Kit: 1 pair of Skis, 1 pair
Fluency: Pleasure Worlders generally of Ski Poles, 1 Survival Suit per Player
interact with their clients in the language of Character.
the nobility, but such interactions generally
do not extend to the written word. Pleasure Bicycle Troops
Worlders can comfortably speak High
Gothic, but they may only be able to read a Though less common than other forms of
few words and certainly can't write it. mounted infantry, bicycle troops are useful
Eager to Please: The customer is always in urban environments or on extremely
right- on some Pleasure Worlds, this rough terrain, where the small size of their
mantra can mean the difference between vehicles can allow them to cover surprising
life and death, or at the very least life and am0unts of distance. The added logistical
life with a substantial tip. Pleasure Worlders benefits of bicycles, which require no fuel
gain a +10 to any test made to ingratiate and little maintenance, often appeals to
themselves with or suck up to their guerilla or reconnaissance units as well.
superiors, and -10 to any test made to resist, Type: Special Equipment Doctrine
ignore or otherwise countermand direct Cost: 2 points
orders from authority. Standard Regimental Kit: 1 Bicycle, 1
Excessive Lifestyles: Pleasure Worlders grow anointed maintenance kit, 1 spare tire per
up in conditions that many Imperials, even Player Character.
some nobles, would find unbelievably
decadent and depraved, and excesses of
food, drink and debauchery that would
poleaxe lesser men pass them by, though
54
Regimental Archetypes combat, all enemy characters within earshot
“You’re all heroes or something. It don’t matter. gain a +20 bonus to any tests to locate or
None of this matters.” detect them.
-Commissar Karolus Brutananadilewski,
Bellagian 698th Mascot
Bonus Skills: Charm, Common Lore (Local
All regiments in the Imperial guard have Front) or Bonus Aptitude: Fellowship
their characters, faces who stand out from Whether through luck, pluck or something
the crowd. The long-suffering wholly beyond their control, this character
quartermaster’s assistant, the histrionic is considered to be a mascot by other
regimental piper, the jolly sergeant who members of their regiment, and their
greets his men with a wink and a lho-stick; presence keeps morale high and soldiers
all can be expressed through Regimental willing to fight on. If they should come to
Archetypes. harm, however, that same morale will falter.
So long as this character is unhurt, all other
Regimental Archetypes are an optional allied characters from the same regiment
addition to Only War’s character creation gain a +10 to any Toughness or Willpower-
that functions not dis-similarly to the based Tests. If the mascot character suffers
advanced character creation packages from damage, these bonuses are removed until
Rogue Trader. Each Archetype can be such time as they are fully healed. If they
purchased on character creation for 300xp, are Heavily Damaged or suffer any more
providing a choice of a bonus Aptitude or damage beyond that, the bonuses instead
two Skills, as well as various other special become -10 penalties until such time as they
abilities to encourage effective RPing. A are fully healed.
character may only purchase one
Archetype, and the choice of Archetype is Joker
permanent. Bonus Skills: Scrutiny, Sleight of Hand or
Bonus Aptitude: Social
Born Sergeant This character always has a quip at the
Bonus Skills: Intimidate, Common Lore ready, a natural talent for cutting remarks,
(Imperial Guard) or Bonus Aptitude: and can be counted on to make light of the
Leadership grimmest situation. However, laughing at
This character was born with unusually danger is not necessarily the safest way to
strong lungs and a brazen voice that cuts preserve one’s psyche. This character can
through the din of battle. When it comes to use the Charm skill to perform the Inspire
being really loud, no one can compare. Special Action in combat as a Half Action.
They gain a +10 bonus to any Command However, any time they would take
test that involves screaming at the top of Insanity as a result of Fear effects, they
their lungs. Unfortunately, they sometimes gain a number of additional Insanity points
don’t realize how loud they are- If this equal to half their Fellowship Bonus,
character makes a Fellowship-based test rounded up.
while hiding, sneaking, or engaged in
55
depots. This character gains the effects of
One-Man Army the Scavengers regimental doctrine: They
Bonus Skills: Dodge, Parry or Bonus Aptitude: can choose to take a +10 to Logistics tests,
Finesse but if they roll doubles they attract
This character is a more than competent unwanted attention from the authorities. If
combatant, but their combat prowess tends their regiment already possesses the
to alienate their peers. Being at the top of Scavengers doctrine, they gain a further +10
your game inspires overconfidence and to the logistics test from the ability but also
vainglory in even the most seasoned attract attention on Logistics tests of 89-
veteran. This character gains a +10 bonus to 100.
all Fear tests so long as they are more than
10 meters away from the nearest allied Old-timer
character other than their comrade, but a - Bonus Skills: Common Lore (Local Front),
20 to Fear tests if they are less than 10 Awareness or Bonus Aptitude: Toughness
meters away. This character has seen the fires of battle
many times before, and has somehow lasted
Snitch this long. Whether they are a veteran of
Bonus Skills: Deceive, Security or Bonus their planet’s PDF, or a transferee from a
Aptitude: Social previous regiment, conflict has left them
This character is a necessary evil, a soldier skilled but marked by loss. Once per
who reports on their fellows to the political session, when this character would gain
officers of their regiment. While being a insanity as a result of Fear, they reduce the
snitch may have its perks, and has kept value gained by 1/2 their Willpower Bonus,
many a weasel, cheat and liar off the firing rounded up, to a minimum of 0. However,
line, no one likes a backstabbing sell-out. they begin play with 1d10+5 Insanity.
This character receives a +10 bonus to all
Fellowship-based tests with Commissars, Doc
disciplinarian officers or other stern Bonus Skills: Medicae, Scholastic Lore
authority figures, and a -10 penalty to all (Chymistry) or Bonus Aptitude: Intelligence
Fellowship-based tests with any character This character has a talent for mending
from their regiment or characters from scrapes and wounds, though they may not
other regiments who know that they are a have any formal medical training.
Snitch. Regardless, they are often called upon to
help in medical situations well beyond their
Black Marketeer knowledge, and their over-enthusiasm can
Bonus Skills: Commerce, Common Lore prove fatal. This character adds a further +1
(Calixis Sector) or Bonus Aptitude: Fellowship to the amount of wounds they heal with the
This character knows people who know First Aid special skill use. If this character
people, and other members of the regiment fails a Medicae test by more than four
come to them if they need items, weapons degrees, the subject of their ministrations
or gear above and beyond what can must make a Difficult (-10) Toughness Test
normally be found in Imperial supply or die from the complications.
56
This character feels a connection to the
Stickler wild places of the galaxy, and has a natural
Bonus Skills: Logic, Scholastic Lore sense of direction. They might feel more at
(Bureaucracy) or Bonus Aptitude: Knowledge home in deep woods, or the tunnels under a
This character has a stick up their bottom, hive, or the abandoned bowels of a
and can generally be counted on to be voidship. While they make for excellent
pedantic when it comes to the rules and natural guides, they are uncomfortable with
regulations of the Imperial Guard. When it advanced machinery and often feel scornful
comes to minutiae of paperwork, such of those not accustomed to the ways of the
humorless marionettes are valuable, but wild. Upon character creation, specify a
they are generally poor at taking the single type of environment such as Tundra,
initiative. This character takes a -10 to all Jungle, Desert, Hive Cities, etc as their
Willpower and Fellowship-based tests in home environment. This character increases
any situation where they do not have a the number of degrees of Success they get
direct chain of command to rely on, but on any passed Survival Test in their home
recieve a +10 to any tests involving the environment by 1, but takes takes a -5 to all
filling of paperwork or matters of official Fellowship-based tests with those not
doctrine. raised in a similar environment to them, and
a -10 to all Intelligence or Agility-based
Tinkerer tests to operate machinery or vehicles.
Bonus Skills: Trade (Technomat or Armorer),
Tech-Use or Bonus Aptitude: Tech Messenger
This character has a way with machines, but Bonus Skills: Athletics, Acrobatics or Bonus
not to the degree of a Techpriest of the Aptitude: Agility
Adeptus Mechanicus. While their abilities This character is fast, fast as a running
can be handy, and they are often in demand beast, and they know when it comes to any
for simple field repairs, they tend to attract race they’re going to win. Often called on
the enmity of those who maintain and to deliver parcels and orders, they will often
provide their weapons. If making weapon spend most of a fight moving at a rapid
customizations, this character takes no pace, and they tend to push themselves too
penalty to Trade tests for modifying far. Once per combat, this character may
weapons not part of their regiment’s Kit. double their Agility bonus for the purpose
This character recieves a -5 penalty to of calculating movement speed for 1d5
individual, but not Squad, Logistics tests, rounds. The first time they gain Fatigue
and a -10 penalty to all Fellowship-based each session they automatically gain an
tests with members of the Adeptus additional level.
Mechanicus.
Creep
Woodsman Bonus Skills: Intimidate, Sleight of Hand or
Bonus Skills: Survival or Navigate (Surface), Bonus Aptitude: Willpower
Scholastic Lore (Beasts) or Bonus Aptitude: This character makes people around them
Fieldcraft uncomfortable, plain and simple. They may
57
have a peculiar odour, or an unsavory sexual allied character to ignore the negative
proclivity, or a tendency to giggle at effects of a single point of Fatigue for the
exactly the wrong time, but regardless remainder of the fight as a Free Action.
people simply don’t like them, and they However, this character recieves a -20 to
often turn to darker places for solace. This any Fellowship tests when dealing with
character gains a +5 to Intimidate tests, superior officers, unless they share the
even if the skill is not Trained. Every time character’s specific pacifistic beliefs.
this character would gain Corruption they
gain an extra amount equal to half their Glory-Hound
Fellowship bonus rounded up. Bonus Skill: Athletics, Interrogation or Bonus
Aptitude: Offence
Spook This character believes wholeheartedly in
Bonus Skill: Psyniscience, Scholastic Lore the glory of combat, and seeks to kill their
(Numerology) or Bonus Aptitude: Psyker enemies as spectacularly as possible. They
This character is a magnet for weirdness, may also direct their passion for battle
and rumors abound of their supposed against their own allies, seeking out those
supernatural abilities. While this may not be with a less than enthusiastic attitude
the case, it is true that their souls are towards conflict. This character takes a -10
different from those of their peers, and penalty to their Willpower, Perception and
they may often find themselves blessed with Intelligence if they are unable to engage in
pretenatural luck or cursed with unnatural an ongoing fight or are in a situation where
evil. This character begins play with 10 they are being forced to retreat, but a +5 to
Corruption and a single Malignancy of those statistics when engaged in combat.
their choice. If they wish, they may choose
to spend 600xp at any time to purchase the
Psyker Trait, a Psy Rating of 1, and a single
Psychic Power with a cost of 200xp or less.
They may purchase higher Psy Ratings and
Psychic Powers as normal Sanctioned
Psykers, and count as Unbound when
determining Psychic Strength.
Objector
Bonus Skill: Dodge, Scholastic Lore
(Philosophy) or Bonus Aptitude: Defence
This character has moral or philosophical or
religious objections to fighting, but have
found themselves on the field of battle
anyways. While their beliefs can inspire
their allies to fight harder for a cause, they
are often seen as a liability in combat. Once
per combat, this character can encourage an
58
New Support Specialty Option Starting Skills: Commerce +10, Inquiry,
Sutler Scrutiny, Common Lore (Imperial Guard,
“Every man on this’ere battlefield needs the four Administratum), Scholastic Lore
basic food groups to keep ‘im fighting fit: corpse (Bureaucracy)
starch, rotgut, lho sticks and ammo! And I got all Starting Talents: Munitorum Influence, Peer
four!” (Administratum or Black Market), Ears to
-Sutler Scuggins, Bellagian 88th “Bateman’s the Ground, Weapon Training (Las or Solid
Cavaliers” Projectile, Low-Tech)
Specialist Equipment: Good-Quality Pump-
The representatives of the Munitorum on Action Shotgun with Extended Magazine
the battlefield, Sutlers are effectively or Good-Quality Lucius-Pattern Lasgun
combat supply officers. Mainly charged with Telescopic Sight, Survival Suit, Auto-
with protecting convoys of goods to the Quill
frontlines, they also Wounds: 7 + 1d5
serve as useful Sutler Advances:
merchants for The best Sutlers work alone on
equipment, food the battlefield. Though they may
and luxuries that have networks of contacts, and find
solders wouldn’t themselves swarmed by supplicants
normally be able to and hangers-on when in camp, they
acquire from their know that if you want something
regiments. done right, you do it yourself. Sutlers
Just as often do not gain a Comrade, but they can
outright buy the following advances for
thieves and themselves.
fraudsters as they
are honest Deep Pockets:
businessmen, Cost: 400xp
the Once per character per combat, the
Munitorum’s Sutler can dig around and scrounge
vast and up a few extra rounds of specialty
disorganized Sutler ammunition to give to their companions.
Corps weaves its tenuous grasp throughout A character within 2m of the Sutler can load
the Astra Militarum. Sutlers can be found their current weapon with one Clip full of
on any battlefield where there are logistics one unusual ammunition, generated below.
to be managed, troops with disposeable They must spend their next action(s), as
income, and loot to be stolen. many as are needed, reloading. At the end
of combat, any remaining ammunition in
Characteristic Bonus: +5 Fellowship the clip is lost as it returns to the Sutler's
Starting Aptitudes: Toughness, Fellowship, vast mess of trinkets and gewgaws. Bullets
Social, Defence, Fieldcraft, Perception don't grow on trees, after all.
59
Autoguns (Roll 1d10): anyone who can’t be trusted to maintain
1-3. Tracer Rounds their equipment can’t be trusted as a
4. Amputator Rounds customer. When any ally within 5 meters of
5. Bleeder Rounds the Sutler succeeds on a Ballistic Skill Test
6. Dumdum Bullets to clear a jammed weapon, they do not
7. Expander Rounds waste the ammunition in the weapon,
8. Man-Stopper Bullets though it still needs to be reloaded.
9. Subsonic Stub Rounds
10. Sutler’s Choice You Owe Me:
Cost: 500xp
Shotguns (Roll 1d10) Sutlers are the social heart of the
1-3. Tracer Rounds Munitorum, spreading rumors, favors and
4-5. Amputator Shells gossip as fast as they redistribute material
6-7. Inferno Shells wealth. Further, because they are
8-9. Solid Slugs technically outside the chain of command,
10. Sutler’s Choice their social influence can spread
surprisingly far, and influence those whose
Lasguns (Roll 1d10) authority would otherwise be inviolate. A
1-2. Hotshot Charge Pack Sutler with this ability can use their
3-4. Lo-Charge Pack network of contacts and debtors to make
5-6. Blitz Pack things happen on the battlefield, and fast.
7-8. Scrapmaker Pack Once per session, a Sutler can decide to pull
9. Mars-Pattern Charge Pack strings and add the party’s Logistics score
10. Sutler’s Choice to any one test by themselves or an ally to
get a favor from a superior officer or
Circle the Wagons: member of an allied force who otherwise
Cost: 300xp does not answer to them. This Test ignores
Sutlers seldom see offensive combat, but any penalties for poor reputation or
any supply officer worth their salt has an Dispositions, and invokes no extra penalties
eye for the defensive. At the end of each if it fails. Such a test could be used to
turn in which they do not enter Overwatch, requisition an armoured vehicle, call in (or
a Sutler automatically gains a free use of the call off) an artillery strike, request
Overwatch action, and can make one Single emergency medical aid, a stay of execution,
Shot attack against the first enemy that or anything similar.
enters their standard cone of fire. If the
Sutler dodges or is attacked in melee, this
effect is lost.
60
New Advanced Specialty Options New Aptitudes: Ballistic Skill, Tech or
Caravaneer Toughness, Social, Agility, Fieldcraft,
“Good mornin’ Commissar/Good morning to you, Perception
son/Do you need a new ‘vanner/down on your new New Talents: Either Hunter’s Instincts and
trench run? Excellent Cook or Ace Operator or Skilled
-Traditional song of the Regonian 87th Rider
“Morris’ Rangers” Specialist Equipment: Mono-Groxwhip or
Good-Craftsmanship Hand Cannon or
The Munitorum by and large uses Hotshot Laspistol, Cavalry Mount with
spaceborne vehicles to distribute its Riding Tack or Centaur Carrier
supplies, but as always the Imperial Navy Specialist Advances:
cannot be everywhere at once. In places
where Imperial fronts are stretched thin, Ornery Cuss:
the Munitorum’s Sutlers step to the fore, Cost: 300xp
using their skill and tenacity to transport Mounted Caravaneers are famous for their
war materiel, food, and key personnel foul attitude, lack of patience for the
through unbelievably hostile conditions. incompetent, and refusal to die under the
direst circumstances. The same often
The Caravaneers, as they are known, take applies to their mounts. The Caravaneer
on many forms- some might be gains a +10 to any Tests to resist taking
commanders of large convoys of transport levels of Fatigue, and can ignore their first
vehicles, always on the alert for predatory level of Fatigue so long as they are
raiders, while others might be the drivers of mounted. Their Mount gains the Enduring
huge herds of food animals or beasts of Mount Trait (See Hammer of the Emperor
burden, wary for those who might try to p.137). If it already has Enduring, it
interrupt their trek. Armed with increases its Toughness by 5.
lightweight gear, a can-do attitude and a
talent for survival in harsh environments, Bodger:
they roam the rear lines of the Guard, Cost: 300xp
delivering supplies wherever they need to Through an ingenious collection of
go. There is no official training to become a kludges, jury-rigging and unsanctioned
Caraveneer, nor is it anything like an modifications that would make a Techpriest
official title- rather, it is a role that many weep, Caravaneers keep their vehicles
Sutlers find themselves falling into as the running whatever the cost. As a Full Action,
situation demands it. They are a hardy lot, a Caravaneer can make a Challenging (+0)
and their presence on a distant battlefield Intelligence Test to cause a vehicle to
may be the only connection with ignore the effects of one of the following
civilization a Guardsman has. Vehicle Conditions for 24 hours x their
Intelligence Bonus. This ability can only be
Prerequisite Speciality: Sutler active on a single vehicle at a time.
• Fire Damaged
• Motive Systems Impaired
61
• Targeting Systems Destroyed gains a +10 on their Ballistic Skill Tests to
• Weapon/Turret Locked hit, and a bonus to their Damage equal to
• Weapon Disabled one half their Perception Bonus, rounded
If these modifications are ever discovered up.
by an unfriendly or otherwise high-ranking
member of the Adeptus Mechanicus, the Convoy Master:
Caravaneer gains the Enemy (Adeptus Cost: 400xp
Mechanicus) Talent. This can happen Every Imperial supply convoy overland will
multiple times, attract hangers-
and the effect on of some kind.
will stack. Some are
harmless, but in
Mounted the thick of
Rifleman: battle the last
Cost: 400xp thing any
To protect a Caravaneer
supply caravan, a wants to find is
Caravaneer must that someone has
first protect nicked their
themselves, and cargo. To that
the best know end, they exhort
that mobility is vehicle crews to
the key to keep an eye out
defense when for trouble.
dealing with a Whenever the
long, slow other crew
supply train. To members of a
this end, many vehicle a
Caravaneers Caravaneer is
become superb riding or
mounted operating make
riflemen, capable Overwatch
of aimed shots attacks, they
from the back of increase the
beasts that would damage of those
put marksmen to attacks by one
shame. When half the
making Single Caravaneer’s
Shot ranged Perception
attacks from the Bonus, rounded
back of a Mount, up.
a Caravaneer
62
battlefield, they act as an unyielding
Inquisitorial Agent bulwark of faith to turn back the darkness
“When there's aught afoot/In your subsector/where wrought by the enemies of Man.
can you seek aid?/Stormtroopers!”
-Informal anthem of the Ixaniad Prerequisite Speciality: Stormtrooper
Inquisitorial Tempestus New Aptitudes: Ballistic Skill, Fieldcraft,
Finesse, Knowledge, Willpower,
Generally, the Inquisitorial Leadership
Stormtroopers stand apart New Talents: Either Resistance
from their more (Psychic Powers) and Jaded or
conventional Tempestus Inspire Wrath
brethren, and their Specialist Equipment: Good-
training is far more Craftsmanship Stormtrooper
couched in secrecy than Carapace, Good-Craftsmanship
that of ‘ordinary’ Hotshot Lasgun with Laser Sight
Tempestus Scions. The and the Sanctified Quality
personal enforcers of the Specialist Advances:
Inquisition, as well as
guards for the Divine Inspiration:
nightmarish Black Ships Cost: 400xp
and hidden Inquisitorial Once per combat, an
facilities, these elite Inquisitorial Agent may spend a Half
soldiers are trained to Action to allow all allies within a
fight off threats that radius equal to their Willpower
attack the soul as much Bonus to gain the positive effects
as they do the body. Most of the of a single Talent the Agent
‘Inquisitorial’ Stormtroopers who serve knows until the end of their next
alongside the Imperial Guard, however, are turn, even if they do not meet
merely regular Stormtroopers who, the prerequisites.
whether through personal valor,
uncommon fortitude or sheer misfortune Sanctified Firepower:
have captured the attention of an Cost: 500xp
Inquisitor. Fast-tracked for mental Effect: As a Full Action, an Inquisitorial
fortitude training and equipped with gear Agent can make an Ordinary (+10)
significantly better than their compatriots, Command or Intimidate Test- if the test
they are often deployed to bolster succeeds, the weapons of all allies within 5
conventional forces in the fight against meters gain the Sanctified and Proven (X)
xenos psykers or the works Chaos. Their Weapon Qualities, where X is 2 + the
combat tactics lack much of the mobility of number of Degrees of Success scored on
their peers- it is useless to attempt to the test, to a maximum of 6. This effect lasts
outrun beings whose minds are their for the remainder of combat.
deadliest weapons, after all. On the
63
Intruder New Talents: Either Lone Wolf and Ambush
“You're pretty good.” or Crippling Strike
-Tempestus Major Samuel Pliskin, Specialist Equipment: Synskin, Good-
moments before garroting an Ork Craftsmanship Preysense Goggles, Best-
Kommando Craftsmanship Welreus with Expander
Rounds or Good-Craftsmanship Delileus
The Tempestus has many units who with Expander Rounds
function as infiltrators or covert insertion Specialist Advances:
troops, operating under cover of darkness,
sensor jamming or Cameleoline to encircle, CQC Mastery
pin down and instil terror in their enemies. Cost: 200xp
Those from these regiments who truly Effect: Sometimes the nature of an
excel at tactical espionage, who are not just infiltration mission means that conventional
good soldiers but good intelligence engageement with melee or ranged
officers, are trained as Intruders. Their weapons simply isn't tactically
instruction brings them nearly to the level advantageous. Fortunately, the Intruders
of skill of the nightmare agents of the are trained to use their enemies' bodies
Officio Assassinorium; like ghosts or against them, turning the tide of a melee
serpents, they slowly and methodically with lightning speed. The Intruder gains a
creep their way into enemy fortresses, +10 bonus to Tests made as part of a Stun,
leaving a string of dead or unconscious Disarm or Take Down Action.
guards in their wake. Intruders almost
always work alone, supported over vox by a Once per combat, when engaged in melee
network of tactical officers, civilian by an enemy, an Intruder may attempt a
specialists and Techpriests. Though seldom Disarm Test as a Reaction with a +20
seen on conventional battlefields, they bonus. If the Test succeeds, the enemy
make their presence known in sieges, attack fails and the enemy is disarmed as
occupations or any other situation where normal. If it succeeds by more than 3
covert operations are the order of the day. degrees, the target is also knocked Prone.
Where they operate, enemy officers have a
knack for turning up dead, or kidnapped, Sneaking Mission
vital documents seem to disappear from the Cost: 300xp
middle of heavily-defended compounds, Effect: Nothing ruins a prison break or
and terrifying enemy war machines fall prey hostage extraction faster than a loud or
to relentlessly precise sabotage. When an clumsy compatriot, and the Intruders train
Intruder is present, the very nature of war constantly to deal with such eventualities.
changes. For a number of minutes per day equal to
Prerequisite Speciality: Stormtrooper the Intruder’s Agility Bonus, all allies
New Aptitudes: Agility, Weapon Skill, within a 5-meter radius of them gain a +20
Ballistic Skill, Perception, Finesse, to all Agility and Perception-based tests.
Fieldcraft
64
Long-Range Patroller Specialist Advances:
“For enemy, day we visit base is worst day of
entire life. For us, is Tuesday.” Not by Strength but Guile:
-Anonymous, Katyushan 4th Advance Cost: 400xp
Spotters Motorcycle Unit Effect: The Patrollers are trained in driving
techniques that even other Stormtroopers
The Imperial Navy is always reluctant to would find almost suicidally dangerous, but
deploy aerial and space forces to a conflict their effectiveness is undeniable. Few foes
unless they absolutely must, and the are equipped for the sight of a Tauros
frequent need amongst the Imperial Guard Venator careening across the desert on only
for battlefield intelligence has led to the two wheels, or a Leman Russ ramping off
formation of long-range patrol units. the ruins of a bridge. The Patroller gains a
Operating in environments where orbital or +20 bonus to Operate tests to Jink, perform
aerial surveillance is impossible or Evasive Manoeuvres, or Floor It!
impractical, these small Stormtrooper
divisions focus on extreme mobility for Additionally, they ignore any penalties on
long periods of time, bypassing or vehicle Repair Tests caused by harsh
punching through enemy strongpoints to environments or inadequate tools.
reconnoitre well behind the lines. Such
soldiers needs must be patient, observant, Astra Militarum Taxi Service:
and remarkably tenacious, as they may well Cost: 200xp
operate on missions with little to no Effect: Often seconded to non-Tempestus
support from their own forces. Most use units, the best Patrollers learn quickly how
customized versions of the Tauros or to keep their passengers (and themselves),
similar light vehicles, equipped with alive on vehicular voyages that would
gigantic spare fuel tanks and packed with as endanger the lives of lesser men. All allies
much observation equipment and spare within 5 meters of a Patroller gain the
weaponry as their strained chassis can effects of all the Patroller's Heightened
manage. In a pinch, this deliberate Senses or Resistance Talents. If they
overarming allows Patrollers to operate not already have the same Talent or Talents,
just as recon troops, but also as raiding the effects of the two stack.
parties, harassing supply lines and
destroying the lines of communication. Decisive Firepower
Prerequisite Speciality: Stormtrooper Cost: 200xp
New Aptitudes: Agility, Tech, Fieldcraft, Effect: On the offensive, the Patrollers
Perception, Toughness, Offence know that striking as quickly as possible,
New Talents: Either Resistance (Cold and and as hard as possible, can be the deciding
Heat) or Tireless factor in victory. The weapons of any
Specialist Equipment: Good-Craftsmanship vehicle the Patroller crews all gain Proven
Magnoculars, Good-Craftsmanship (4).
Survival Suit, Omnitool, Hotshot Laspistol
with Laser Sight
65
Paymaster Paymasters are there to ensure the cash
“LODS OF EMONE” flows on time, and to the right people.
-Personal Motto of Paymaster Donnal Naturally, their influence is widespread and
Takarada very, very well-respected.
66
Combat Bounties: Wolves of the Spinward Front:
Cost: 500xp Cost: 300xp
Many Imperial regiments issue bounties for When a front begins to dissolve and turn to
trophies taken from dead enemies, as a way anarchy, or when the order of a regiment
to incentivize their soldiers to greater dissolves and its soldiers begin to loot,
ferocity. Sutlers will often issues slightly pillage and plunder, their first target will
less formal encouragaments, to the same often be regimental cash stores- gold may
effect. not fill the stomach, but it certainly fills the
imagination. Paymasters know they are
A Paymaster with this ability may spend a always under threat, and seek to defend the
Fate Point to cause the attacks of all allies Munitorum’s assets with merciless force.
within a radius equal to the Paymaster’s
Fellowship Bonus to gain a Damage and A Paymaster with this ability gains a +10 to
Penetration bonus equal to the party’s the Opposed Agility Test to act first in
Logistics Bonus. The Logistics Bonus is, of Overwatch. Whenever they make a
course, the tens digit of the party’s succesful ranged Overwatch attack, they
Logistics Rating. This ability lasts for the Pinning Test the enemy must undertake
duration of the combat in which it is increases in difficulty by an amount equal to
activated. It can be activated any number of the squad’s Logistics Score -10, to a
times in a session, over multiple combats, minimum of 5.
but every activation after the first decreases
the party’s Logistics Rating by 1 in addition
to the Fate Point cost.
67
Psykana Haplotist Specialist Advances:
“You call yourselves premiere psykers. I say no:
you have only just begun.” Enlightened Overseer
-Master Xavier Yurishima, founder of the Type: Passive
Collegia Haplotica Cost: 300xp
Effect: A Haplotist’s Overseer has witnessed
Though the Tennanlower Haplotists have the culmination of whatever their charge’s
long since vanished into the irradiated ruins chosen school of witchery is, and has
of their homeworld, their ideas have spread learned how best to resist its perils. Many
across the Galaxy, and some members of will go out of their way to warn those
the Psykana still train the occasional around them of the unpredictable powers
Haplotic psyker. Yet more stumble across of the Haplotist, to minimize any collateral
the works of the Haplotists, especially damage. As long as the Haplotist’s
Xavier Yurishima’s seminal Una Mens ad Companion is in Cohesion, all allies within
Unius, and embark on the path by a number of meters equal to the Haplotist’s
themselves. The result is the same: psykers Fellowship Bonus x 2 gain a +20 bonus to
who focus on a single discipline to the any Test to resist powers of the same
exclusion of all others, suppressing most of Discipline as the Haplotist’s.
their latent abilities in order to force their
specialty to become stronger. Rare on the Ways of the Haplotist
battlefield, these overspecialized psykers “Telekine, telepath, biomancer, pyrokineticist,
can be incredibly devastating, wielding diviner. By your powers combined, you are...
incredible abilities that go well beyond that unstoppable!”
of their conventional brethren, and with -Xavier Yurishima, addressing the Collegia
greater stability than most. Becoming a
Haplotist requires considerable mental Each Haplotist selects a single Way, and
effort and a great deal of training- weak focuses on it to the exclusion of everything
Haplotists tend to end up insane or dead. else. Upon switching into the Haplotist
Haplotists wield a variety of specialized Advanced Specialty, select one of the Ways
equipment developped by the Psykana and below. This choice can only be made once
the Collegia Haplotica, but their reliance and is permanent. The Way you select must
on a single psychic discipline can leave them match the Discipline you selected for the
vulnerable when confronted with the larger Haplotic Focus talent.
range of abilities available to other Psykers.
Prerequisite Speciality: Sanctioned Psyker Way of the Dynamiphore
New Aptitudes: Psyker, Willpower, Discipline: Telekinesis
Intelligence, Offence, Defence, Toughness Haplotic Talent: Lightning Reflexes
New Talents: Haplotic Focus and Haplotic Dynamiphores study the power of motion,
Talent (See Below) and, by the consumption of a variety of
Specialist Equipment: Hexagrammatic Robes, reflex-enhancing substances, become ever-
Aether Staff, Poor-Craftsmanship moving masses of tics and jitters, claiming
Wavespar Harness that by living in motion they understand
68
the forces their minds can exert. They are
ferociously able telekines, able to move Way of the Numinous Esper
immense masses into the air, though their Discipline: Telepathy
focus is often overly-precise, and they Haplotic Talent: Peer (Adeptus Astra
struggle to telekinetically control more Telepathica)
than one object at a time. Numinous Espers believe their path lies
within the thoughts of others, and they are
Grand Defiance: Within an atmosphere, constantly listening in on the surface
planetary gravity is the greatest limiter of thoughts of all those around them,
motion, or so claim some Dynamiphores. subsuming their own personalities in the
Their greatest triumph is being able to babble of their surroundings. Though they
exert so much mental pressure they can almost always come across as silent or
ignore gravity entirely. This power allows a unemotional, they experience a constant
Dynamiphore to make a Very Hard (-30) and overriding empathy. Numinous Espers
Willpower Test as a Full Action to activate almost always get along well with
one of two effects. Rolling doubles on the Astropaths, as the former have an
test or failing it generates Psychic understanding of the troubles of the latter
Phenomena. yet are much more apt at communicating
1. The Dynamiphore can levitate their needs to non-psychic individuals.
themselves, gaining the Flyer (X) trait, Many Imperial Guard commanders dislike
where X is 2 + their Psy Rating. While working with Numinous Espers even more
flying, they can continue to manifest so than regular Sanctioned Psykers because
powers as normal, but their Psy Rating is of the absence of privacy their presence
treated as being 2 for the purposes of entails, but their combat abilities are
manifesting. They cannot manifest the inarguable.
alternate power of Grand Defiance (see
below) while flying. This power lasts for a Great Link: The true power of the
number of rounds equal to their Willpower Numinous Esper is their ability to break
Bonus. At the end of the last round, they down the barriers around the subconscious
settle slowly to the ground, unharmed. mind, unlocking the buried thoughts of
2. Alternately, the Dynamiphore may cast human beings and sharing them. These so-
Grand Defiance on a single object weighing called Great Links synchronzie the
up to 1000kg x their Psy Rating. They may unconscious minds of the Esper and their
continue levitating the object for as long as targets, causing the entire group
they choose, moving it a number of meters consciousness to think alike- subjects of a
equal to their Willpower Bonus per round. link may not notice it, but they move faster,
For ever round after the first 5, they take react with more coordination and have an
one point of Fatigue. When they end the instinctual knowledge of the thoughts of
power, the object drops out of the air. their allies.
69
create a Great Link between themselves fates in the simple mathematical motions of
and a number of allies or enemies within the dice. Many battlefield commanders find
range equal to 2 x their Willpower Bonus. their pronouncements and their curiously
Rolling doubles on the test or failing it stilted combat style quite weird, but their
causes the Esper to take 1d5 + 5 points of tendency to seemingly generate good luck
Insanity, and triggers Psychic Phenomena. has earned them a welcome place in the
All allied subjects of the link gain the Guard.
Unnatural Characteristic (2) Trait for every
single one of their Characteristics, for a Rend Chance: The Aeons are not limited to
number of Rounds equal to one half the predicting the future, and can, by focusing
Esper’s Fellowship Bonus, rounded down. all their strength, alter it. This ability is
Upon the end of the final round all outwardly discouraged by the Psykana, but
involved in the link must make an Ordinary more high-ranking Aeons than will admit
(+10) Willpower Test or take a number of know how to use it and have. A Planete
Insanity Points equal to the duration of the Aeon may make a Very Hard (-30)
power in rounds. Enemies in the link take a Willpower Test as a Full Action. If they fail
-2 penalty to all of their Ability Bonuses for or get doubles, they trigger Psychic
the duration of the power as their minds are Phenomena and take 1d5 +1 points of both
clouded with errant thoughts and psychic Insanity and Corruption as their mind
noise, and the Willpower Test they make at becomes briefly unstuck from time. If they
the end of the power is Difficult (-10). succeed, they make pick a single dice roll
made during the next round of combat and
Way of the Planete Aeon change the result to whatever number they
Discipline: Divination would like. This can effect their dice rolls,
Haplotic Talent: Blind Fighting allied dice rolls, and even the dice rolls of
Planete Aeons are cold, intellectual masters enemies. Rolls changed by an Aeon cannot
of probabilities. They forgo many of the be rerolled or otherwise ignored.
mystical ties of common Imperial diviners
for a detached and systematic study of Way of the Journeyman Humorite
statistical likelihoods and the regular Discipline: Biomancy
algebraic patterns that underlie day-to-day Haplotic Talent: Sound Constitution
existence. Curiously, one of the most Journeymen are bon-vivants who take joy
common forms of study is through mock in the lives the God-Emperor has given
combat- Aeons scrutinize fighters to be them. Large of appetite and large of heart,
able to quantify every single one of their they make it their purpose to foster growth
movements, and develop an ingrained, and life wheresoever they may be. Their
academic understanding of the motions of training, paradoxically, involves want and
battle, allowing them to essentially fight by deprivation, starving themselves and living
rote muscle memory even if disoriented by alone in the wilderness until all their
darkness or injury. Aeons are also worldly possessions have rotted away. Only
compulsive gamblers, seeing the power of by accepting the joyousness of merely
time, random chance and perhaps even the existing and perservering can they take the
70
Way of the Humorite, combining their critical damage spontaneously as the
positive outlook with a great deal of energies knitting their tissues together fail.
biomantic and medical training. Though If they suffered any additional Critical
they are not welcome in the field hospitals Damage since the beginning of the power,
of the Imperial Guard in the same way that, they also receive 1 point of Corruption and
say, Sisters Hospitaller might be, their Insanity for every point of Critical Damage
grasp over more arcane methods of life- taken.
preservation can bring Guardsmen back
from the most heinous of wounds. Way of the Thermifer
Curiously, it is the Mechanicus who take Discipline: Pyromancy
objection to the work of the Humorites, for Haplotic Talent: Resistance (Heat)
they feel that the life-energy-manipulation While the common pyromaniac may take
techniques they have perfected come joy in kindling a flame, and the Incinerants
dangerously close to violating the of the Ministorum zealous passion, the
Mechanicus precepts against reanimating Thermifers see their abilities as a cosmic
the dead. necessity, pushing back the slow
inevitability of entropy. For them, it
Deny Death: By concentrating a truly matters not from whence the flame flows,
immense amount of life energy via the only that it does. Lean, quick-tempered
Warp, a Humorite can force tissue near (from years of eating burnt food, as the
them to cling to life even in the face of pleasures of the flesh are seen as impure),
devastating wounds, a technique which can and covered with burn scars, the Thermifers
save lives, though at a gruesome cost. This are a grim and humorless lot, until they
power is incredibly useful in surgery or enter into combat. When their anger is set
battlefield medicine, but when used on the alight, they burn with a screaming, raving
uninjured it takes on a more sinister pall. As passion that puts even the zealots of the
a Full Action, a Journeyman Humorite may Imperial Cult to shame, raging against the
make a Very Hard (-30) Willpower Test. dying of the light. The Emperor is their
Failing the test or rolling doubles triggers God of Fire, source of their psychic gift,
Psychic Phenomena and causes them to take and they intend to honour Him on his
a number of Wounds equal to their Psy Throne with gifts of heat and light. Fire for
Rating as the life energy surges out of their the Lord of Flames! Embers for his
body. If the Test succeeds, all allies within a Enemies!
10 meter radius are incapable of dying for a
number of rounds equal to 10 + the Radiant Accelerance: Thermifers do not
Humorite’s Willpower Bonus. They ignore merely manipulate flame, but all forms of
any Critical Damage effects that cause heat and high-energy matter, and their
Stunning, Fatigue, Blood Loss or Death, most direct application of this technique is a
but not those that cause loss of limbs or powerful one indeed. By converting Warp
organs, such as Blindness. Once the energy directly into thermal potential
duration of the power ends, all those energy and feeding it into the surrounding
effected experience the effects of their environment, they can vastly accelerate the
71
movement of particles, turning small fires wave of heat the end of the reaction
into mighty conflagrations and bolts of releases.
high-energy plasma into apocalyptically
powerful weapons. As a Full Action, a
Thermifer may make a Very Hard (-30)
Willpower Test to enhance the power of all
energetic reactions within a radius of 10+
his Willpower Bonus meters. If the test fails
or rolls doubles, the Thermifer takes 2d10
points of Toughness Damage and triggers
Psychic Phenomena. Any weapon or
damaging effect with the Energy or
Explosive type, including mundane fires,
gain a bonus to their Damage and
Penetration equal to 1 + the Thermifer’s
Willpower Bonus. This effect lasts for a
number of Turns equal to 1 + the
Thermifer’s Toughness Bonus. Anyone in
the area of effect as the power ends must
make a Challenging (+0) Toughness Test or
gain 1d5 points of Fatigue from the sudden
The all-too-frequent side effect of improperly applied Haplotic techniques. Fortunately, this particular mistake was a minor
one, and did not tear open a warp rift.
72
Psykana Savant followers as they do smiting the enemy with
“Gentlemen, in exactly 37 seconds four Orks will psychic energy. Despite their mystic
crest that ridge. The two on the left will be armed talents, many Savants do not stand out
with axes- squads one and two, you will much from the troopers around them- any
neutralize. The two on the right have guns. Leave sensible Savant knows that survivability and
them to me.” armour protection override the stylistic
-Lieutenant-Savant Vale Revok, in action tenets of the Psykana when one’s life is on
with the Edelweiss 114th the line.
Those Sanctioned Psykers Xavier Yurishima, from his days as a Savant stationed with the Valhallan Ice Warriors.
who survive their first
encounter with an enemy often find that Prerequisite Speciality: Sanctioned Psyker
promotion comes easily- despite their New Aptitudes: Psyker, Willpower,
training many Sanctionites are unequipped Leadership, Social, Fieldcraft, Offense
for battlefield conditions, and those New Talents: Either Combat Formation and
psykers who can keep their heads (often Air of Authority or Iron Discipline
literally), or who demonstrate capable Specialist Equipment: Suit of Carapace
leadership abilities will be promoted to the Armour, Good-Quality Chainsword or
rank of Savant, often assigned squads of Common-Quality Power Maul, Common-
novice Combat Psykers or even ordinary Quality Bolt Pistol or Good-Quality Hand
troopers to lead. Though they tend not to Cannon or Good-Quality Hand Flamer,
get along well with their men, for the Psy Focus.
superstitions against psykers are Specialist Advances:
understandably well-entrenched, the close
coordination between their supernatural Snap Invocation
powers and a well-trained body of men can Type: Passive
change the course of whole battles. Savants Cost: 500xp
are found leading from the front, spending Effect: The finest combat psykers have
as much time issuing commands to their learned to rely on their powers even while
73
deftly dodging incoming fire or engaged in for a Psykana Overseer charged with
the fiercest of melees, and they have supervising, controlling and protecting
learned to manifest their abilities with their companion. The Overseers of Savants
remarkable speed. tend to be just as battle-hardened as those
they accompany, and can often coordinate
In combat, the Savant can choose to manoeuvres with their Savant at a nearly
manifest a power at an accelerated rate- a instinctual level.
power requiring a Full Action instead takes
a Half Action, and one that would normally As long as their Comrade is in Cohesion, a
be a Half Action instead manifests as a Free Savant with this upgrade gets a +5 bonus to
Action. They can still only manifest one all Dodge, Parry and Awareness Tests on
power per Turn, any all powers manifested any turn where they have not manifested
this way automatically generate Psychic any powers.
Phenomena with a +20 on the roll.
Psychic Corona
Type: Full Action
Cost: 300xp
Effect: The psychological effect of a combat
psyker, especially against foes unfamiliar
with warp magic, cannot be
underestimated, and many Savants are quick
to exploit this.
Veteran Overseer
Type: Passive
Cost: 200xp
Effect: Following a Savant into the fires of
battle is a truly herculean task, especially
74
Psykana Scholar combatants- while they can still bring to
“The Emperor has buried all the secrets of bear their psychic might, it is their insights
Mankind in the depths of the great unexplored into any number of strange and obscure
realm of the subconscious- if knowledge is indeed topics that make them most valuable. As
power, then are we, the thinkers, not the most they are generally expected to be
powerful of all?” noncombatants, most Scholars are issued
-excerpt from the Librium Mnemonicae fairly heavy defensive gear, and a copy of
the Librium Mnemonicae, a text
Though it is most famed as the trainer and developped by the Psykana which is
overseer of the Sanctioned Psykers, designed to put the reader into a meditative
Astropaths and various other official warp- mindset to better recall information.
manipulating Prerequisite
individuals Speciality:
used by the Sanctioned
Imperium of Psyker
Man, the New
Adeptus Aptitudes:
Astra Intelligence,
Telepathica Knowledge,
is also to a Perception,
large degree Psyker,
a research Willpower,
institution. Defence
Charged New Talents:
with the Either Total
study of all Recall and
things related to the human mind, from Polyglot or Foresight
simple psychology to the biological Specialist Equipment: Hexagrammatic Robes,
functions of psychic manifestation, the Librium Mnemonicae, Poor-Quality
Scholars of the Psykana can be found at Refractor Field, Psy Focus
work all across the Imperium. Most Specialist Advances:
Scholars are trained from a young age,
selected from those Sanctionites who Palace of the Mind
demonstrate a particular gift for study and Type: Order (Full Action)
classical instruction, but more Cost: 200 xp
conventionally-trained veteran psykers who Effect: The Scholar’s internal perception of
have been in the right place at the right their mind has been shaped by training or
time, or who have picked up useful habit into an intricate maze of imaginary
knowledge in the course of their duties may “rooms”, each containing carefully
be field-promoted to the role of Scholar. arranged data. The Scholar can have their
Their role on the battlefields of Ixaniad comrade recite a series of predetermined
and Calixis is firmly in support of code-phrases that will lock the Scholar into
75
their Mind Palace, deadening their senses be used once every 24 hours. If the Psyker’s
but greatly increasing their capacity for body is injured while they are engaged in a
recall. Temporal Projection, the projection is
immediately returned to their body and
A Comrade in cohesion can recite the code they take 1d10 points of Insanity in addition
words as a Half Action, causing the Scholar to the damage of the attack.
to enter the Palace for any length of time-
while they are in their Palace they recieve a
+20 bonus to all Intelligence, Toughness Dark Secret
and Willpower-based Tests, but a -20 to all Type: Half Action
Agility, Strength and Perception-based Cost: 500xp
Tests. A Scholar who is in their Palace can Effect: The Scholar can look deep within
only make half-action moves until they themselves and beyond, pulling free arcane
leave the Palace. Leaving the Palace knowledge from the depths of their
requires a Full Action as they slowly come subconscious, or even the Warp, and use
back to their senses. their own powers to use it against their
enemies.
Temporal Projection
Type: Full Action Once per Combat, a Scholar may make a
Cost: 500xp Hard (-20) Intelligence Test and designate
Effect: The Scholar can temporarily a single enemy target- if the Test succeeds,
transcend their physical form, letting their that target loses the benefits of a single
mind drift through the physical world positive Trait, as selected by the Scholar,
unhindered by ordinary threats. for the duration of the combat. If the
Scholar fails the Test by more than one
Creating a temporal projection requires a degree, they take 1d5+1 points of Insanity
Difficult (-10) Willpower Test and a minute and a number of points of Fatigue equal to
of meditation, upon which the Scholar’s their Degrees of Failure, as they dredge up
body is treated as Helpless. The temporal knowledge they were perhaps not meant to
projection has all the same stats as the know.
Scholar, but has the Phase trait. The
Scholar can use their psychic powers while
they are Phased, but their Psy Rating is
reduced to 2 and their powers always
trigger Psychic Phenomena. At any time, a
Scholar can end their projection as a Full
Action.
76
Raider presence of one on a trench line can turn a
“Either we all win, or we all die.” grinding war of attrition back into a
-Motto of the Edelweiss 2nd “Mutigmann” winnable war of mobility.
Light Infantry Regiment Prerequisite Speciality: Stormtrooper
New Aptitudes: Agility, Weapon Skill,
Fieldcraft, Finesse, Offence, Willpower
New Talents: Either Trench Raider and
Evasive or Hip Shooting or Swift Attack
Specialist Equipment: Best-Craftsmanship
Mono Warknife or Best-Craftsmanship
Shock Maul, 2 x Concussion Grenade, 1 x
Krak Grenade, Stormtrooper Carapace
Specialist Advances:
Storm Tactics
Cost: 300xp
Effect: Raiders have the importance of
high-speed, low-drag shock warfare drilled
in to them, and are more than willing to
Though the tank , skimmer and drop pod encourage their comrades-in-arms to
have long proved their worth in breaking match them. The Raider’s base movement
the stalemate of trench warfare, the speed is increased by 2 meters. All allies
Imperium often finds itself in situations within a 5-meter radius of the Raider
where even such technologies cannot crack increase their movement speed by 1 meter
enemy positions. It is for these desperate and gain a +2 to all Initiative tests.
attacks against heavily entrenched positions
that the Tempestus Raiders were created. Terror Weapons
These elite storm forces forgo many of the Cost: 400xp
heavy weapons of their more conventional Effect: Though their tactics focus primarily
kin for a focus on mobility, grenades, and on light weaponry, the Raiders are no
hand-to-hand combat. They rapidly pass strangers to the devastating psychological
through enemy trench lines, sowing havoc effects of good, old-fashioned shock and
and softening the defences to prepare for awe.
subsequent attacks. Casualty rates among
Raider units are naturally staggering, but When a Raider succeeds on a Full Auto
those few who can survive are some of the Burst attack with a ranged weapon in
most terrifying close-quarters fighters the combat, they automatically score two extra
Imperial Guard can muster. Degrees of Success. When they do damage
with a weapon with the Flame quality, the
Training Raiders is a long and arduous difficulty of the test the enemy must make
process, and thus their numbers are to avoid catching fire is increased to -20.
stretched precariously thin, but even the
77
Racketeer toughness and a willingness to do some
“We find the defendant not guilty on three counts bodywork, as many criminal gangs demand
of gangsterism, sixteen counts of smuggling fairly violent ‘proof of loyalty’ from their
contraband, four counts of moonshining, two new members.
counts of assault on a superior officer, one count of
impersonating an Imperial saint…” Prerequisite Speciality: Sutler
-Excerpt from a Bellagian court martial New Aptitudes: Strength, Weapon Skill,
Social, Offense, Fieldcraft, Perception
Few in the Commissariat would ever care to New Talents: Either Peer (Underworld) and
admit it, but the Imperial Guard, especially Pugilist or Ratling Requisitions or Sudden
those regiments drawn from more Strike
lawless worlds, is rife with an Specialist Equipment: Hot-shot
undercurrent of organized crime. On Laspistol or Good-Craftsmanship
those planets whose regiments have Shotgun with Sawn-Off
fixed terms of service, gang members Customization, Good-
often deliberately join the Guard Craftsmanship Mono Trench
for paid military training, and Dagger or Good-
having ex-Guard enforcers in Craftsmanship Mace-fist
the ranks is often seen as a sign Specialist Advances:
of quality for any respectable
mobster. Guard connections The Battlefield is
can open up a whole new Yours:
galaxy of contraband Cost: 300xp
smuggling, arms trading, Keeping your hands
drug dealing, and any one clean is a vitally
of a limitless number of important part of any
criminal pursuits. criminal’s work, but the
Rackereers who frequent
It is only natural that such the Imperial Guard know
corruption and venality that sometimes it’s
would also spread to the necessary to make a
Munitorum, and Sutlers, mess in defense of your
as individuals already interests. When a
responsible for the ebb Racketeer enters
and flow of wealth and Overwatch, they may
goods into a regiment, designated a single one-
often find themselves handed melee weapon in
actively or their inventory. If they
unintentionally are the target of an enemy
collaborating with the melee attack while in
criminal element. Such work Overwatch, the Racketeer
demands an element of physical may make a single standard
78
melee attack against that target before the (Underworld) Talent, or loses the negative
enemy resolves their attack. If the effects of the Enemy (Underworld) Talent
Racketeer’s reaction attack kills, stuns or if they had it.
otherwise prevents the enemy from
completing their attack, the Racketeer does
not leave Overwatch. If the enemy attack Alternate Takes on the Racketeer
succeeds and does damage, the Racketeer It’s quite possible you might want to
leaves Overwatch. play a Racketeer, but your campaign
takes a direction that doesn’t involve
Goons: much messing around with the
Cost: 400xp criminal elements underlying the
Few truly profitable crimes can be done Guard. A hyper-religious Shrine
without backup, or a little bit of muscle. World regiment, for instance, might
The Racketeer gains a Comrade. This not have much to do with organized
ability can be purchased twice. crime, nor would a regiment of elite
Stormtroopers working directly
‘Protection’ Detail under the command of an Imperial
Cost: 200xp general.
Dumb muscle is dumb muscle no matter
where you go in the galaxy- the wrong sort If you find that the Racketeer
of people hanging around can often doesn’t make sense in your
convince where open threats fail. The campaign, but still want to play one,
Racketeer’s Comrades provide a +5 bonus simply refluff them. When switching
to Weapon Skill and Intimidate Tests while Specialties to Racketeer, change all
they are in Cohesion. This bonus does not the mentions of Peer or Enemy
stack. If the Racketeer has two Comrades, (Underworld) in their abilities to a
any character both Comrades are in single other group. A Racketeer with
Cohesion with (or direct line of sight of), Peer (Mechanicus) might be an
also gains a +5 bonus to Logistics Tests. enforcer or strongman for a Forge
World’s trade delegation, say, while
Friends in Low Places Peer (Navigators) might represent a
Cost: 200xp high-level bodyguard for a member
The criminal underworld is a social world, of the Nobilite.
where connections are just as important as
talent. If you served with the right people, As long as the character still makes
or know people who served with the right sense, and the GM okays it, the sky’s
people, you can gain access to circles of the limit!
influence that might otherwise be barred to
others. Any character (including the
Racketeer) who is accompanied by or in
Cohesion with one of the Racketeer’s
Comrades gains the effects of the Peer
79
Scrounger is often as unpredictable as the tides of war
“If you need to ask where I found it, you don’t itself, every regiment worth its salt knows,
deserve to have it.” and relies upon, someone like a Scrounger.
-Sutler Dyomin, Katyushan 13th
Prerequisite Speciality: Sutler
Ratlings may be known for getting ‘useful New Aptitudes: Intelligence, Agility, Tech,
items procured’, but they aren’t the only Defence, Fieldcraft, Perception
ones, and theft is not necessarily New Talents: Either Modify Payload and
tantamount to theft of something useful. Initiated Maintenance or Battlefield
When you need something that just works, Techwright or Armour-Monger
you call on a Scrounger. These more Specialist Equipment: Auspex, Lascutter,
technically-minded members of Combi-tool
the Munitorum are heavily Specialist Advances:
proscribed by the
Mechanicus, and for good Whatever Works:
reason. Their task, in Cost: 200xp
no uncertain terms, is On the battlefields of the 41st
to comb the millenium, there are as many types
battlefield for of weapons as there are stars in the
anything of use sky, and a Scrounger has sampled
left on bodies or the martial delights of a
abandonned by surprising number of them.
soldiers, and make
sure it ends up back A Scrounger reduces the
in the regimental penalties of using any
supply chain. weapon they are not
Trained on by an
The practical upshot amount equal
of this, of course, is to 10 plus their
that Scroungers Intelligence
often have to heavily Bonus. Any ally
tinker with or modify within a radius
what they scavenge equal to the
to keep it working, Scrounger’s
and have no scruples Fellowship Bonus reduces the
about stealing penalties by 5.
xeno or heretical
equipment if it Hands Off:
will make them a Cost: 500xp
few Thrones. Competition for
Though what salvage is fierce, and on
they dredge up those battlefronts populated by
80
multiple regiments with an inclination for functions a standard thrown grenade attack,
scavenging protecting one’s finds is a except what the grenade actually is is not
matter of life and death. generated until the attack (and any scatter,
misfires, etc) have already been rolled.
If anyone in a Scrounger’s Squad owns an Generate a grenade from the list below:
item of Very Rare Availability or higher,
the Scrounger and the entire Squad gains a (Roll 1d10)
+5 bonus to all Overwatch attacks. This 1. A rock. Does 1+STR Impact damage.
bonus increases by +5 for each step in rarity 2. Photon Flash Grenade
above Rare that applies to an item owned 3. Frag Grenade
by a party member. For example, if the 4. Krak Grenade
party owned an Extremely Rare item, the 5. Fire Bomb
bonus would be +10, Near Unique would be 6. Concussion Grenade
+15, etc. 7. Stun Grenade
8. Pocket Sand! Blast (2), targets in area
It Was Like That When I Found It: must test Toughness or be Blinded for 1d5
Cost: 200xp rounds.
The Mechanicus knows that the 9. Black Promethium Cannister
Munitorum is always seeking to cut corners 10. Hallucinogen Grenade
and shave off costs, even at the cost of
permanent harm to precious, precious
machinery. The Munitorum knows the
Mechanicus knows, too.
Catch!:
Cost: 300xp
Sutlers are known for carrying around a
bizarre miscellany in their deep pockets (see
what I did there?), but Scroungers up the
ante even further.
81
Signifier
“During the Ork bombardment, Piper Laidlaw
stood on the battlement, and played his company
forward. The effect of his splendid example was
immediate; the men, taking heart, charged and
routed the xenos.”
-Praetorian Guard Order of the Lion
Citation
82
Rousing Quickstep
Type: Order (Full Action)
Cost: 400 xp
Effect: As long as the Signifier and his
Comrade are in cohesion, they can play
an ancient and long-remembered tune
from their homeworld that inspires even
the war-weary and injured to fight on
with renewed vigour. The Signifier
makes a Hard (-20) Perform Test. If it
succeeds, all allies within earshot can
ignore the effects of their first point of
Fatigue for the remainder of the combat.
If it succeeds by more than 2 Degrees of
Success, all allies within earshot can reroll
one failed Test per round for the
remainder of combat.
83
Commissar Advanced Specialties Specialty through certain in-game actions,
“A good Commissar can stare down an Ork and as detailed below.
win. A great Commissar can stare down a
Planetary Governor and win.” Commissar-Captain
-Apocryphal “Faith is its own reward.”
-Commissar-Captain B.B.M.H.I.H.N
Commissars are exceptional individuals, but Macedon, Plothian Crusaders
generally undergo very similar training,
with little variance from Schola Progenium The twin rank of Commissar-Captain is a
to Schola Progenium. Further, they are less rare one, generally held by senior
likely to go through the many battlefield commissars or those who have taken on a
roles seen by common soldiers of officers- more administrative role in their regiment.
to reflect this, a Commissar’s choice of A Commissar-Captain is charged with
Advanced supervising the regular
Specialties Commissars of a regiment,
functions a but also has a direct hand
little in tactical planning and
differently. operations- they are just as
These are less much of a battlefield
aspects of leader as their regular
training or contemporaries, but their
doctrine, and wealth of knowledge
more the makes them somewhat
direction a more valuable supporting
Commissar’s combat than engaged in it.
career takes
within their
regiment, Prerequisite Speciality:
whether they Commissar
become heroic Prerequisite: Character must
leaders from have spent significant
the front, amounts of time
master cooperating with the upper
manipulators, leadership of their
or terrifying regiments, and have
spectres of survived at least one major
imperial Imperial campaign
orthodoxy. A New Aptitudes: Fellowship,
Commissar can only switch Specialties Weapon Skill, Perception, Leadership,
once, and their choice is permanent. Social, Fieldcraft, Finesse
Further, a Commissar can only ‘unlock’ a New Talents: Heroic Inspiration, Combat
Sense and Inspire Wrath or Foresight
84
Specialist Equipment: Best-Craftsmanship Willpower Test versus the Commissar-
Command Baton or Good-Craftsmanship Captains's Command Skill. Every Degree
Mono Chainsword or Good-Craftsmanship of Success causes each enemy to take 1 level
Power Sword, Good-Craftsmanship of Fatigue. With 5 Degrees of Success,
Emperor’s Will Laspistol or Good- enemies are stunned for 1 round, the force
Craftsmanship Bolt Pistol, Carapace of the rebuke halting them in their tracks.
Breastplate
Allies affected must make a Hard (-20)
Specialist Advances: Willpower Test, with +10 per degree of
success achieved by the Commissar-
Velvet Glove Captain. On a Success, they ignore the
Type: Passive effects of fatigue and fear until the end of
Cost: 300xp the encounter.
Effect: Long service has lead the
Commissar-Captain to discover that
sometimes a soft touch is required to dig
out the roots of corruption, allowing it to
be crushed by the Iron Fist of Imperial
Justice.
Castigating Shout
Type: Full Action
Cost: 500xp
Effect: The Commissar-Captain has
embraced his role on the battlefield as a
force of morale, his booming curses and
inspiring oaths doing much to reinvigorate
his allies and shatter the will of his enemies.
85
Hero of the Imperium Paragon of Might
“Frak this, for my faith is a shield proof against Type: Passive
your blandishments!” Cost: 500xp
-Commissar Ciaphas Cain (Attributed) Effect: Legends of the deeds of this
Commissar have spread, and much like The
Daniel Sterne. Ibram Gaunt. Conrad Defender of the Imperium Ciaphas Cain,
Raege. Ciaphas Cain. Johnathan Fuklaw. even the Enemies of the Imperium have
These are the names of some of the begun to recognize tales of him.
Imperium’s legendary Commissars, brave
men and women who have spat defiance The Hero of the Imperium gains +20 on
into the jaws of the enemies of Mankind Interaction tests with the common citizenry
time and time again and lived to tell the of the Imperium, or anyone who might
tale. The title of Hero of the Imperium can view him in a positive light, and a -20 to
be awarded to any Imperial citizen, but its attempt to influence the Enemies of the
most famous recipients are often of the Imperium in a positive manner. While in
Commissariat, a fact which has sometimes combat, the Hero of the Imperium is
earned the medal the disparaging title of considered to have a Fear Rating of 1,
‘Commissar’s Cross’. Regardless, none can provided they have not suffered any
doubt the incredible benefits towards Critical Wounds.
morale a decorated Hero of the Imperium
can bring to the battlefield, and their Glory to the Emperor!
selflessness and bravery is second to none. Type: Free Action
Cost: 400xp
Prerequisite Speciality: Commissar Effect: It is believed that some of the actions
Prerequisite: Character must have risked life of the Hero of the Imperium are actually
and limb in an act of personal heroism that divinely supported by the Emperor of
changed the course of a major battle, and Mankind. While this may not be true, it is
survived. obvious that the Hero of the Imperium
New Aptitudes: Weapon Skill, Offence, seems to draw His focus when fighting the
Leadership, Finesse, Agility, Fellowship Enemy on the battlefield.
New Talents: Berserk Charge, Strength in
the Creed, Unshakable Faith or Tireless When triggering Righteous Fury, the Hero
Specialist Equipment: One Good- of the Imperium may spend a Fate Point. If
Craftsmanship pistol-class ranged weapon he does, Righteous Fury automatically
of Very Rare Availability or more, one confirms, ignores a creature's ability to
Good Craftsmanship one-handed melee ignore it, and he rolls 2d5 instead, picking
weapon of Very Rare availability or more, between either result. This ability may only
Good-Craftsmanship Light Carapace be actived once per combat.
Armor
Specialist Advances:
86
S-Company Commander Craftsmanship Shock Maul or Good-
“Ignorance is Power. Rectitude is Strength. Craftsmanship Suppression Shield,
Obedience is Truth.” Carapace Breastplate, Manacles
-Motto of the Edelweiss 12th Security Specialist Advances:
Company
Security Detail
Few regiments are large enough or Type: Passive
undisciplined enough to require an S- Cost: 350xp
Company, but in those few that do the very Effect: The S-Company Commander is
name inspires almost irrational panic. The given command of a squad of
S-Company, or Security Company, is a Stormtroopers. These are most frequently
small unit of independent troops answering soldiers from Terraxia, whose Schola
only to the regiment’s Commissar, with the Excubitos is famous for training
duty of searching out any threats to the Commissars and their assistants, or they
internal security of the regiment and may be from some other world of grim
assisting with the ‘containment’ of those repute.
units on the battlefield who may be on the
verge of a total rout. S-Company soldiers The Commander gains a Comrade/extra
are frequently recruited from other Comrade. He can select this advance a
regiments or from the Stormtroopers of the number of times equal to his Fellowship
Schola, in order to minimize any ties of Bonus. See the Multiple Comrades sidebars
loyalty they would develop with the in Hammer of the Emperor for more
unfortunate other members of their details.
regiment. Few Commissars more directly
embody the brutal disciplinarian side of Blocking Battalion
their occupation than the S-Company Type: Order (Full Action)
Commanders. Cost: 400xp
Effect: The S-Company Commander orders
Prerequisite Speciality: Commissar all his Comrades to ready their weapons
Prerequisite: Character must have succesfully against the squad, with orders to shoot
rooted out and captured a major traitor to should anyone retreat.
the regimental order, or personally rallied a
significant number of routing or retreating The character making this Order may have
soldiers. any number of his Comrades beyond the
New Aptitudes: Social, Fellowship, Defense, first within Cohesion use a Full Action to
Toughness, Willpower, Leadership, participate in the Order. As part of this
Ballistic Skill Order, the character issuing it must make a
New Talents: True Grit, Iron Discipline or Difficult (-10) Command Test with +10 for
Fearless each Comrade participating in the Order.
Specialist Equipment: Good-Craftsmanship PCs gain +5 to Ballistic Skill Checks per
Bolt Pistol with Laser Sight or Best- Degree of Success on the Command Check
Craftsmanship Sawn-off Shotgun, Good- and +X damage per hit, where X is the
87
number of Comrades participating in this may suffer 1d5 damage, ignoring Armor and
Order. The Commander can only use this Toughness, in order to act normally. In
Order once per encounter and must have at addition, should the S-Company
least one Comrade within Cohesion to Commander or a prisoner be about to
enact this Order. suffer a killing blow, as a Free Action, a
Stormtrooper can accept the hit instead, as
Only in Death does Duty End they throw their body in the way. The
Type: Passive Comrade must be in Cohesion with the
Cost: 400xp target of the attack.
Effect: The S-Company has the solemn duty
of guarding prisoners deemed either too
dangerous for execution or holding vital
information that must be extracted. As
such, they are expected to throw their lives
down at a moments notice, if need be, to
prevent access to their charge.
88
Talents, Orders, Skills and Actions New Talents
“I’m sorry, Trisde-what?” The following Talents are purchased as
-Lord Commander Roboute Guilliman standard, and some come with prerequisites.
Several of these talents are homeworld-
The Synerge Cluster fields a bizarre array specific (listed in their Prerequisites),
of troops, all with their own unusual meaning that only a character who is from
combat tactics, customs, and ideas. that planet, or a character who has served
alongside characters from that planet for a
New Skill significant amount of time (at least several
This skill is designed primarily for use by months), for instance, can purchase it
the Signifier Advanced Specialty, but can provided they meet the other prerequisites.
be purchased by any character with access
to a musical instrument or who wishes to If a player really, really, really wants one of
sing. these Talents, let them have it, of course- if
they can justify why their character would
Perform (Fellowship) have such a talent. The GM has the final say
Aptitudes: Social, General on whether or not they might cost extra.
Perform is the ability to play musical
instruments, or carry enough of a tune for Some Talents listed here only have one
your singing to sound musical. While not Aptitude- these are uncommonly powerful
always a useful skill on the battlefield, (some might argue broken) abilities that
musical instruments find their home in require significantly more xp to purchase.
trenches and dugouts across the Galaxy,
whether it be for official ceremonies,
raising morale, or even lulling comrades to
sleep on a quiet night. Musical
performances are often useful as a tradable
service, with many willing to offer up a tot
of service synthol to someone who can
distract them from the hell of battle, even
for a few minutes. When Perform is used
against an opponent (for instance, when
trying to drown out someone else’s music),
it is an Opposed Test. Perform is Opposed
by itself.
Skill Use: Full Action for basic music,
Extended Tests for longer pieces
89
Table 1: Tier 1 Talents
Talent Prerequisites Aptitude 1 Aptitude 2 Benefit
Chterngek Psyker, Katyushan Psyker Fieldcraft Reduce psychic dangers in
Protector snow and ice
Covering Fire BS 35, AG 35 Ballistic Finesse Use Overwatch to disrupt
Skill enemies
90
Table 2: Tier 2 Talents
Talent Prerequisites Aptitude 1 Aptitude 2 Benefit
Ante Up Bellagian Willpower General Avoid spending Fate by
gambling
Arsonist Weapon Training (Flame) Fieldcraft Offence Increase flamer area denial
strength
Biggest Booms Hurler Fieldcraft Tech Spend Fate for blast damage
Blackpowder Weapon BS 35, WS 35, Weapon Ballistic Weapon Use blackpowder weapons in
Expertise Training (Low-Tech) Skill Skill melee
Caracole Survival, BS 45, Edelweiss Ballistic Fieldcraft Make ranged attacks during
Skill Strike and Fade
Cool Under Pressure Reaction Fire, PER 40 Perception Willpower Spend Fate for deadly
Overwatch
Diving Charge Ag 40, Operate Offence Weapon Make flying charge attacks
(Aeronautica), Tennanlower Skill
Executioner Frenzy or Jaded Offence Strength Do more damage to injured
enemies
Flashfire Flame Weapon Training, AGOffence Agility Spend Fate for free fire attacks
40
Formidable Iron Jaw, Sound Toughness Defence Reduce explosion damage
Constitution
Grazing Fire Deadeye Shot Ballistic Finesse Spend Fate to deal damage on
Skill misses
Indefatigable Evasive, WP 40 Offence Defence Score kills to reduce enemy aim
Launcher Weapon BS 40, Weapon Training Ballistic Toughness Avoid explosive blast damage
Expertise (Launcher) Skill
Low Profile AG 40, T 35 Finesse Defence Improve protection of cover
Open-Air Operations Tennanlower Agility Defence Gain bonuses when fighting
with little protection
Peacekeeper Maniple 931, Fellowship 35 Social Willpower Defuse arguments and conflicts
Ranging Fire BS 40 Ballistic Intelligence Use Indirect Fire to guide
Skill allies
Shadowstep Evasive Agility Defence Character is harder to hit with
Overwatch
Shredder BS 40 Ballistic Offence Damage armour with ranged
Skill attacks
Snap Shot Lightning Reflexes, AG 40 Ballistic Agility Make two Single Attacks per
Skill turn at a penalty
Shockproof Junker, Toughness 35 Toughness Tech Resist negative electrical
effects
Sudden Strike WS 35 Weapon Finesse Deal more damage on first
Skill strike
Trench Veteran Trench Dweller Fieldcraft Defence Improve morale in prepared
positions
Unarmed Style STR 40 or AG 40, Unarmed Strength Finesse Apply special effects to
Warrior unarmed attacks
91
Table 3: Tier 3 Talents
Talent Prerequisites Aptitude 1 Aptitude 2 Benefit
All In Bellagian Willpower General Burn Fate for a risky power attack
Blackpowder BS 40, WS 40, Ballistic Weapon Increase melee damage of black
Weapon Mastery Blackpowder Weapon Skill Skill powder weapons
Expertise
Caustic Jape Intimidate (+10), FEL 40 Social Fellowship Enrage enemies with sick burns
Close and Personal Hip Shooting or Storm of Ballistic - Spend Fate for better point-blank
Iron Skill crits
Driving Skirl Perform Social Offence Terrify enemies with music
Ever Vigilant Cool Under Pressure, Perception - Enter Overwatch as a Free Action
PER 50
Explosive - Offence - The next best thing to Exploding
Righteousness Dice
Fire Bomber Weapon Training (Flame), Finesse Offence Cripple vehicles with fire
Tank Hunter
Haplotic Focus WP 50, Strong Minded Psyker Knowledge Specialize in a single psychic
Discipline to the exclusion of all
else
Hoist the Colours Command Leadership Strength Rally allies around a planted
Standard
Killer Instinct Hip Shooting, BS 45, AG Offence Agility Character does more crits while
45 Hip Shooting
Launcher Weapon BS 50, Launcher Weapon Ballistic Toughness Rapidly load launcher ammunition
Mastery Expertise Skill
Plunging Fire Int 40, BS 40 Intelligence Perception Frighten enemies with long-range
fire
Precision Shot Crack Shot Ballistic Perception Spend Fate for crit attack
Skill
Rapid Toss Biggest Booms Agility - Spend Fate to throw fast
Sentinel Cool Under Pressure, BS Defence Finesse Gain extra Overwatch hits
50
Streltsy of Old BS 40, Weapon Training Ballistic Leadership Inspire allies further with Streltsy
(Low-Tech), Katyushan Skill weapons
Trench Defender Trench Dweller, Trench Fieldcraft Defence Improve accuracy and slow
Veteran enemies in prepared positions
Unconventional Air of Authority, STR 50 Leadership General Command using alternate
Leadership or WP 50 or Int 50 Characteristics
92
Talent List Arsonist
Tier: 2
All In Prerequisites: Weapon Training (Flame)
Tier: 3 Aptitudes: Fieldcraft, Offense
Prerequisites: Bellagian Character To truly destroy a fixed structure, it is
Aptitudes: Willpower, General necessary to saturate it with flammable
The most predictable aspect of the Low chemicals, and ensure those chemicals burn
Rollers of Bellagia is their unpredictability. for the longest time possible. The flame
Their obsession with luck and fortune can troopers of the Synerge Cluster know this
lead them to take near-suicidal risks, which well, and adjust their weapons accordingly.
sometimes even pay off. Characters with this Talent increase the
A character with this Talent who is range of any Flame weapons they wield by
suffering from at least one point of Critical 10m. When making using the Scorched
Damage can burn a Fate Point to add 3d10 Earth action, any enemies within the area of
extra damage with the Proven (4) Quality to effect take a -10 to their Agility Test to not
a single melee or ranged weapon attack. If catch fire.
the attack succeeds in hitting an enemy,
regardless of whether or not it does Biggest Booms
damage, the character can then roll 1d10. Tier: 2
On a roll 0f 1, the character immediately Prerequisites: Hurler
dies as something terribly unlucky happens Aptitudes: Fieldcraft, Tech
to them. On a roll of 10, the character gains EKSUPUROOOOOSION!
1d10 + 5 Temporary Wounds as the This character can spend a Fate Point to
Emperor’s Fortune flows through them. make their weapons with a Blast radius deal
Righteous Fury on a roll of 9 or 10 for the
Ante Up remainder of combat.
Tier: 2
Prerequisites: Bellagian Character Blackpowder Weapon Expertise
Aptitudes: Willpower, General Tier: 2
Bellagians are just as famous for winning Prerequisites: Ballistic Skill 35, Weapons
battles by the skin of their teeth, or by Skill 35, Weapon Training (Low-Tech)
outright cheating, as they are for dying Aptitudes: Ballistic Skill, Weapon Skill
horribly within seconds of being deployed. Few Imperial Guard regiments utilize black
The key question when fighting alongside powder weapons, but anyone experienced
them always becomes “do I feel lucky?” with the ways of pike and shot knows they
When this Character spends a Fate Point, are best at extremely close range.
they may choose to roll a d10. On a roll of 1 A character with this Talent can use black
or 2, the Fate Point is not used, but they powder or flintlock Basic or Heavy
gain its positive effects. On a roll of 10, the weapons in melee. They gain a +20 to hit in
character immediately dies as something melee with Pistol black powder or flintlock
unlucky happens to them. weapons.
93
Blackpowder Weapon Mastery Aptitudes: Social, Offence
Tier: 3 This character can, by some spiteful gift of
Prerequisites: Ballistic Skill 40, Weapons mind, break out one-liners that would
Skill 40, Blackpowder Weapon Expertise make the foulest-tempered drill sergeant
Aptitudes: Ballistic Skill, Weapon Skill blush. When deployed on the battlefield,
While musket balls are often ineffective such wordplay can be a devastating tactical
against heavy armour, many who use them weapon. As Full Action, this character may
at close ranges know that the flash of pick an enemy within earshot and make an
powder and the thunderous discharge of opposed Challenging (+0) Intimidate vs.
smoke can often stun even the best- Routine (+10) Willpower Test to taunt
prepared of enemies at short enough them viciously. The player in question must
ranges. actually insult the enemy, and the GM is
A character with this talent who makes a free to modify the difficulty of the Test
ranged attack with a black powder or based on the quality of the insult. If the
flintlock weapon at point-blank range or enemy fails, they must spend their next
while in melee treats their weapon as having Turn sputtering and making weak
the Concussive (2) and Proven (3) Qualities, comebacks until they become Frenzied.
and increases its Penetration by 2. They remain so for a number of Rounds
equal to 2 + their Degrees of Failure. If this
Caracole character has the Heroic Inspiration
Tier: 2 Talent, using this ability is a Half Action.
Prerequisites: Survival, Ballistic Skill 45, This Talent has no effect on enemies with
Edelweiss Character the Machine or Bestial Traits, as well as
Aptitudes: Ballistic Skill, Fieldcraft enemies who do not understand the
A common Edelweiss cavalry tactic, the character's language.
Caracole involves approaching a target at
high-speed, then turning broadside to it to Chterngek Protector
discharge a pistol or rifle shot at close Tier: 1
range. Though it necessitates careful Prerequisites: Psyker, Katyushan Character
coordination, the effects of a well-executed Aptitudes: Psyker, Fieldcraft
caracole maneuver from Edelweiss The Chterngek are the mysterious entities
dragoons can be devastating. that deeply traditionalist Katyushans
A character with this Talent can choose to believe lurk in the boundaries between the
make a single attack with a ranged weapon bright lights of the fire and the inky cold
instead of a melee weapon during a Strike darkness of the ice- they can be helpful or
and Fade mounted action. Successfully harmful, but the places where they gather
making this attack requires a Difficult (-10) are full of arcane power that can be
Ballistic Skill Test. harnessed.
A Psyker with this Talent can choose to
Caustic Jape reduce any rolls on the Psychic Phenomena
Tier: 3 or Perils of the Warp table by -10 while
Prerequisites: Intimidate (+10), Fellowship 40 manifesting in snow or icy terrain.
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down. When this character is in Overwatch
Close and Personal and attacks an enemy, that enemy takes a -
Tier: 3 10 to all their Ballistic and Weapon Skill
Prerequisites: Hip Shooting or Storm of Iron tests on their next turn, even if the initial
Aptitudes: Ballistic Skill attack didn't hit.
Though the Commissariat generally frowns
on unbridled savagery on the part of Diving Charge
Imperial Guardsmen, seeing it as the first Tier: 2
step on the road to moral contamination, it Prerequisites: Operate (Aeronautica), Agility
cannot be denied that being close enough 40, Tennanlower Character
to see the whites of an enemy’s eyes can Aptitudes: Offense, Weapon Skill
turn the meekest soldier into a whirlwind of The signature tactic of the Tennanlowe
death. This character may spend a Fate Skyboarders is their swooping combat
Point to inflict Righteous Fury on a roll of dives- rushing full-tilt at the ground, they
9-10 for the remainder of combat, but only level off at the last possible second,
when making ranged attacks against transferring their moment into crushing
enemies at Point-Blank Range. If their blows against unsuspecting foes. Though
weapons already activate Righteous fury in incredibly dangerous, the force of an
this range, increase the range to 8-10. armoured man and the weight of his
skyboard can pulverize even well-armoured
Cool Under Pressure foes.
Tier: 2 A character on a Skyboard or other
Prerequisites: Reaction Fire, PER 40 equivalent Flying mount can spend a Full
Aptitudes: Perception, Willpower Action to make a diving charge. They must
There is a state of sublime and perfect calm begin their turn at High Altitude, and make
that exists in the heat of battle, when time a Hard (-20) Survival or Operate
seems to slow to a crawl and one can trace (Aeronautica) Test. If the Test succeeds,
the lazy path of a lasbolt through the air. they drop to Hovering Altitude and may
Few soldiers can call up such focus, but make a single melee attack at a +20 bonus
those who do are deadly. This character can against an enemy target within half their
spend a Fate Point to make all their Flying Movement distance. The attack has
Overwatch attacks for the remainder of the the Felling (X) quality, where X is the
round gain a +10 to hit, and inflict number of degrees of Success they scored
Righteous Fury on a roll of 9 or 10. on the original Test, and increases its
Penetration by X. If they fail the Test by
Covering Fire more than 2 degrees, they fall off their
Tier: 1 mount instead.
Prerequisites: BS 35, AG 35
Aptitudes: Ballistic Skill, Finesse
The Tactica Imperialis teaches that even
inaccurate, unguided fire can be a useful
tool to make the enemy keep their heads
95
Driving Skirl an advance while still providing accurate
Tier: 3 covering fire for their allies. When this
Prerequisites: Perform character makes a Full Move, they may
Aptitudes: Social, General immediately enter Overwatch at the end of
Standing firm in the face of oncoming fire their turn as a Free Action. They may only
to play a musical instrument might seem take Single Shots when Overwatching in
counterintuitive on the battlefield, but this way.
those truly inspired regimental musicians
who do manage the task can terrify their Executioner
enemies by their seeming untouchability. Tier: 2
A character with this Talent who is not in Prerequisites: Frenzy or Jaded
Cover can make a Very Hard (-30) Perform Aptitudes: Offence, Strength
Test as a Half Action. If the test succeeds, Many more savage or disciplined regiments
they count as having the Fear (X) trait, teach their soldiers to strike purposefully at
where X is 0 + 1 for every two Degrees of wounded enemies, hammering them down
Success they scored on the Test. All with relentless strikes to ruin the morale of
enemies within earshot must make Fear their allies. This character gains a +20 to hit
tests as normal. This ability lasts for a any target that has already taken Critical
number of rounds equal to 1d5+ half of Damage in this combat.
their Willpower Bonus, rounded up, but the
character must remain out of cover and Explosive Righteousness
devote all of their non-movement actions Tier: 3
to continue playing for the duration. Aptitudes: Offence
Sometimes things happen on the battlefield
Evasive which simply cannot be explained
Tier: 1 rationally. The Emperor provides.
Prerequisites: AG 35 This character's Righteous Fury attacks
Aptitudes: Agility, Defense also do 1 Wound of damage, ignoring
Lighter-armoured regiments will Armour and Toughness, for every living
frequently teach their soldiers movement enemy within 2 meters of them, to a
patterns designed to minimize their maximum of 4. If this bonus damage would
exposure to enemy fire on the battlefield. inflict Critical Wounds, resolve whichever
This character gains a +20 bonus to their Critical Damage effect is higher on the
first Dodge test each combat. relevant Critical Table.
96
knowledge not only of the target’s weak action. This attack gains the Inaccurate
points, but also of what if any components, quality.
especially motive, are air-breathing and
thus vulnerable to flame. Formidable
When a character with this Talent makes an Tier: 2
attack with a Flame weapon against a Prerequisites: Iron Jaw, Sound Constitution
vehicle, their attack is automatically treated Aptitudes: Toughness, Defence
as hitting the vehicle’s Rear Facing. If the Though the human body can never truly
resulting attack does damage, the target adapt to the intense pressure, heat and
must automatically roll 1d5 on the Motive vibration shocks of explosions, any
Systems Critical Hit Table as burning fuel experienced demolition or artillery trooper
spills into its engines. becomes somewhat accustomed to such
harsh conditions.
Firebug When this character takes damage from a
Tier: 1 weapon with the Blast Quality, they halve
Prerequisites: Weapon Training (Flame) the number of Wounds of damage they
Aptitudes: Willpower, Offense receive after accounting for armour and
Though the Incinerants of the Ministorum Toughness, rounding up.
are the most famous flamer-users of the
Spinward Front, there are no shortage of Grazing Fire
flame troopers who are just as devoted to Tier: 2
their scorching weapons. These so-called Prerequisites: Deadeye Shot
‘firebugs’ are driven to frenzied activity by Aptitudes: Ballistic Skill, Finesse
the crackling of the flames. The wise marksman knows that even
A character with this Talent equipped with missing a shot can provide a tactical
a Flame weapon ignores the negative advantage, showering an enemy with
effects of their first level of Fatigue and splinters or destroying their cover. This
gains a +1 bonus to the damage of their first character may spend a Fate Point to make
successful Flamer attack each combat. missed shots against enemies still inflict
1d5+1 Impact damage at Penetration 0 for
Flashfire the remainder of combat.
Tier: 2
Prerequisites: Flame Weapon Training, AG Haplotic Focus
40 Tier: 3
Aptitudes: Offence, Agility Prerequisites: WP 50, Strong Minded
If you’re going to set something on fire, Aptitudes: Psyker, Knowledge
you might as well do it as quickly as The long-dead Collegia Haplotica of
possible, so you can proceed to setting Tennanlowe taught psykers a dangerously
something else on fire with minimum fuss. powerful induced monomania, the Way of
A character with this Talent can spend a the Haplotist, which allowed devotees to
Fate point to make a single attack with a deliberately cast aside most of their psychic
weapon with the Flame quality as a free
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talent in exchange for massive raw power and treat their Toughness Bonus as being 2
within the confines of a single Discipline. steps higher for the purposes of resisting
damage so long as the planted character
When purchasing this Talent, select a single does not move or Dodge.
Psychic Discipline for which the character
knows at least 3 Powers. So long as they are Hunter's Instincts
casting Powers from this Discipline, they Tier: 1
gain a +10 to any tests to manifest at the Prerequisites: Per 30, BS 30
Fettered level, and can treat their maximum Aptitudes: Offense, Perception
Push Psy Rating as being 1 higher than Far too frequently, Guardsmen find
usual. In addition, when manifesting Push themselves facing off against brutishly
powers at Psy Ratings of +1 or +2 above large enemies, or targets so huge and tough
their Unfettered level, they generate that the idea of taking cover is laughable. In
Psychic Phenomena as if they were such cases, a calm eye for weak points can
manifesting at the Unfettered level. When do surprising damage. This character's
this talent is purchased, the character ranged attacks against enemies who are not
becomes unable to learn any new in cover deal 2 extra damage.
techniques from Disciplines other than
their chosen Discipline, and if they already Hurler
have powers from other Disciplines, they Tier: 1
can only be cast with an effective Psy Prerequisites: STR 35
Rating of 1. Casting powers from other Aptitudes: Strength, Fieldcraft
Disciplines automatically generates Psychic Though a mortar is often the best way to
Phenomena. get small, targeted explosives downrange,
many regiments whose combat tactics
Hoist the Colours emphasize offensive grenade use will
Tier: 3 further train the throwing arms of their
Prerequisites: Command tallest and strongest soldiers. This character
Aptitudes: Leadership, Strength treats their Strength Bonus as being 1
By finding a suitable spot to plant a banner higher for the purposes of determining
or symbol of their regiment, soldiers and thrown weapon range.
officers claim a spot of land as their own,
and those near the banner often find Illogical Target
themselves caught up in the struggle often Tier: 1
find themselves giving their all to prove the Prerequisites: Tech-Use, Dodge, Maniple
standard-bearers right. 931 Character
As a Full Action, a character and his Aptitudes: Defense, Tech
Comrade in cohesion can plant their Though it has not been bloodied against
Regimental Standard, defying the enemy to many of the Imperium’s more conventional
come and take it. All allies within 10 x the foes, the troopers of Maniple 931 have a
character’s Willpower Bonus meters gain a great deal of experience fighting machines
+10 to any Test of their choice each round, and insane servitors. They have come to
98
instinctively recognize the targeting One of the first things a good explosive
patterns and algorithms that govern these weapons trooper learns is how to not kill
mechanical menaces’ weapons systems, and themselves and their allies with the back
move in such a way as to provide a difficult blast. When this character attacks with a
target. Launcher or Explosive weapon and would
Enemies with the Machine trait that accidentally damage themselves or an ally
attempt to attack this character receive a - with it, they and their allies gain a +20
10 to any Ballistic or Weapon Skill Test bonus to their Dodge rolls to avoid damage.
used to make the attack.
Launcher Weapon Mastery
Indefatigable Tier: 3
Tier: 2 Prerequisites: Ballistic Skill 50, Launcher
Prerequisites: Evasive, WP 40 Weapon Expertise
Aptitudes: Offence, Defence Aptitudes: Ballistic Skill, Toughness
The Tactica Imperialis notes that skilled The other great vulnerability of the
but unseasoned warriors stop and glory in Launcher, whatever the kind, is the
their small victories, denying themselves difficulty of handling and loading
mobility and the advantage. A real veteran ammunition. Once per combat, a character
keeps their momentum up at all times. with this Talent and their Comrade in
When this character scores a kill during Cohesion can immediately load a single
their turn, the first attack directed against round into their Launcher weapon as a
them before the start of their next turn Reaction.
receives a -30 penalty.
Lockdown
Killer Instinct Tier: 1
Tier: 3 Prerequisites: BS 30, Per 30
Prerequisite: Hip Shooting, BS 45, AG 45 Aptitudes: Ballistic Skill, Leadership
Aptitudes: Offence, Agility One of the real values of suppressive or
Rational logic dictates that firing randomly tracer fire is that it gives allied troops
from the hip should not be an effective something to aim towards, while at the same
tactic, but some characters manage to make time keeping their target immobile and
it work by sheer aggressiveness. After making them an easier target. This
activating the Hip Shooting Talent, this character's allies gain a +10 to hit any target
character's weapons deal Righteous Fury that is Pinned as a result of this character's
on a roll of 9 or 10 for the duration of their attacks.
Turn.
Lone Wolf
Launcher Weapon Expertise Tier: 1
Tier: 2 Aptitudes: Fieldcraft, Offense
Prerequisites: Ballistic Skill 40, Weapon Imperial Guardsmen should always stick
Training (Launcher) together, but there’s one in every
Aptitudes: Ballistic Skill, Toughness regiment- some jerk who just thinks they’re
99
too cool for everyone else. Sometimes they Peacekeeper
may be justified, but more often than not Tier: 2
such overconfidence will be their undoing. Prerequisites: Fellowship 35, Maniple 931
This character gains a +5 to Agility and Character
Ballistic Skill-based Tests when they are Aptitudes: Social, Willpower
more than 10m away from any allied Even the lowest-ranking soldiers from
character, including their Comrade if they Maniple 931 are used to confrontations and
have one. constant arguments, and many from the
regiment have by necessity become
Low Profile excellent at conflict resolution. Characters
Tier: 2 with this Talent gain a +20 to any
Prerequisites: AG 30, T 30 Fellowship-based test used to resolve
Aptitudes: Finesse, Defence arguments, calm down a crowd, or prevent a
Effective city-fighting requires relearning fight from breaking out.
how to move- not just keeping your head
down, but making every possible piece of Plunging Fire
environmental protection work as hard as Tier: 3
possible for you. This character increases Prerequisites: Intelligence 40, Ballistic Skill
the effective AP of any cover they might be 40
occupying by 4. Aptitudes: Intelligence, Perception
Over a long enough distance, even a near-
Open-Air Operations miss shot can be enough to startle or panic
Tier: 2 an enemy. If the shot actually hits, well-
Prerequisites: Tennanlower Character that’s just icing on the cake.
Aptitudes: Agility, Defence A character with this Talent can fire a near-
Tennanlowe Skyboarder tactics transition miss shot with a non-Blast Quality weapon
from high-mobility offence to static at a target outside 3 x the weapon’s Range
defence when they make landfall, and their but within 4 x the weapon’s Range. That
combat training emphasises fire evasion and target must now make a Challenging (+0)
tactical repositioning in order to maximize Fear Test. Additionally, the weapon firer
the amount of time they can hold out. A makes a Punishing (-50) Ballistics Test- if it
character with this Talent who is wearing succeeds, the target also takes damage as
Armour with a maximum AP value of 3 or normal. Performing Plunging Fire requires
less gains a +10 to all Dodge Tests when a Full-Round Action.
they are not in Cover, and can ignore the
negative effects of rough or difficult terrain Precision Shot
for a number of turns per combat equal to Tier: 3
their Agility Bonus. Prerequisites: Crack Shot
Aptitudes: Ballistic Skill, Perception
A good sniper boasts that they can shoot
the wing off a fly at 200 paces. A great
sniper can shoot the good sniper while
100
they’re busy boasting. This character may Reaction Fire
spend a Fate Point to make their next Tier: 1
ranged attack inflict Righteous Fury on a Prerequisites: Agility 30, Perception 30
roll of 6-10. They cannot spend Fate Points Aptitudes: Perception, Defence
to reroll the attack if it misses. Quite often, the best way to avoid enemy
fire is to kill the enemy before they can
Rapid Toss shoot, though it is hard to make such
Tier: 3 spontaneous and instinctual firing very
Prerequisites: Biggest Booms precise. At the end of their turn, this
Aptitude: Agility character can use their Reaction to enter
Few Imperial sports are as Overwatch. They can only fire a number of
underappreciated as the ancient, venerated Single Shots with their weapon equal to
game of reflex, precision and judgement their Agility Bonus -2 (to a minimum of 1)
known as calidum tuberculum. Played most during Reaction Fire, and their weapon
frequently by the young, it requires fast cannot inflict Righteous Fury. If at any
hands, a sound judgement of one’s own point they take damage, fatigue or Insanity
limits, and superb hand-eye coordination. before making their attack, they leave
Those tuberculum masters who find Overwatch.
themselves in the Imperial Guard can often
put their skills to good use. This character Sentinel
may spend a Fate Point to attack with a Tier: 3
single Thrown weapon as a Free Action. Prerequisites: Cool Under Pressure, BS 40
They cannot attack with any other Thrown Aptitudes: Defence, Finesse
Weapons on the turn this ability is The most legendary defenders of the
activated. Imperium are those who can stand on the
ramparts, picking off oncoming enemies
Ranging Fire with coolness and precision as fire rains
Tier: 2 down around them. Once per round, when
Prerequisites: Ballistic Skill 40 this character makes a successful Full-Auto
Aptitudes: Ballistic Skill, Intelligence or Semi-Auto attack in Overwatch, they
Any good Imperial mortar team knows that increase their number of hits by 1, to the
they are not operating in a vacuum- as maximum listed in their weapon’s stats. If
spotters feed information to them, they can they make a successful Single Attack, they
field detailed targeting information back to can immediately land a second hit provided
the spotters, ensuring more accurate fire at their weapon has sufficient ammunition.
long ranges. When a character with this These additional attacks cannot trigger
Talent makes a successful attack against an Righteous Fury.
enemy target with a weapon with the
Indirect quality, all of their allies within a
30-meter radius may reroll any missed
ranged attacks against that target until the
end of the character's next turn.
101
Shadowstep just a lucky shot, can cause structural
Tier: 2 weaknesses in armour. This character can
Prerequisites: Evasive spend a Fate Point before making any
Aptitudes: Agility, Defence attack to cause it to reduce an enemy’s AP.
Prolonged study in optics and the If it hits at least once, the attack
mechanics of human and xenos vision teach permanently reduces the enemy’s AP on
that most organic entities just aren’t that that area by an amount equal to one half of
good at locating immobile targets, or the attacking character’s Ballistic Skill
targets that do not move in regular ways- Bonus, rounded up.
taking advantage of this can make one that
much harder to hit. Enemies receive a -20 Snap Shot
penalty to hit this character with Overwatch Tier: 2
attacks. Prerequisites: Lightning Reflexes, AG 40
Aptitudes: Ballistic Skill, Agility
Shockproof Though many Imperial Guard regiments
Tier: 2 field dedicated sniper teams, there is also a
Prerequisites: Toughness 35, Junker tactical role for more squad-level
Character sharpshooters, who use less-precise aimed
Aptitudes: Defence, Tech fire to take out high-value enemy targets.
The Nivan Junkers are used to combat Rapid operation of a single-shot weapon is
conditions that are often incredibly hostile key to this concept. This character can
to the continued functioning of machinery, choose to make two Single Attack actions
especially the cybernetics so many of them in one turn with a Basic or Pistol weapon
bear. Their heavy use of machine- that has no Semi-Automatic or Automatic
disrupting weaponry also brings with it fire rate. These attacks receive a -10 penalty
risks of collateral damage, so they have to hit and the Inaccurate quality.
developed a wide variety of minor
modifications and coping strategies to keep Streltsy of Old
themselves safe even in the midst of the Tier: 3
heaviest storms of scrambling radiation. A Prerequisites: Ballistic Skill 40, Weapon
character with this Talent gains a +20 to Training (Low-Tech), Katyushan
resist the effects of damage with the Character
Shocking Quality, and reduces any roll on Aptitudes: Ballistic Skill, Leadership
the Haywire Table that effects them, their Those Katyushan soldiers who choose to
cybernetics or their equipment by 2. specialize in symbolic and antique Streltsy
weapons are themselves referred to as
Shredder Streltsy, but those among them who
Tier: 2 distinguish themselves in battle earn the
Prerequisites: BS 40 title Streltsy of Old. These brave warriors
Aptitudes: Ballistic Skill, Offence are symbol of the military and
Even the finest piece of armour is not technological strength of Katyush, and
invincible, and prolonged impacts, or even they can turn the tide of many a battle.
102
A Character with this Talent treats all Trench Defender
Streltsy weapons as if they were Battle Tier: 3
Standards as well, with the resultant stat Prerequisites: Trench Dweller, Trench
bonus stacking with the stat bonus from the Veteran
weapon themselves. Additionally, they add Aptitudes: Fieldcraft, Defence
one half their Ballistic Skill Bonus, rounded Even the most well-protected trench is
up, to any Streltsy weapon’s Damage. inevitably invaded, and the most well-
prepared veterans are those who ready
Sudden Strike themselves for combat within their own
Tier: 2 defensive lines. By setting booby traps and
Prerequisites: Weapon Skill 35, Quick Draw concealed enfilade firing points, even
Aptitudes: Weapon Skill, Finesse mighty enemies can be delayed and turned
Many different philosophies of melee back.
combat emphasize the first strike- landing Characters with this Talent gain a +10 to
the first blow against an enemy before they any and all Ballistic and Weapons Skill tests
can react can turn the tide of a duel before within their own trench line. Additionally,
it even starts. This character has taken that all enemies within the trench treat it as
idea to heart- their first successful melee Difficult Terrain, even if they would
attack each combat deals +3 damage. otherwise ignore terrain of that type.
103
Trench Raider Talent, a character can choose one of the
Tier: 1 following effects to apply to their unarmed
Prerequisites: Agility 35 melee attacks.
Aptitudes: Fieldcraft, Offense • Barking Toad Style Kung Fu: Uses
When a conflict turns from mobility to the explosive palm strikes. Unarmed
slow, grinding attrition of trench warfare, attacks gain Concussive (0).
new tactics are called for. Trench raiders are • Wolf's Fang Style: Tears at the foe
a sign of such tactics, light and mobile with hooked fingers. Unarmed
troops who can break into enemy defenses attacks gain Crippling (1).
and wreak havoc against defenders • Katyushan Bludka Tunnel Fighting:
unprepared for a close assault. Wobbles past defences. Unarmed
A character with this Talent never treats attacks gain Flexible.
trenches or fortified positions as Difficult • Edelweiss Savatte: Hit the enemy
Terrain. until it dies. Unarmed attacks gain
Felling (1).
Trench Veteran • Imperial Hyperjudo: Kick ass for the
Tier: 2 Emperor. Unarmed attacks gain
Prerequisites: Trench Dweller Sanctified and Snare (1).
Aptitudes: Fieldcraft, Defence • Fist of the Red Star: You are already
Experienced trench fighters know the value deleted. Unarmed attacks gain
of their own prepared positions, and can Shocking.
keep their cool even under blistering fire. • Void Spin: Disrupt the enemy's
Once per day, a character with this Talent divine ratios. Unarmed attacks gain
can choose to reroll any one failed Proven (5).
Willpower or Intelligence-based test while • Temperus Maximus' Rage Kata:
in their prepared trench. Further, all cover FUUUUU-. Unarmed attacks gain
in their prepared trench increases by an Tearing and Unwieldy.
additional 2 AP. • The Mentor's Path: Turn your
wisdom against them. Unarmed
Unarmed Style called attacks suffer no penalty.
Tier: 2 • Psyker's Crusher: IT'S NO USE.
Prerequisites: Strength 40 or Agility 40, Unarmed attacks gain Force.
Unarmed Warrior • Aquilean Sambo: Simple,
Aptitudes: Strength, Finesse straightforward and brutal.
There exist few planets in the Imperium Unarmed attacks gain +2 damage.
which do not possess some form of local
martial art or fighting style to allow an This Talent can be purchased multiple
unarmed combatant to survive in combat. times. Its XP cost increases by 50 for each
Though martial arts such as these are of time it is purchased after the first.
debatable use on the battlefield, they can
be lifesavers in close quarters or when one's
back is to the wall. Upon purchasing this
104
Unconventional Leadership New Orders
Tier: 3 The following Orders are not considered
Prerequisites: Air of Authority, Strength 50 Generic Orders as in the core rulebook, and
or Willpower 50 or Intelligence 50 (see some require the Veteran Comrade talent as
below) a prerequisite.
Aptitudes: Leadership, General
The Tactica Imperialis says that not all Find their Range!
leaders inspire their followers through Type: Order (Free Action)
charisma alone. Some lead from the front, Order: Veteran
urging their allies on with acts of might. Prerequisites: Deadeye Shot, Sharpshooter
Some treat their troops as pieces on a Aptitudes: Perception, Ballistic Skill
Regicide board, moving them with careful Effects: A well-trained soldier, especially an
planning. Yet more lead from among their artilleryman or sniper, learns very quickly
men, suffering the same privations as their how to judge the distance to a target by eye.
followers but enduring through sheer will. This allows a coordinated fireteam to lay
A character with this Talent can choose to down accurate fire even at very long ranges.
use either their Strength, Willpower or The character making this Order ignores all
Intelligence instead of their Fellowship for Ballistic Skill penalties for single shots at
the purposes of Command Tests. The long ranges on their next ranged attack this
decision of which Characteristic can be turn.
substituted this way is made upon taking
the Talent and is permanent, and the Heave that Gun ‘Round!
Talent can only be taken once. As an added Type: Order (Full Action)
bonus, characters gain a secondary ability Order: Basic
depending on which Characteristic they Prerequisites: Strength 35
chose: Aptitudes: Strength, Offense
Strength: Once per combat, upon defeating Effects: While many of the Guard’s
an enemy in melee combat, this character strongest soldiers are famous for wielding
can use the Command skill to Inspire their heavy weapons on their own, a heavy
allies at a +10 bonus as a Free Action. weapons trooper can move their gun easily
Willpower: Once per combat, when using with assistance from an ally and keep it
the Terrify use of the Command skill, this steadied.
character can Inspire any allies who After this Order has been issued, if their
successfully overcame their fear, rolling at a Comrade is in Cohesion, this character can
+10 bonus as a Free Action. move a number of meters equal to his
Intelligence: Once per combat, after a Strength bonus and re-brace his weapon as
successful Scholastic or Forbidden Lore a Half Action. He does not lose the effects
test, this character can Inspire their allies at of Bracing on his weapon if he uses a
a +10 bonus as a Free Action. Reaction to Dodge before the end of his
next turn.
105
Coordinate Toss Rousing Chant
Type: Order (Half Action) Type: Order (Free Action)
Order: Veteran Order: Basic
Prerequisites: Tech-Use, Sleight of Hand Prerequisites: Fellowship 30,
Aptitudes: Finesse, Perception Aptitudes: General, Social
Effects: What’s better than one grenade in Effects: Sometimes the memories of home
an enemy trench? Two, of course. and the simple comradeship of the camp
The next time this character throws a can form the greatest bulwark against the
grenade, their Comrade does so as well, terrors of the enemy.
aiming for roughly the same spot. After This character and his comrade burst into
resolving the first grenade attack, resolve a song, or chanting, or some recital of
second attack on a nearby square. Roll on familiar culture that might inspire their
the Scatter diagram- the second grenade friends to take heart. The character may
lands 1d5-2 meters away in that direction. make an Ordinary (+10) Perform Test. If
Grenades thrown are taken from the they succeed, all allies in earshot suffering
Character’s stock of grenades, not the from Shock may choose to reroll any failed
Comrades’. Willpower tests to snap out of Shock for
the remainder of the combat.
Blind Volley
Type: Order (Full Action) New Combat Actions
Order: Basic
Prerequisites: Ballistic Skill 25 The following combat actions are intended
Aptitudes: Ballistic Skill, Defence to supplement those already present in the
Effects: While suppressing fire is common in Only War core rulebook, and can be
the Guard, firing wildly, even with a utilized by any character equipped with the
weapon not designed for it, can still force right gear or weaponry.
enemies to get their heads down.
The character who issues this Order has Scorched Earth
their comrade mag-dump their weapon in Type: Full Action
the general direction of the enemy. The Subtype: Attack, Ranged
Comrade empties their weapon’s Clip, and Sometimes, Flamers are used less as assault
the targets and everything within 1d10 + the weapons than as area-denial tools, used to
character’s Ballistic Skill Bonus meters must restrict the movement of enemy troops or
make a Challenging (+0) Pinning Test or be lock down enemy emplacements so that
Pinned for one round. The Comrade must they can be dealt with at a later date. A
spend the next round reloading his weapon character equipped with a Flame weapon
as normal. can use this Action to set an area of ground
equal to their Flame weapon’s normal Spray
or Blast radius on fire. The area designated
must be within range of their weapon. That
area burns for 1d5 rounds and is treated as
Difficult Terrain until extinguished. Units
106
moving through the area must make a Chemical Damage
Challenging (+0) Agility Test or catch fire. “All things are poison, and nothing is without
Using this Action consumes an amount of poison; only the dose makes a thing not a poison.”
fuel equal to half of the weapon’s normal -Paracelsus
maximum Clip, if the weapon uses ammo.
In the grim darkness of the far future,
Battle Song there’s a lot that can make a living man
Type: Half Action dead, and toxins, venoms, poisons, plagues,
Subtype: Concentration, Miscellaneous radiation, chemical reactions, viral phages,
Music on the battlefield can both inspire fungal agents and charged-particle
allies and demoralize enemies, often at the bombardment are but a tiny sampler. It
same time. doesn’t make much sense that a weapon
A character equipped with a Musical that fires poison darts would do Impact
Instrument can choose to either perform an damage. Here, then is Chemical Damage, a
inspiring song or a menacing one. Either new damage type for every kind of injury
way, they must make a Challenging (+0) that makes targets melt, get poisoned, or
Perform Test. If they chose an inspiring develop excitingly aggressive cancer.
song, all allies in earshot who are not Chemical Damage uses the damage type C
Deafened gain a temporary bonus to their (as opposed to E, R, X or I). Fun!
Willpower and Toughness of +1 for each
Degree of Success on the original test Retroactive Changes
(minimum +1), for as long as the original Only War, and the FFG RPGs in general,
song is sustained. If they chose a menacing contain a lot of different weapons which
one, all enemies within earshot who are not could be considered to have the Chemical
deafened take a temporary penalty to their damage type. It is up to the GM, in
Ballistic Skill and Weapons skill of -1 for agreement with their players, what weapons
each Degree of Success on the original test exactly to Chem damage, and what one
(minimum -1) for as long as the original stick with Rending or Impact damage to
song is sustained. Sustaining a song for represent poisons. Generally, though, any
another round requires another weapon with the Toxic quality, or one
Challenging (+0) Perform Test. So long as which specifically uses non-flammable
the test passes, regardless of the Degrees of chemicals to do damage, (like Bleeder
Success achieved, the song is sustained. If a Rounds) whether this quality is derived
test to Sustain a song achieves more degrees from the weapon’s innate qualities, unusual
of success than the original test, the ammunition or a variant pattern, should use
bonus/malus provided by the song increases Chemical damage instead of its normal
accordingly. All Battle Song tests with a damage type.
Regimental Instrument provide double the
bonus/malus, namely +/-2 per Degree of Additionally, the Toxic Quality itself
Success instead of +/- 1. should be modified- instead of dealing
extra damage with the same Type as the
original weapon, Toxic deals extra damage
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with the Chemical type. Bear in mind of
course that these are suggestions- it’s your
game, bro, you do with it what you will.
1 The target begins to feel a tingling or burning sensation on their face and becomes disoriented.
They can take only a Half Action on their next turn as they recover their senses.
2 The attack splashes a nasty spray of chemical that seeps into the target’s mouth, causing them to
choke up. They are Stunned for one round.
3 The attack sears across the target’s face, leaving a messy but superficial first-degree burn.
Permanent scarring is very likely. The target suffers 1 level of Fatigue and must make a
Challenging (+0) Toughness test or suffer 1d10 Fellowship damage.
4 The chemical seeps into the flesh, causing a rapid onset of necrosis, leaving the target disoriented
and in agony. The target suffers 1d10 Perception damage and must make a Challenging (+0)
Toughness test; if they fail, they lose an eye and permanently reduce their Fellowship
characteristic by 1d5.
5 Even as the target begins to cough up blood, their flesh darkens as deep necrosis sets in. The
target suffers 1d10 Perception damage and suffers a -10 penalty to Weapon Skill and Ballistic Skill
tests on their next turn. Permanently reduce the target’s Fellowship characteristic by 1.
6 The attack has seared directly into the target’s eyes, causing shocking pain as their vision quickly
fades into a grey fog. The target is Stunned for 1 round and is permanently Blinded. Permanently
reduce their Fellowship and Perception characteristics by 1d5.
7 The target succumbs quickly to the fumes of the chemical and the reek of burning flesh, falling to
the floor unconscious as they twitch wildly. The target is knocked Prone, and is considered
Unconscious for 1d5 rounds. Permanently reduce their Perception and Intelligence characteristic
by 1d10.
8 The target’s brain succumbs to the incoming rush of chemicals and they fall to the floor
unconscious, twitching wildly. They are knocked Prone, Stunned for 1d10 rounds and take 1d5
permanent Perception and Intelligence damage.
9 In a sickening display, the soft tissues in the target’s face dissolve and melt away, dripping flesh
and blood with a horrendous stench. As their cerebral fluid escapes their now vacant eye sockets
they usher a final terrible shriek before hitting the ground dead. If the target burns a Fate Point to
survive this horrible ordeal, they permanently reduce their Perception and Fellowship by 5.
10+ As above, except the process coats the area around the target with slick, foul-smelling goo. For the
remainder of combat, anyone moving within 2 meters of this spot must make a Challenging (+0)
Agility test or fall Prone.
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Table 5: Chemical Critical Effects- Body
Critical Critical Effect
Damage
1 A splash of corrosive chemicals on the target’s body emits fumes, stealing the air from his
lungs and causing gurgling coughing. The target can take only a Half Action on their
next turn.
2 The chemical causes fluid-filled blisters to erupt on the target’s torso. They suffer 1 level
of Fatigue and must make a Challenging (+0) Toughness test or suffer 1d5 Toughness
damage.
3 The target is racked by heavy coughs and strained breathing as their flesh bleaches and
lungs fill with fluid. The target is Stunned for 1d5-1 rounds and suffers 1 level of Fatigue.
4 The flesh of the target’s torso begins to darken as necrosis sets in, forcing the character
to vomit uncontrollably. The target suffers 2 levels of Fatigue and 1d5 Strength damage.
5 As the chemicals seep into the target’s innards, they clutches themselves in agony as their
muscles clench uncontrollably. Permanently reduce the target’s Strength and Toughness
by 1d5, and they can only take a Half Action on their next turn.
6 With an odorous sizzling, patches of the target’s skin dissolve, leaving lesions of puss,
flesh and caustic goo. The target suffers 1 level of Fatigue and can only take Half Actions
for the remainder of combat.
7 With an agonizing scream, the target’s breathing becomes labored as the chemicals
corrode not only their flesh, but internal organs as well. Permanently reduce the target’s
Strength characteristic by 1d5. Until they receive medical attention, at the end of each of
each round in which they took an action, roll 1d10. On a result of 1 or 2, the character dies
instantly as a vital organ dissolves.
8 With severe necrosis setting in, and the target’s flesh bleaching or darkening, their
heartbeat begins to slow and stutter as anaphylactic shock sets in. The target suffers 3
levels of Fatigue and is Stunned for 1 Round. Permanently reduce their Toughness
characteristic by 1d10.
9 The target is overcome by chemical poisoning as their circulatory and respiratory systems
suddenly halt. Spewing out a gargled cough of blood and dissolved flesh, the character
falls to the ground dead.
10+ As above, except the target’s torso bursts and collapses, emitting a wretched and foul
stench. Anyone within 1d10 meters away from the corpse must make a Challenging (+0)
Toughness test or be Stunned for 1 round as they recoil from the horrendous sight and
smell.
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Table 6: Chemical Critical Effects- Arm
Critical Critical Effect
Damage
1 The target’s arm spasms painfully as its muscles weaken. They immediately drop whatever
they are holding in that hand.
2 The strike leaves a deep bruise that develops within moments of exposure, possibly
causing muscle spasms. The target suffers 1 level of Fatigue.
3 The chemical solvent seeps into the target’s arm, weakening their grasp as their muscles
clench and tighten. The target is Stunned for 1 round and drops anything they were
holding in that hand. Roll 1d10; on a result of 1, anything the target was holding in that
hand is badly damaged and unusable until repaired.
4 The chemical leaves a darkening necrosis that scars the flesh of the arm. The limb cannot
be used for any purpose until the target receives medical attention.
5 The attack leaves the target’s arm a shriveled mess, riddled with splotchy chemical burns.
Until the critical damage is healed, they take a -10 penalty to any Strength, Weapon Skill
or Ballistic Skill tests, and cannot use the limb for any purpose.
6 The chemical shrivels the flesh of the target’s hand even as it wrenches into a hideous
rictus contraction. This may cause permanent injury. The target must make a Challenging
(+0) Toughness Test. If they succeed, the hand cannot be used until they undergo
healing. If they fail, they permanently lose the use of the hand.
7 With a sickening sound, the hand of the target’s arm slowly and painfully rips free as
tendons and muscles dissolve. The target loses the hand and takes 1d10 Strength
damage. They must immediately make a Challenging (+0) Toughness test or suffer the
Blood Loss Condition.
8 The target’s arm melts away completely, leaving a gore-filled socket. The target loses
their arm and takes 1d10 permanent Weapon Skill and Ballistic Skill damage. They are
now suffering from Blood Loss.
9 In a horrifying display of gore, the corrosive chemical sloughs the flesh and tendons from
the bone, leaving tenuous strands of tissue dangling from the shoulder. The target must
immediately make a Challenging (+0) Toughness test or die from shock. If they survive,
they are Stunned for 1d10 rounds, lose the arm, and suffer Blood Loss.
10+ As above, except the attack melts the arm into an almost liquified slush and sends the
target crumbling to the ground. They immediately die from shock, their face frozen in
twisted agony.
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Table 7: Chemical Critical Effects- Leg
Critical Critical Effect
Damage
1 The muscles in the target’s leg seize up momentarily, causing them to stumble. They are
knocked Prone.
2 The target’s leg sprouts a patch of painful fluid-filled boils that make movement painful.
The target is Stunned for one round. They must also make a Challenging (+0) Toughness
Test- if they fail, they can only make Half-action moves for a number of rounds equal to
their Degree of Failure.
3 The target’s leg twists and convulses under a series of crippling muscle spasms. They take
2 Fatigue and are knocked Prone.
4 The skin on the target’s leg blooms with internal bleeding as their circulatory system
begins to collapse. They reduce their Agility by 1d10.
5 The attack withers the muscle’s in the target’s leg, laming them. They halve their
movement speed and take a -20 on Agility tests until they receive medical treatment.
6 The target’s leg sprouts hundreds of awful, oozing blisters as their skin and muscle
corrodes away. They are Stunned for 1d5 rounds and must make a Challenging (+0)
Toughness Test. If they fail, they take 2d10 permanent Agility damage.
7 Chemical burning severs the tendons in the target’s leg with a wet snapping noise. They
are knocked Prone, take 1d10 permanent Agility damage and cannot move until they
receive medical treatment. They must also make a Challenging (+0) Toughness Test or
lose the leg permanently.
8 The target’s leg is seared through and the exposed bone snaps, leaving behind a jagged
stump of bone. The target loses the leg, and they suffer from Blood Loss.
9 The bones in the target’s leg bend, twist, and slough away, leaving them with nothing but
an oozing stump. They must make a Challenging (+0) Toughness Test or die from shock.
If they succeed, the leg is lost, they are stunned for 2d5 rounds, and they suffer from
Blood Loss.
10+ As above, except the target dies immediately from shock, landing in the puddle left by
their limb. Their body twitches a few times, then lies still.
111
Armoury dealing damage as it would in a normal
“Melius armis, victor melius” attack.
-Motto of the Edelweiss Kurassiers
Logistical Corps Discharge: This weapon occasionally
creates high-voltage electrical arcs as it
Logistics in the Synerge Cluster overloads. A weapon with this quality
discharges on attack rolls of 91 or higher-
As a backwater subsector largely out of the the wielder suffers 1d5 Energy damage with
way of any major conflict, many of the the Shocking quality to their Arms,
worlds in Subsector Trisdeka receive little ignoring Armour but not toughness.
by way of military material support from Additionally, the weapon generates a
the Munitorum. While several, including Haywire (5) field centered on the user (a
Bellagia, Katyush and Niva Gustav possess Haywire field with a radius of 5m). Roll on
their own manufacturing facilities and the Haywire Field Effects Table as normal
STC-derived blueprints and plans, others for all electronic devices within range,
are forced to improvise and rely on their excepting the weapon that generated the
own scrounged or scavenged arms, often Haywire field. A Discharge weapon can be
purchased through backroom channels or fired again on the turn after it has
via less than scrupulous Rogue Traders. Discharged. Any circumstance that would
normally cause this weapon to jam instead
The Availability values for all weapons in causes it to Discharge.
the following section are those that would
apply within a regiment normally using that Infiltrator: This weapon is designed to fire
weapon. For, say, a Tennanlowe regiment a specially-loaded subsonic round which
scavenging Dolcaterran weapons, the creates no sonic boom upon exiting the
Availability of the weapons would decrease. weapon's action. Further, its barrel is
encased in mechanical baffles or other
sound-dampening systems that make it
Weapon Qualities
almost inaudible when firing, as well as
reducing its recoil. Weapons with this
Black Promethium: Black Promethium is
quality gain all the advantages of weapons
an extraordinarily volatile and powerful
equipped with Silencers; however, they are
incendiary by any standard, but its sheer
incapable of hitting targets beyond their
instability makes it a risk to the user. A
maximum listed Range. After resolving
Black Promethium weapon increases the
damage normally against an Unaware
damage done by the Toxic quality by 1, and
target, an Infiltrator weapon does 1d10
the Armour damage done by the Corrosive
extra damage, ignoring Armour. This
quality by 1. When the user of a Black
additional damage can trigger Righteous
Promethium weapon is hit with any kind of
Fury.
Energy damage or is set on fire, roll 1d100:
on a roll of 75 or above, all ammunition and
weaponry on their person with the Black
Promethium quality immediately detonates,
112
Streltsy: These weapons are literal antiques, devastating results but massive recoil.
seldom fielded except on ceremonial Thrust Jet weapons function as if they had
occasions, and full of historical and the Spray quality, but hit all targets in a line
legendary inspiration for the Katyushans. with a length equal to the weapon's range.
Any Katyushan character within line of Thrust Jet weapons have +1 Penetration at
sight of someone wielding a Streltsy point-blank range. On a jam the user of one
weapon gains a temporary +5 to all such weapon must make an Ordinary (+10)
Willpower and Ballistics Skill tests (with the Strength test or be Stunned for one round
obvious exception of the wielder from whiplash. Failing this test by more
themselves). The bonus from multiple than one Degree extends the duration of
Streltsy weapons stacks, to a maximum of the Stun to 2 rounds.
+15.
Twin-stage: This weapon's projectiles
Thrust Jet: This weapon is a modified incorporate a small secondary rocket
rocket or pulse-jet engine, firing a long engine to give the round an extra kick at
cone of superheated exhaust gasses with the end of its ballistic arc. A weapon with
113
this Quality gains a +2 to its Penetration at Krug Gyrojet Pistol: A single-shot, break-
Long ranges. If a Twin-Stage weapon hits action pistol that fires a single heavy rocket
any target and does not do damage, the round. Can also fire most common signal
shot ricochets- roll on the Scatter diagram, flare types.
and the round continues to the end of its
range in that direction until it hits another Strela Gyrojet Rifle: A simple, bolt-action
target. If the attack roll on such a ricochet long rifle that fires rocket-powered bullets
scored more than two Degrees of Success, with a great deal of force. Comes attached
the firer can choose to modify the Scatter with an integrated Telescopic Sight as
roll by a number up to their Ballistic Skill standard, which can be removed with a -10
Bonus. A Twin-stage round can bounce Tech-Use or Trade (Armorer) test.
between multiple targets in this way.
Weapons with the Twin-stage Quality Krug M37 Gyrojet Carbine: A lengthened,
cannot also have the Blast Quality. double-barreled version of the Krug pistol
with a folding stock, designed for use by
Gyrojet Weapons vehicle crew. Can be wielded one-handed at
a -10 penalty.
The two pillars of Katyushan military
doctrine are range and accuracy, and their Autostrela Automatic Gyrojet Rifle: Uses
native weapon designs are built around this. the same frame as the conventional Strela,
Their standard ‘gyrojet’ arms use a small but adds a simple gas piston and a box
solid-tipped rocket instead of a magazine, making it a powerful if slow-
conventional bullet, a design which firing automatic. Comes standard with an
provides significant stopping power and integrated bipod.
range compared to a standard autogun
round, but carries with it several drawbacks. M40 “Reyder” Autostrela: Combining
o Gyrojet weapons cannot be offworld compressed air gun technology
equipped with Silencers with gyrojet ammunition, these
o Gyrojet weapons are not compatible complicated but powerful semiautomatic
with standard solid projectile rifles are only issued in small numbers to
rounds, but they can fire specialized the most elite Advance Spotter companies.
rounds designed specifically for Though the redesigned sabot rounds they
them on Katyush use hit well above their size, their unusual
o Long-range aim penalties for shape makes them incompatible with the
Gyrojet weapons are reduced by 5 range of specialty ammunition used in more
Though they do not fire conventional solid traditional weapons. Comes attached with
projectiles, these weapons function an integrated Telescopic Sight as standard,
similarly to normal slug-throwers or which can be removed with a Challenging (-
autoguns and thus require the Weapon 10) Tech-Use or Trade (Armorer) test.
Training (Solid Projectile) Talent to use.
M40 “Drotik” Gyrojet Rifle: Derived
from the prototypes of what would become
114
Table 8: Gyrojet and Solid-Projectile Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt. Rarity
Krug Gyrojet Pistol Pistol 60m S/-/- 1d10 + 4 I 3 1 Half Reliable 1kg Common
Welreus Commando Pistol Pistol 20m S/-/- 1d10 + 3 I 0 8 Full Infiltrator, Reliable 1kg Rare
Strela Gyrojet Rifle Basic 120m S/-/- 1d10 + 5 I 3 5 2 Full Reliable 7kg Average
Krug M37 Gyrojet Carbine Basic 100m S/2/- 1d10 + 4 I 3 2 Full Reliable 3kg Average
M40 “Reyder” Basic 100m S/3/- 1d10 + 4 I 4 30 Full Proven (3), Twin-Stage 5kg Rare
Delileus Commando Stubber Basic 200m S/3/- 1d10 + 4 I 2 10 Full Infiltrator, Reliable 4kg Rare
Combilauncher (Launcher) Heavy 150m S/-/- 1d10+8 X 7 1 2 Full Blast (2), Concussive (0) 15kg Very
Rare
the Reyder, the Drotik is a heavy anti- Training (Solid Projectile) Talent to
materiel rifle used for long-range precision operate.
marksmanship in situations where a
standard Strela simply won't cut it. It Welreus-Pattern Commando Stub Pistol:
incorporates a compressed-air accelerator Frequently used by the Katyushan Advance
system like the Reyder, as well as an Spotters and a variety of Bellagian
extremely lengthened bull barrel and an regiments that focus on infiltration rather
oversized action. Drotiks can load Kulak than overt action, the bolt-action Welreus
rounds without reducing their Clip Size. is a simple but extremely effective
Drotiks come equipped with a Bipod and infiltrator's weapon found across the sector.
Telescopic Sight as standard, which can be Though not particularly damaging, its
removed with a Challenging (-10) Tech- concealability and reliability make it a
Use or Trade (Armorer) Test. valuable tool when discretion is needed on
the battlefield.
Solid-Projectile Weapons
Delileus 'Threadcutter' Commando
The most ubiquitous and simple of the Stubber: Another popular weapon amongst
Imperium’s modern weaponry, the Advanced Spotters, dozens of different
following equipment requires the Weapon Delileus variants exist across Subsector
115
Trisdeka, a testament to the ease of systems can be operated without having
construction of these primitive but training in the other.
surprisingly effective stubguns. Normally
bolt-action, they make excellent long- Las Weapons
range sentry-killers, allowing highly mobile
forces some modicum of firepower with Modified or rare versions of the Imperial
very little noise. Guard’s classic Lasgun, these weapons
require the Weapon Training (Las) Talent
Niva-Pattern Combilauncher: A curious to operate.
combination of autogun and light recoilless
rifle, the Combilauncher was intended to Apashe: A native Edelweiss las weapon, the
give PDF troops light anti-tank firepower Apashe is a curious and unwieldy folding
in a portable package. Though it achieved weapon that combines a trench knife and a
this, it is a bulky and uncomfortable compact laspistol into a single package.
weapon to wield. However, the design’s Though difficult to operate without
simplicity and ease of manufacture has seen finesse, these standard-issue Kurassier arms
it slowly spread across the Subsector. A are excellent in close quarters. An Apashe
Combilauncher requires either Launcher or can be used in melee as if it were a
Solid-Projectile Weapon Training to Warknife.
operate- one of the weapons' integrated
116
Table 9: Las, Flame and Plasma Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt. Rarity
Gul-Model Hand Projector Pistol 15m S/-/- 1d10 + 4 E 2 2 2 Flame, Thrust Jet 4kg Scarce
Full
Apashe Réal Pistol 20m S/2/- 1d10 + 4 E 6 5 Full - 1kg Near Unique
Nivablotter Pistol 15m S/2/- 1d10 + 5 E 4 8 2 Scatter, Discharge, 5kg Very Rare
Full Maximal
Zhuzh-Model Boost Basic 25m S/-/- 1d10 + 5 E 2 4 2 Flame, Thrust Jet 7kg Scarce
Projector Full
Gambler-Pattern Lasgun Basic 100m S/3/- 1d10 + 1d5 1d5 50 Full Unreliable 4kg Common
E
Nivablaster Basic 120m S/2/- 1d10 + 6 E 6 20 3 Full Maximal, Discharge 20kg Very Rare
Lasbarde Heavy 100m S/-/- 3d10 + 10 E 10 3 2 Proven (3), Inaccurate 25kg Very Rare
Full
Rev-model Ram Projector Heavy 35m S/-/- 1d10 + 5 E 4 8 2 Flame, Thrust Jet 50kg Rare
Full
Nivablaster-H Heavy 120m S/3/- 1d10 + 8 E 8 20 3 Full Maximal, Discharge 30kg Extremely
Rare
Nivablotter-H Heavy 50m S/3/- 1d10 + 8 E 6 16 3 Full Maximal, Discharge, 25kg Extremely
Scatter Rare
117
is often a sign that enemy troops are
Gambler-Pattern Lasgun: Rebuilt from approaching a fortified trench line.
castoff second-hand lasguns of various
different models, the Gambler represents Rev-model Ram Projector: Uncommon
the main weapon of Bellagia’s penal troops. due to their great size, these massive pulse
The main modification to the Gambler is its rocket weapons can send even the heaviest
unstable power regulator, which makes targets flying. Targets that fail their Agility
each shot hit with wildly varying power and test to catch fire when hit with this weapon
focus- every shot is made to test the user’s are also knocked Prone. Firing a Ramjet
luck. Projector unbraced requires a Very Hard (-
30) Strength test in addition to the normal
Lasbarde: Essentially a cut-down penalties to Ballistics, even if the firing
lascannon, the Lasbarde is designed to be character has the Bulging Biceps talent. If
mounted on the saddle of a large Edelweiss the test fails, roll on the Scatter Table- the
Querl or other military mount. It trades off out-of-control recoil causes the weapon to
long-range firepower for portability and fire in that direction instead.
ease of use on the move. Lasbardes come
with a built-in Saddle Weapon Mounting. Plasma Weapons
118
the weapon’s electrical coils can wreak
havoc with any kind of uninsulated
electronics. The wider Mechanicus was
quick to condemn the Nivablaster as a
dangerously uncontrollable weapon, but
the Nivans still produce them in significant
numbers, happy so long as they are never,
ever used in proximity to Nivan facilities or
Skitarii.
119
Table 10: Low-Tech Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt. Rarity
Strelet Rocket Pistol 50m S/2/- 1d10 + 3 I 0 2 Full Proven (2), Blast (1), Streltsy 5kg Rare
Handbow
Flintlock Revolver Pistol 15m S/-/- 1d10 + 2 I 0 6 5 Full Primitive (8), Inaccurate, 3kg Rare
Unreliable
Superposed Pistol Pistol 15m S/4/- 1d10 + 2 I 0 4 - Primitive (8), Inaccurate, 3.5kg Extremely
Unreliable Rare
Strelet Rocket Basic 100m -/-/3 1d10 + 2 I 1 9 2 Proven (2), Inaccurate, Streltsy 10kg Rare
Musket Full
Flintlock Carbine Basic 20m S/-/- 1d10 + 3 I 0 1 4 Primitive (8), Inaccurate, 6kg Common
Full Unreliable
Flintlock Blunderbuss Basic 10m S/-/- 1d10 + 3 I 0 1 5 Full Inaccurate, Unreliable, Scatter 7kg Plentiful
Nivan Scrap Bow Basic 30m + S/-/- 1d10 + 1 1 1 Full Crippling (1) 10kg Average
10xSB R
Seven-Barrel Gun Heavy 30m -/-/7 1d10 + 3 I 1 1 3 Full Inaccurate, Unreliable, Scatter 10kg Rare
4-Pounder Heavy 175m S/-/- 1d10 + 15 2 1 8 Full Blast (2) 290 kg Average
I
4-Pounder Heavy 75m S/-/- 1d10 + 5 I 2 1 8 Full Spray, Concussive (0) 290 kg Average
(Grapeshot)
Dvina Rocket Bow Heavy 80m + S/-/- 2d10 E 4 1 Half Indirect (3), Blast (2), Streltsy 2.5kg Extremely
10xSB Rare
120
Bonus to its Damage like a melee weapon. Flintlock Blunderbuss: A more primitive
The listed stats are for a sling firing lead version of the classic shotgun, the
bullets- for a sling firing rocks, reduce the blunderbuss' distinctive funnel-shaped
weapon's Penetration to 0. A Sling can be barrel makes it easy to load in a large
loaded with grenades, but it reduces its quantity of lead shot instead of a single ball.
Range to the user's Strength Bonus x 10. A Flintlock Blunderbuss is a Black Powder
weapon.
Strelet Rocket Handbow: A light hand
crossbow firing a pair of primitive rocket Flintlock Revolver: This slight step up
arrows. Unpredictable but dangerous. A from the flintlock pistol is much less stable
Rocket Handbow is a Black Powder than its stub counterpart. If a flintlock
weapon. revolver jams on an unmodified roll of 00, a
number of targets within its range equal to
Strelet Rocket Musket: Little more than a the number of rounds left in the cylinder
lightweight metal tube packed with rocket take a normal attack from the weapon as its
arrows, these weapons are as ornate as they cylinders overheat and discharge. A
are impractical. A Rocket Musket is a Black Flintlock Revolver is a Black Powder
Powder weapon. weapon.
Dvina Rocket Bow: An ancient but Superposed Load Pistol: A curious black
surprisingly effective weapon, firing a powder pistol design only accessible to the
single heavy rocket-assisted arrow to wealthy or the clever, the superposed pistol
devastating effect. If a Dvina should uses a complicated clockwork mechanism
misfire, the user and everyone within a 3m and a series of internal chambers to rapidly
cone behind him takes the weapon's discharge shots at short range. While fast-
damage as the aged rocket motor explodes. firing, the complexity of the system means
loading it is unfeasible. Superposed pistols
Seven-Barrel Gun: A mighty weapon for cannot be reloaded in combat, as the
only the strongest soldier, this heavy process takes several minutes at the least. A
musket fires seven barrels simultaneously in Superposed Load Pistol is a Black Powder
a spread with devastating effect. A Seven- Weapon.
Barrel Gun is a Black Powder weapon.
Nivan Scrap Bow: A heavy recurved
Flintlock Carbine: A lighter variant of the longbow made from tank suspension
flintlock musket, the carbine is often found elements and high-strength pneumatic
used by cavalrymen or artillery troops on
feudal worlds for whom a long weapon
would be too unwieldy. A flintlock carbine
can be wielded one-handed at a -10 penalty.
A Flintlock Carbine is a Black Powder
weapon.
121
Table 11: Launchers
Name Class Range RoF Dam Pen Clip Rld Special Wt. Rarity
Downpour Heavy 15-100m S/-/- 2d10 X 0 1 Half Blast (3), Inaccurate 4.5kg Scarce
Dymar Rocket Cart Heavy 300m S/3/- 1d10+8 X 3 6 2 Blast (3), Indirect (4), 60kg Average
Full Inaccurate
jacks, these massive weapons fire wickedly 4-Pounders are frequently loaded with
sharp serrated arrows with surprising force. grapeshot, for use as a short-ranged
This weapon adds the user’s Strength antipersonnel weapon. In this case, they use
Bonus to its damage. the listed stats for Grapeshot instead of
their regular stats.
4-Pounder Field Gun: These 84mm
smoothbore muzzle-loaders are the bread Launchers
and butter of the
Dolcaterran armed forces. They fire solid These heavy rocket or projectile launcher
lead cannonballs great distanced, but are weapons require the Weapon Training
light enough to be carried by as few as three (Launcher) Talent to operate.
horses. Though slow-firing, their above-
average manufacturing makes them Dymar Rocket Cart: Designed to be
surprisingly broken down
accurate. A 4- into two wheeled
Pounder requires components and
a crew of at least moved by
6 people to infantrymen, the
reload it at its Dymar is a
listed rate. Every mobile rocket
further crewman launcher that
beyond the 6th forms the
reduces the backbone of any
reload by one Katyushan field
Full Action, to a artillery force.
minimum of 4 Though normally loaded with simple solid-
Full Actions. Field Guns come attached to a rocket high-explosive projectiles for
Gun Carriage as standard.
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saturation fire, the Dymar can also be Explosives and Rounds
loaded with any standard Missile Launcher
ammunition, though doing so gives it the The explosives of Trisdeka generally
Unreliable quality. Dymars come attached conform to the patterns found in other
to a Gun Carriage as standard. Imperial sectors, but the people of the
Synerge cluster have made a few
Igla S-lRS: A long-ranged single-shot innovations.
rocket launcher that uses compressed air to
assist the firing of the round. Enterprising Black Promethium Canister: Used only in
weapons crews have also found that the air the direst emergencies, these heavy
system is sufficiently powerful to fire an incendiary grenades can do horrific damage
inactive round like a mortar shell, with do nearly any target, but their incredible
devastating if inaccurate results. An Igla volatility makes them just as dangerous to
launcher firing inactive rounds reduces its their user. Black Promethium Canisters
range to 20-50m and gains the Indirect (5) cannot be fired from Grenade Launchers.
and Unreliable special qualities, as well as
increasing the value of any Blast or Black Powder Grenade: These simple iron
Concussive qualities it has by 1. Switching spheres have a wick that can easily be lit by
the weapon to and from this mode requires touching it to a smouldering match and are
a Full Action. Comes with an integrated packed full of gunpowder. Though their
Telescopic Sight as standard, which can be explosion isn’t particularly potent, the
removed with a -10 Tech-Use or Trade clouds of cloying smoke they leave behind
(Armorer) test. can be useful.
Hand Mortar: These compact but Microwave Pot: Cobbled together by the
dangerous weapons use a small black tech-serfs of Niva Gustav for use against
powder charge to project hand grenades rampaging servitors, these simple devices
over longer distances. A Hand Mortar can incorporate a salvaged microwave emitter
be used to fire any round that would fit into and a powerful capacitor inside a fragile
a regular Grenade Launcher. clay shell. They can be used to temporarily
disable machinery in a small radius, or emit
Downpour Discharger: An extremely a nasty shock. On a roll of doubles on the
lightweight short-ranged mortar weapon Ballistic Skill test used to activate it, a
carried by Tennanlowe Skyboarders, the Microwave pot simply fails to work due to
Downpour is designed to provide a its crude construction.
modicum of indirect firepower in the
smallest possible package. Unfortunately, Concussion Grenade: Sometimes referred
because their ammunition is much smaller to as offensive hand grenades, these use the
than regular mortar rounds, they cannot same explosive charge as the standard Frag
fire specialized smoke or flare rounds. Grenade to produce a smaller wave of
pressure upon explosion. The smaller blast
and reduced fragmentation makes them
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safer to use in close quarters, though no less Golden Glory Missile: A standard
deadly. thermobaric missile design for the
Manticore missile tank, intended for
Vizg Rocket: Supplementing their rocket incendiary saturation fire.
engines with a built-in pulse-jet engine,
these bulky rounds hit with tremendous Dark Glory Missile: A variation of the
force at long ranges, and make a terrifying normal Golden Glory carrying a payload of
roaring noise as they fly. Any missile volatile Katyushan Black Promethium.
launcher firing Vizg rockets increases its Officially, Dark Glories are only rarely
Range by 50m. fielded to avoid the risk of massive
collateral damage, but most Katyushan
Black Promethium Thrown SB x 3 S/-/- 2d10 + 3 C 8 Blast (4), Flame, Corrosive, Toxic 1kg Rare
Canister (1), Black Promethium
Black Powder Grenade Thrown SB x 3 S/-/- 1d10 + 1 X 0 Blast (3), Smoke (2) 0.5kg Plentiful
Microwave Pot Thrown SB x 3 S/-/- 1d5 E 0 Haywire (2), Blast (2) 0.5kg Common
Concussion Grenade Thrown SB x 3 S/-/- 1d10 + 6 X 2 Blast (3), Concussive (1) 0.5kg Average
Golden Glory Missile Round - - 4d10 + 5 E 4 Blast (15+1d10), Flame 4000kg Rare
Black Glory Missile Round - - 5d10 + 5 C 4 4 Blast (10), Flame, Corrosive, Toxic 4500kg Extremely
(1), Black Promethium Rare
High-Ex Kopye Round - - 2d10 + 5 X 4 Blast (8), Indirect (2) 50kg Average
Black Promethium Kopye Round - - 3d10 + 5 C 4 Blast (10 + 1d5), Flame, Corrosive, 55kg Extremely
Toxic, Black Promethium Rare
Foehammer Missile Round - - 3d10 + 12 X 14 Blast (10 + 1d5), Concussive (2), 3000kg Rare
Accurate
Firestorm Missile Round - - 3d10 + 15 E 4 Blast (15 + 1d5), Concussive (2), 3500kg Scarce
Flame
Pilum Missile Round - - 3d10 + 12 X 14 Proven (5), Accurate 3000kg Very Rare
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artillery regiments use them as frequently as distances. This comes at a certain cost in
possible. manufacturing, however, and Pilums are
consequently rare.
Kopye Rockets: The Kopye series of
rockets are the local Katyushan variant on
any one of several dozen different kinds of
unguided saturation rockets used all across
the Imperium. Simple and robust in
construction, carrying heavy warheads yet
light enough for easy transport, they are an
effective if somewhat crude weapon. They
come with a wide variety of warheads,
which generally do not affect the function
of rocket itself. Vizg Kopye, which
incorporate a twin-stage design, increase
the range of the base launcher by 200
meters.
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Melee Weapons with a Polearm within 2 meters, to a
maximum of +15.
Ulu Knife: While somewhat ineffective as a
combat knife, Ulu are standard among Chakram: A bizarre weapon used by some
Katyushan soldiers because of their ancient Trisdekan religious sects, this
comfortable grip, great utility and overall sharpened ring of steel can be held
sturdiness, especially for cutting ice or as an (carefully) and used as a slashing knife, or
improvised piton. Using an Ulu conveys thrown with a flick of the wrist with
+10 to Survival tests in conditions of surprising power.
extreme cold.
Trench Dagger: Little more than a
Nivan Shock Spear: Little more than a set sharpened metal spike made of discarded
of industrial capacitors mounted to a plasteel or even adamantium, a trench
conductive blade on the end of a long dagger is only a truly effective melee
handle made from recycled plasteel, these weapon in the most brutal of fights, where
weapons are simple but devastating to its surprising capacity for penetrating
unarmoured foes. armour plating can have the most use. A
Trench Dagger imposes a -20 penalty on
Polearm: From halberds to guisarmes to Parry tests, as it is a purely offensive
bec-de-corbins to combat picks to weapon.
longspears, polearms are the favored
weapon of war on many more organized
Feudal Worlds. Though a poor weapon for
an individual soldier, the serried ranks of a
line of pikes or halberds can be devastating
to an approaching for when deployed en
masse. A soldier with a Polearm gains a +5
on their rolls to hit for each other soldiers
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Table 14: Exotic Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt. Rarity
Bellowing Maul Melee - - 2d10 I 1 - - Concussive (0), Razor Sharp 2kg Near
Unique
Burnt Offering Pistol 20m S/-/- 1d10 + 3 1 6 1 Full Sanctified, Scatter 1kg Extremely
R Rare
Ecarlator Heavy 300m S/-/- 5d10 + 10 10 3 2 Recharge, Overheats, Lance, 55kg Very Rare
E Full Proven (2)
Exotic Weapons
incorporate compact plasma weapons into a
A Subsector of strange worlds needs must
reinforced gauntlet. Few targets can
produce strange weapons.
withstand a high-speed impact with a
rapid-discharge plasma torch. This is a one-
Ecarlator: The identity of the inventor of
handed weapon. As listed above, a
these terrifying las weapons is unknown,
Nivabeater must be reloaded as if it were a
but they have a worrying tendency to turn
melee weapon, in order to fuel the plasma
up in Edelweiss regiments despite the
bursts it generates. A Nivabeater that is
furious censure of the Adeptus Mechanicus.
unloaded has the Nivabeater (Unloaded)
Little more than a violently overclocked
listed above.
lascannon with its firing frequency shifted
high into the ultraviolet, the Ecarlator
Burnt Offering Shotpistol: The most
discharges a literally blinding beam of
veteran of the Bellagian Low Rollers often
purple light that can melt through the
joke that they will give unto the enemies of
thickest of armour. A non-mechanical
the Emperor ‘offerings they cannot refuse’,
target hit by the beam of an Ecarlator must
and the saying is literal. These compact
make a Hard (-20) Toughness Test or be
shot-pistols are not unusual for their
permanently Blinded as the intense UV
design- a conventional revolving cylinder
light burns away their corneas.
with a snub barrel- but for what they fire.
Bellagian soldiers collect fragments of alien
Nivabeater Plasma Fist: Only a Nivan
soil, curious xeno weapons, and even bits of
techpriest would think it a good idea to
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holy relics, pack them into anointed shell their feet. Most Skyboarder regiments own
casings, and fire them back at their enemies. at most a few Bellowing Mauls, and only
Burnt Offerings are totally illegal, totally distribute them to their finest warriors.
unpredictable, and totally deadly. When When a Bellowing Maul hits, both its target
declaring that you want to fire a Burnt and all enemies within 2 meters of the
Offering, roll on Table 15: Burnt Offering target must test Toughness to resist the
Payload twice to determine the weapon’s effects of its Concussive quality.
additional Weapon Qualities. Reroll
identical results. Aglo-bastono: The living symbols of the
Brumeran Army, the Aglo-bastonos are
Table 15: Burnt Offering Payloads unique weapons that have only grown more
unique with time. At their core simple staves
d100 Roll: Quality: of solid wood topped with a heavy steel
1-5 Lance eagle with sharpened wings, and ending
6-10 Proven (5) with a steel spike, they are decorated with
11-15 Snare trophies and paraphernalia from dozens of
16-20 Toxic (2) battlefields. Though awkward to wield as
21-25 Unreliable weapons, they are the heart and soul of
26-30 Reliable their regiments, and to lose one in combat
31-35 Flame means eternal dishonor. An Aglo-bastono is
36-40 Inaccurate a one-handed weapon that counts as a
41-45 Razor Sharp Battle Standard, but also grants all allied
46-50 Melta Brumeran characters within line of site a +2
51-55 Shocking to all melee damage rolls. Aglo-Bastonos
56-60 Crippling (5) are always Best Craftsmanship.
61-65 Corrosive
66-70 Primitive (6)
71-75 Recharge
76-80 Spray
81-85 Overheats
86-90 Hallucinogenic (3)
91-95 Indirect (2)
96-00 Infiltrator
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Gas weapons function similarly to the mucous membranes, skin and lungs.
explosives, in that they have a Blast radius, Only some are fatal, but all are almost
but they cannot be dodged- it’s hard to universally unpleasant, though
throw yourself out of the way out of an characterized by a strong smell.
expanding cloud of clear, odourless gas, Detection Value: +10
after all. Instead, each has a Detection Hazard: +0
value- the bonus provided to an Awareness Absorption: Inhaled
test to know the gas is present, followed by Rarity: -10
a Hazard value- the bonus or malus A failed Hazard test against an irritant
provided to a Toughness test to resist the causes the subject to gain a number of levels
negative effects of the gas. Their of Fatigue equal to their Degrees of Failure
Absorption reflects how they are processed on the test, as well as 1d5 points of Chemical
by living beings- Inhaled, in which case gas damage to the body, which is not reduced
masks, respirators and other breathing by armour or toughness.
devices provide their benefits, or Absorbed,
in which case only an airtight suit provides Asphyxiants: These rarely-seen chemical
protection. They also included a Rarity- weapons are hard to detect but only work
this is the number of steps to increase the well in enclosed spaces, making their
rarity of the shell type (see below) they are battlefield use infrequent. They cause
fitted to. Inorganic enemies obviously chemical reactions in the lungs that prevent
suffer no ill effects from such weapons. the intake of oxygen, leading to a painful
death by asphyxiation.
Tear Agents: Stronger versions of the riot Detection Value: -20
gas used by the Arbites, tear agents cause Hazard: +0
blurred vision, irritation, and coughing, but Absorption: Inhaled
little to no permanent injury. They take the Rarity: -20
form of thick clouds of white or greenish A failed Hazard test against an Asphyxiant
smoke. causes the subject to begin to suffocate.
Detection Value: +30 They remain conscious for a number of
Hazard: +10 rounds equal to their Toughness Bonus.
Absorption: Inhaled When unconscious, they survive for another
Rarity: +0 number of rounds equal to their Toughness
A failed Hazard test against Tear Agents Bonus before dying of asphyxia. A Hard (-
causes the subject to take a -5 penalty to 20) Medicae Test and the administration of
their Perception, WS and BS for the chemical antiagents will halt this progress
duration of the time they are within the gas, and restore the subject to consciousness.
plus 1d5 rounds after they have left the area
of effect. Tear agents also provide Smoke Vesicants: The most unpleasant of the gas
over their area of effect. agents, vesicants cause immediate and
severe chemical burns to the skin and soft
Irritants: Though they vary in severity, tissues. Though not likely to be fatal, they
irritants generally cause painful burning in do cause horrific scarring. Wearing
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respirators or gas masks reduces the Stun Nerve Agents: Subtle, aggressive and
duration and Toughness damage of a indiscriminate, the use of nerve agents is
vesicant by 1, but otherwise provides no unpopular in the Imperial Guard because
benefits. the negative effects such chemicals tend to
Detection Value: +10 have on friendly morale. Nerve agents
Hazard: -20 disrupt the functioning of the nervous
Absorption: Absorbed system, causing rapid, painful seizures,
Rarity: -10 paralysis and then heart failure. They also
A failed Hazard Test against a vesicant tend to be colourless and odourless, making
causes the subject to be Stunned for 1d5 them all the more frightening.
rounds. They also take 2d5 points of Detection Value: -30
Toughness Damage, which becomes Hazard: -30
permanent if it is not treated within 24 Absorption: Absorbed
hours. If they fail the test by more than 3 Rarity: -20
degrees, they also take 1d5 points of A character who fails a Hazard test against
Chemical damage to the Body, ignoring nerve gas is Stunned for 1d5 rounds and
Armour and Toughness. takes 3d10 Chemical damage to the Body,
ignoring Armour and Toughness. They
Blood Agents: These extremely aggressive receive a further 1d5 non-reducible
chemicals target the blood’s ability to Chemical damage every subsequent round
absorb oxygen, leading to death in seconds they are exposed to the gas. If they pass the
at high concentrations. However, they are initial Hazard test, they still take 1d5-1
chemically unstable and dissipate quickly. If levels of Fatigue.
a character rolls doubles on their Hazard
Test against blood agents, their respiratory There are also different types of gas shell,
gear is damaged and requires repair to but for simplicity’s sake they can be sorted
continue filtering. into 3 categories: Big, Middlin’ and Small.
Detection Value: +10 All gas shells have the same Range value as
Hazard: -20 their base weapon would normally.
Absorption: Inhaled
Rarity: -20 Big Gas Shell: Designed to carry large
A character who fails a Hazard Test against quantities of gas in high concentration,
blood agents by less than 2 degrees is these weapons are assumed to have a blast
Stunned for 1+1d5 rounds and takes 2 levels radius of 30 meters, and the gas they deploy
of Fatigue. If they fail by 2 degrees of more will persist for at least 5 minutes (60 rounds).
they take 3d10 Chemical damage to the Rarity: Very Rare
body, ignoring Armour and Toughness. Used By: Colossus, Medusa, Manticores,
Blood Agents persist for one-quarter of the etc.
time indicated by their gas shell type,
rounded down. Middlin’ Gas Shell: The most common
variety of gas shells, these leave a moderate
concentration of gas over a reasonable area.
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They are assumed to have a blast radius of Blitz pack simply involves jamming a small
20 meters, and the gas they deploy will piece of conductive wire into the contacts
persist for 2 minutes (24 rounds). of a standard lasgun powerpack at just the
Rarity: Rare right angle, causing a minor short which
Used By: Earthshaker, Gotterdamerung, makes the weapon fire an eye-searing pulse
Heavy Mortar, Kopye Rocket, etc. of UV light. An enemy who takes damage
from a las weapon fitted with a Blitz Pack
Small Gas Shell: These are true tactical gas must test Toughness or be Blinded for 1d5
shells, useful more for harassing than rounds. Blitz packs can be recharged as
wiping out an entire enemy concentration. normal lasgun power cells.
They are assumed to have a blast radius of Rarity: Rare
10 meters, and the gas they deploy will
persist for 30 seconds (6 rounds). Scrapmaker Pack: Built in covert factories
Rarity: Scarce on Niva Gustav, these bulky, unstable
Used By: Mortar, Grenade Launcher, modified charge packs are the Mechanicus’
Rocket Launcher, etc. nightmare, because they convert a lasgun
into a primitive electrolaser, causing it to
Exotic Ammunition intensely ionize the air along its beam,
scrambling unshielded electronics. A las
As a subsector of strange worlds and weapon fitted with a Scrapmaker pack
strange weapons, it is no surprise that the reduces its damage dice to d5s but gains the
people of the Synerge Cluster have also Haywire (2) quality. Scrapmaker packs
developed equally strange specialty cannot be recharged.
ammunition. Rarity: Rare
Lo-charge Pack: A Nivan invention that Mars-Pattern Charge Pack: Few regiments
occasionally sees use among the Edelweiss even of the Tempestus Stormtroopers have
and the more covertly-minded Bellagians, access to Martian lasgun charge packs, but
this unusual power pack forces a lasgun's their reputation has spread far and wide.
internal power systems to run at much These are perfectly-optimized hand-
lower frequencies than normal, producing a crafted charge packs, providing a
las-blast that is not visible and transfers less mathematically ideal amount of current to
heat to the surrounding atmosphere. A the workings of a lasgun. Any hit with one
lasgun with a Lo-charge Pack does 2 extra of these is gonna really sting. A las weapon
damage and gains all the benefits of a loaded with Mars-Pattern Charge Packs
Silencer, but also gains the Recharge gains Proven (5), Felling (2), and Crippling
quality. Lo-charge Packs can be recharged (2). Mars-Pattern Charge Packs can be
as normal lasgun power cells. recharged as normal lasgun power cells.
Rarity: Rare Rarity: Extremely Rare
Blitz Pack: A manifestation of the curious Grad Round: Designed for saturation fire,
Edelweiss obsession with las weaponry, the these small rounds are in actual fact a
132
bundle of long, needle-shaped flechettes Action, a character can expend a full tank
clustered around a central core. A of Otdacha fuel to give themselves a +20 to
Katyushan gyrojet weapon firing Grad all Agility checks to jump for the rest of the
rounds gains the Indirect (3) quality and the turn, as well as increasing their Agility
Blast (1) quality when fired at ranges greater Bonus for the purpose of determining
than Close. movement speed by 1.
Rarity: Scarce Rarity: Rare
Subsonic Stub Round: These heavy rounds Nivablinder Glass Fibre Warhead:
incorporate a greatly undersized explosive Possibly the Nivans’ most horrifying
charge that causes the round to remain invention, the Nivablinder shell
below the speed of sound upon firing. incorporates a massive payload of ultra-
Infiltrator weapons treat these rounds as sharp glass fibres. These fibres worm their
normal ammunition, while non-Infiltrator way into soft tissue and clothing, initially
weapons loading them decrease their Range causing excruciating itching which escalates
by half and cause enemies to take -10 to any into horrific skin infections, permanent
Awareness tests to locate the firing weapon. blindness, severe internal bleeding, and
Rarity: Average eventually even madness from the sheer
intensity of the agony. Nivablinder shells
Kulak Rounds: Technically rifle grenades, see infrequent use along the Spinward
these high-powered rocket rounds are Front as an excellent terror and area-denial
designed for sniping use against large weapon.
targets at long range. Though their
incredible ballistic characteristics make Nivablinder shells airburst, scattering an
them hit hard at all ranges, their expanded area with a radius of 20+2d10 meters with
motor means they can only be loaded one at glass fibre. The fibres coat all surfaces in
a time. A Katyushan gyrojet weapon firing the area. It is impossible to avoid being
Kulak Rounds gains the Twin-stage and coated with glass fibre in an area directly
Tearing qualities, but decreases its Clip size struck by the warhead's blast radius by
to 1. Dodging or through Cover, though active
Rarity: Rare Force Fields will repel the fibres in the area
in which they are active. Glass fibre
Otdacha Tank: An alternate fuel mixture weaponry has no effect on mechanical
for flame Projector weapons, Otdacha enemies, though it can coat them and make
increases the explosive force of fuel them dangerous to the touch. It takes a
combustion in the weapon to the point Difficult (-10) Awareness Test to notice
where it can lift a person off the ground for glass fibre coating an area, and a Hard (-20)
a few seconds, though the dynamics of the Agility Test to move through an area
shock cone created make it unsuitable for coated with glass fibres without suffering
use in combat. Flamer weapons equipped injury from them. For each day that a
with Otdacha fuel reduce their Penetration character is afflicted by fibres, they must
to 0 and halve their Range. Using a Free make a Challenging (+0) Willpower Test or
133
take 1d5-2 points of Sanity loss as they are all terrain as Difficult until such time as the
constantly irritated by the itching. fibres are removed.
Removing fibres stuck in a single hit Rarity: Extremely Rare
location requires an Extended Very Hard (-
30) Medicae Test totalling at least 3 degrees Nessler Ball: A form of conical ammunition
of success, and at least 10 minutes of work. designed specifically for smoothbore
Failure does not cause any further damage muskets, Nessler Ball is shaped to hug the
to the sufferer. Nivablinder shells can be inside of a weapon’s barrel, and is thus
fired from Earthshaker artillery or much faster and more stable in ballistic
Manticore rockets, and in both cases are flight than hand-molded rifle shot. A Black
treated as having the same range Powder weapon equipped with Nessler Ball
characteristics as a standard round. loses the Primitive quality and increases its
Arm: Every day, the character must make a range by 50 meters.
Hard (-20) Toughness Test or reduce their Rarity: Scarce
Ballistic and Weapon Skills by 1d5-1 as
weeping sores open up on their hands. Any Buck and Ball: Not strictly speaking a
limb-based Augmetics they are equipped different type of ammunition, but rather an
with function as if they were one degree of unusual way of loading it, Buck and Ball
Craftmanship lower than normal for the entails loading several small rounds of lead
duration of their injury. Poor-Quality buckshot in addition to the regular ball in a
Augmetics simply cease to function. musket. The end result is slightly more
Head: Every day, the character must make a complicated to load, but greatly increases
Hard (-20) Toughness Test or reduce their the hitting power of the weapon at short
Perception and Fellowship by 1d5-1 as their ranges without sacrificing much long-range
face is covered in pustules. If a character firepower. A Black Powder weapon
fails this test by more than five degrees, equipped with Buck and Ball ammunition
they are permanently Blinded as the glass gains the positive effects of the Scatter
fibres destroy their corneas. Quality, but none of the negatives, and
Body: Every day, the character must make a increases its reload time by one Full Action.
Hard (-20) Toughness Test or risk Buck and Ball can be loaded in addition to
inhalation of glass fibre. Characters wearing other types of specialty ammunition.
rebreathers, external air supplies or bearing Rarity: Common
augmetic lungs decrease the difficulty of
this Test to Routine (+20). A character who Weapon Upgrades
has inhaled glass fibre permanently reduces
their Toughness by 1d5. Saddle Weapon Mount: Many Edelweiss
Legs: Every day, the character must make a heavy and superheavy cavalry weapons
Hard (-20) Toughness Test or reduce their choose not to carry their heavy infantry
Agility by 1d5-1 as the skin of their feet is weapons, instead mounting them on the
repeatedly lacerated. If a character fails this tack of their Querls with specially stabilized
test by more than three degrees they treat swivels. A weapon with this upgrade can be
attacked to a riding beast’s saddle or
134
harness with a Routine (+20) Tech-Use or
Trade (Armourer) Test. A weapon attached High-Frequency Generator: A
in such a way always counts as being Braced, complicated step up from mono-edged
with a 180-degree field of fire facing weapons, an HF Generator causes the blade
forward over or past the animal’s head. If a or striking head of a melee weapon to
weapon attached in this way misses an vibrate at hypersonic frequencies, creating a
attack, roll 1d10: on a roll of 9 or 10 it hits 'sawing' effect that considerably increases
the animal it is attached to in the Head its armour-piercing capabilities. A weapon
instead. equipped with an HF Generator increases
Weight: +0.5 kg its Penetration by 2 and its Damage by 1,
Upgrades: Heavy weapons and loses the Primitive quality if it had it. A
Rarity: Average weapon can be upgraded with both the
Mono and the HF Generator upgrades,
Double-Barrel: One of the simplest ways though Power Weapons cannot- the
to increase the firepower of a Black Powder vibration of the blade interferes with the
weapon to add a second barrel and firing stability of the Power Field.
mechanism, and the intimidation value of a Weight: +1 kg
double-barreled weapon cannot be Upgrades: Any low-tech melee weapon
understated. A Black Powder weapon with Rarity: Rare
this upgrade increases its Clip Size by 1 and
fire rate to S/2/-, and adds one Half-action Rate Limiter: It might seem counter-
to its Reload speed. intuitive to reduce the rate of fire of an
Weight: +2kg automatic weapon, but in situations where
Upgrades: Single-shot Black Powder accuracy or low ammo consumption are
weapons paramount, such devices can be quite useful.
Rarity: Average A weapon with a Rate Limiter installed
halves its Automatic Fire Rate, rounding
Nivan Coil Impeller: A variant of the down, but gains a +10 on Full-Auto Bursts
Maglev Impeller system, this Nivan and the Reliable quality.
invention uses magnetic coils to slightly Weight: +0.5kg
accelerate a bullet out of the barrel of a Upgrades: Any ranged weapon with a full-
firearm. The actual acceleration process is auto fire rate greater than 4.
quite inefficient, however, and the main Rarity: Average
advantage of this system is that the
projectile is actually encased in a field of Pistol Stock: A halfway step to a full
highly-charged electrostatic dust. A carbine, the inclusion of a folding stock can
weapon with this Upgrade increases its make a pistol weapon much easier to handle
Range by 15m and gains the Shocking over short ranges. A pistol with a stock
quality at Close range. gains a +10 bonus to hit when held with
Weight: +1.5kg both hands, but a -10 penalty on tests to
Upgrades: Solid-projectile weapons conceal it.
Rarity: Extremely Rare Weight: +1kg
135
Upgrades: Any Pistol weapon When a hit location covered by a piece of
Rarity: Common Nivablator armour is struck by an attack
that rolled doubles (eg. 11, 22, 33), its AP
Armour value permanently decreases by 1 after the
attack is resolved. This AP damage cannot
Hexagramatic Robes: A lighter, somewhat be restored in any way. When the armour's
simpler form of the incredibly ornate AP value hits 0, it is permanently destroyed.
hexagramatically-warded armour worn by Poor-Quality Nivablator armour reduces its
agents of the Ordos Malleus and Hereticus, AP to 0 after it is hit by any attack that rolls
these robes are issued to high-level doubles, and is thus effectively one-use.
Sanctioned Psykers or those trusted soldiers Good-Quality Nivablator armour only
who by necessity must work closely with reduces its AP by 1 after being hit by an
psykers. Incorporating flexible null-psy attack rolling odd doubles (eg 11, 33, 55...).
lattice plates and blessed threads taken Best-Quality Nivablator Armour only
from the garments of miracle-workers on reduces its AP on an attack roll of 11 or 1.
Shrine Worlds, these pieces of clothing A Nivablator Armour Vest provides 4 AP to
provide limited, but still useful, protection the Body.
against psychic energies. Hexagramatic Weight: 2 kg
Robes provide 2 AP to all locations except Rarity: Average
the Head, but increase their AP against
Psychic Powers or Force weapons by their Padded Uniform: Thick layers of padded
wearer’s Willpower Bonus. Additionally, cotton and wool make up this elegantly
whenever the wearer is struck with a Psychic tailored blue, white and green-gold dress
attack that would normally cause damage uniform, the standard for all the
ignoring armour, the armour’s base AP Korpogardistos. They provide limited
value is still counted against incoming protection against enemy attacks, but are
damage. designed more to instill esprit de corps than
Rarity: Very Rare for actual defence. Padded Uniforms
provide 1 AP to the Arms, Legs and Body,
Nivablator Armour Vest: Composed of a and a further +1 AP against Rending and
series of flexible, interwoven polymer Impact damage to the Body.
fibres, Nivablator armour promises Weight: 6 kg
defensive potential on par with Rarity: Common
contemporary Flak armour, but at a
fraction of the weight and manufacturing Powdered Wig: The famous powdered wigs
cost. Unfortunately, Nivablator fibres are the signature of Brumera’s finest
literally fall apart with sustained high- regiments, and confer status and dignity
energy impacts. Millions of Nivablator suits upon their wearer. A Brumeran wearing
and vests have made their way on to the such a wig gains a +5 to any Fellowship-
black market, a boon to anyone looking for based Test with fellow Brumerans.
cheap, comfortable but not necessarily Weight: 0.5 kg
high-quality armour. Rarity: Plentiful
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reader’s knowledge of facts they already
Reinforced Shako: The high peaked caps know, not facts they are trying to learn.
of the Korpogardistos are protected with a Rarity: Rare
thick layer of leather padding and
occasionally even chain mail, and provide 2 Tennanlowe Skyboard: The Tennanlowe
AP against Impact and Rending damage to Skyboard is not, strictly speaking, a true
the head. anti-gravity device; it incorporates the same
Weight: 0.5 kg weight-reduction technology as in a
Rarity: Common conventional grav-chute, but is not
otherwise powered or motor-driven.
Wargear and Cybernetics Instead, its streamlined winglike shape
gives it a significant amount of lift at high
Aether Staff: A step up from the speeds, allowing a trained pilot to pull of
ornamented staves issued to common considerable maneuvers with one.
Sanctioned Psyker, the Aether Staff Skyboards are heavily customized to their
incorporates a variety of psychic pilots, and are issued as standard to all
collimation devices and amplification Tennanlowers, but the production of new
arrays. While they make for well-balanced ones is limited due to the harsh conditions
melee weapons, their true power is as on the homeworld and they are treasured as
conduits for psychic energy. A Psyker a result.
character wielding an Aether Staff gains a
10-meter bonus to the Range of any A pilot with the Operate (Aeronautica) skill
Psychic Powers with a range they manifest, using a Tennanlowe Skyboard counts as
and a +1 bonus to the Damage values of any having the Flyer (10) trait and gains +1 AP
damaging Psychic Powers they manifest. In while on the board due to their constant
combat, an Aether Staff is treated as a Best- movement and high speeds. However, any
Quality High-Frequency Staff. time they would be called to make a Dodge
Rarity: Very Rare or Acrobatics test, they must instead make
an Operate (Aeronautica) test at the same
Librium Mnemonicae: Written in ancient difficulty or fall off their board.
days by the scholars of the Scholastica
Psykana, the Mnemonicae is a brilliant Good-quality Skyboards can fold up to a
work of memory aids, full of seemingly more compact package, and weigh 8kg.
meaningless riddles and strange patterns Best-quality Skyboards function as Good-
that slowly lull the reader’s mind into a quality, but also convey a +5 bonus to
trancelike state of near-perfect recall. After Operate (Aeronautica) tests to operate
spending 5 minutes studying the them.
Mnemonicae, a character gains the benefits Weight: 10 kg
of the Total Recall Talent and a +15 bonus Rarity: Very Rare
to any Lore skills they may have. This
bonus does not apply to any untrained Lore Parachute: A simpler alternative to the
Tests, as the Librium only enhances the advanced grav-chutes used by Imperial
137
Guard drop troops and thrill-seekers across 41st Millennium. Some are used for issuing
the galaxy, the simple but reliable signals, some for inspiring troops in battle,
parachute still finds its place in modern and some merely as personal items to pass
Astra Militarum forces. Though much the time during a monotonous guard shift.
heavier than a grav-chute, parachutes are The Rarity of a Musical Instrument
often used by those drop troops whose depends on the Instrument and where and
grav-chutes have broken down or who hail when it is found, wholly subject to the
from worlds with lower levels of GM’s discretion. A bugle would be more
technology. If the character passes a common in a cavalry regiment than a grand
Difficult (-10) Agility Test or Ordinary piano would be in a regiment of Drop
(+10) Operate (Aeronautica) Test, a Troops, for instance.
parachute allows for a safe, semi-guided fall Weight: 0.5-5 kg, depending on type
from any height, otherwise the character Rarity: Varies
counts as having fallen five metres for each
Degree of Failure. Regimental Instrument: More than just
Weight: 4 kg simple tools to make music, Regimental
Rarity: Average Instruments are those maintained by a
regiment as a traditional tool for battle.
Mellow-Pattern Piton Driver: An Often, they are of ancient make, passed
explosively-driven device intended for use down from generation to generation, and
in installing fixed structures on used by countless heroic musicians on
mountainsides, the Piton Driver consists of dozens of battlefields. Regimental
a heavy adamantine spike driven violently Instruments are always Best Craftsmanship,
forward by a small explosive. Its devastating as they are more military treasures than
ability to crack solid targets did not go practical music-makers.
unnoticed by the Edelweiss, who very Weight: 0.5-5 kg, depending on type
quickly figured out a way to mount it on Rarity: Extremely Rare
their infantry weapons. A weapon with an
equipped Piton Driver gains the Inaccurate Battle Standard: The symbol of a
quality, cannot be fired one-handed, and regiment’s past glories, Battle Standards
counts as a Hunting Lance with the come in many different forms. The troops
Unwieldy quality in melee combat. When of Cadia, for instance, carry large and
the lance head is depleted, it instead counts ornate banners into battle, while the
as a Spear with the Unwieldy quality. Edelweiss use long multicoloured pennants
Upgrades: Any Basic or Heavy weapon on the end of their lances and the
Weight: 8kg Katyushans carry military relics onto the
Rarity: Rare field. Regardless of their form, the mere
presence of a Battle Standard on the field
Musical Instrument: From simple reed raises the spirits of all those around.
pipes to complicated banks of synthesizers, Characters in direct line of sight of a Battle
musical instruments can be found on Standard held by a friendly character gain a
thousands of different battlefields in the temporary +5 bonus to their Toughness and
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Willpower Characteristics. However, if the Spurs, it increases both their Damage and
Standard is dropped in the field or Penetration by 1.
destroyed, all allies within line of sight must Rarity: Scarce
make a Challenging (-10) Fear Test as their
regimental honour is sullied. Power Spurs: Regarded by a weapon for
Weight: 5 kg the insane even by the famously
Rarity: Extremely Rare bloodthirsty soldiers of the Edelweiss, the
Power Spur is a weapon concept so bizarre
Surgeon’s Tools: Bulky and unwieldy, a kit that many are convinced it had to originate
of surgeon’s tools can mean the difference on Niva Gustav. Power spurs are simply any
between life and death for someone weapon designed to apply a power field to
suffering from a sword wound or musket an animal’s natural armaments, be they
impact. Normally distributed in leather claws, spines or teeth. By adding subdermal
cases, a set of surgeon’s tools includes insulation and an impact-sensitive trigger, a
scalpels, pliers, bonesaws, probes, forceps, Querl, for instance, can kick an enemy with
and all the tools needed for messy but a power-field-reinforced claw but still walk
functional battlefield surgery. Using the normally without activating the weapon.
tools conveys a +10 to Medicae tests to treat When Power Spurs are attached to a riding
trauma and wounds, but not infections or beast, their Natural Weapons lose the
diseases. Primitive quality (if they had them),
Weight: 3 kg increase their Damage and Penetration by 5,
Rarity: Scarce and gain the Power Field quality.
Implanting Power Spurs in a riding beast
Fighting Spurs: It is not only the human takes several hours of surgery and a Very
warriors of the Imperial Guard who arm Hard (-30) Medicae Test. Failure
themselves for battle-quite often their permanently lames the animal, and it must
beasts do too. Many Edelweiss regiments, be put down.
for instance, equip their Querls with heavy Rarity: Very Rare
steel spurs on their claws, giving their
already famously powerful kicks an extra Tennanlowe Hawk Mechadendrite:
edge, while Dolcateran soldiers have been Another piece of ancient Tennanlower
known to weld borrowed steel caltrops on antigrav technology, the Hawk
to the outer edges of horseshoes, giving Mechadendrite contains a series of
their mounts terrifying stomping power. deployable fins, airspeed sensors, and small
When Fighting Spurs are attached to a antigrav arrays that are fitted to the
riding beast, they effectively give its melee wearer’s shoulders, providing them with an
Natural Weapons the Mono upgrade, instinctual feel for the movement of air
removing the Primitive quality from them currents and a preternatural sense of
and increasing their Penetration by 2. If a balance. Only the finest of Tennanlowe
riding beast whose Natural Weapons are Skyboarders are awarded the privilege of
not Primitive is equipped with Fighting wearing Hawks. A character with this
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Edelweiss PDF from the Kingdom of Helvenland on ski patrol.
140
antennae that protrude over the shoulders for the purposes of determining Movement
and around the back of the neck. These act Speed by +2.
as low-power psionic amplifiers, permitting
psykers to safely draw on slightly more A character on Skis who is moving downhill
Warp energy for limited amounts of time. increases their Agility Bonus for the
Once per combat, a when a Psyker wearing purposes of determining Movement Speed
a Wave-Spar Harness Pushes a psychic by +4, but must make a Routine (+20)
power, he may add a +1 bonus to his Psy Agility Test each time they take an Action
Rating. Poor Craftsmanship Harnesses also to move, or be knocked Prone. They can
add a further +10 to all rolls on the Psychic choose to increase this downhill movement
Phenomena table, while Good bonus up to +6, but the Test upon moving
Craftsmanship versions reduce all rolls by - becomes Challenging (+0), and if they fail
10. they are Stunned for 1 round in addition to
Weight: 10kg being knocked Prone.
Rarity: Very Rare
Skis and Weapons: While Skiing, a character
Skis: The Imperium has relatively few can use one-handed pistol or melee
inhabited Ice Worlds, and fewer still where weapons as normal with no penalties,
humans can operate on the surface unaided. though they cannot make Aim Actions
On many of these worlds, and on countless while moving on skis. Characters can use
others that see snow on part of their globes, two-handed Melee or Basic weapons at a -
skis are a common tool used for locomotion 15 penalty, and again lose the benefits of
and recreation. any Aim Actions.
Weight: 6kg
It takes a Full Action to put on or remove Rarity: Average
Skis. With skis attached, characters receive a
-20 penalty to all Dodge and Acrobatics
Tests. They cannot move through Difficult
or Dangerous Terrain that is not covered in
snow or ice, but they ignore the negative
effects of such snowy or icy terrain. Once
Skis are attached to a character's feet, they
have two movement options available:
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Vehicle Customization of course it is necessary to modify this
Imperial officers frequently overlook scheme to match the changing of combat
weapon modifications made by soldiers so zones or the seasons. Enemies take a -10
long as they are minor, and the same is penalty to all tests to detect it when it is in
equally true of soldiers in vehicular terrain that matches the colours of its paint
regiments. Though they fall under greatly scheme. This effect stacks with Camo
increased scrutiny by the tech-wrights of Netting.
the Mechanicus, all but the most deeply Applies to: Any vehicle
orthodox children of the Omnissiah are
willing to forgive the occasional expedient Disruptive Camo: This vehicle's paint
modification, though there are certainly scheme is brightly coloured and patterned
degrees of tech-heresy involved. to make the vehicle's silhouette vague or
difficult to follow. All vision-based
A vehicle that is part of a character’s Awareness tests to locate this vehicle gain a
Standard Regimental Kit for them or their +10 bonus. Ballistic Skill tests to hit this
squad can have a number of customizations vehicle at ranges longer than 50 meters take
applied equal to its Size trait -2. Applying a a -5 penalty. For each vehicle with the same
vehicle customization requires a Routine camo scheme within 5 meters, this penalty
(+20) Essential Repair Skill Test and may increases by -5, to a maximum of -30.
take up to several hours of solid work. Applies to: Any vehicle
Failing the test by more than two degrees
means that the part being modified is Muffled Engines: Large mufflers or
slightly damaged- that customization ‘slot’ sound-cancelling devices fitted over the
is inaccessible until the next time the exhausts or around the engine make this
vehicle undergoes repairs that take more vehicle unusually quiet, and much more
than 12 hours to complete, but the comfortable for its crew. When it is not
performance of the vehicle is otherwise not firing its weapons, tests to detect this
affected. vehicle by hearing are one step harder than
normal. Additionally, the crew of the
A vehicle’s Customizations can be removed vehicle take no penalties to Awareness tests
or altered any time it undergoes repairs due to noise.
from Heavy Damage- make a +20 Essential Applies to: Any vehicle
Repair Skill Test as normal to replace a
single Customization with a new one. Any Integrated Cooking Gear: Many vehicle
number of Customizations can be replaced crews will find a way to run a kettle or hot
in this manner, but each one after the first plate off their vehicle's power systems so
increases the overall repair time needed by they can always have a hot meal or a warm
2 hours. cuppa. Quite a few regiments, notably the
Praetorians, mount such equipment as
Terrain Camo: This vehicle sports a standard. The crew of this vehicle always
camouflage coating which matches the have access to a source of heat or fire to
colours of the terrain in which it serves, but warm their food, boil water, etc., so long as
142
their vehicle is operational. They can also days' worth of food and water in an
ignore the negative effects of their first emergency, but entering or exiting this
point of Fatigue so long as they are inside tank in combat requires an extra Half
it. Action.
Applies to: Any vehicle Applies to: Any vehicle
Extra Storage: The interior of this vehicle Nose Art: It could be a sexy pinup, a
has been fitted with extra storage bins, menacing slogan, or a personal symbol of
water tanks, and fuel containers- it is the pilot's family, but this vehicle stands out
positively jam-packed with useful from the crow because of the art it bears. So
equipment. All this comes at a cost to long as this vehicle is not suffering any
ergonomics, however. The crew of this Critical Damage, all of its crew and any
vehicle can access an extra reserve of one allies within line of sight gain +5 to
extra day's worth of fuel and two extra
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Willpower-based Tests. This ability does intended to hold out until its crew is killed,
not stack with other vehicles. but most Guardsmen would be inclined to
Applies to: Any Vehicle disagree, and surreptitiously widen the
escape hatches or simplify the exit methods
Cleated Grips: Welding bits of metal to on their vehicles. Crew can bail out of this
track links or hammering hobnails into vehicle when it explodes.
wheel rims give this vehicle a little bit of Applies to: Any Enclosed vehicle
extra grip on rough terrain, though they
tend to damage or get stuck in harder Extra Fireport: A few minutes’ work with a
surfaces. When moving in snow, ice, or any drill makes defending an armoured vehicle
soft terrain, this vehicle gains a +10 to its against close attacks that much easier. This
Manoeuverability. It takes a -5 when vehicle gains a single extra fireport which
moving on prepared roads, rock, or other can be operated by its crew but not its
hard terrain. passengers. However, an improvised port is
Applies to: Any wheeled, tracked or walker much less stable than a standard one- only
vehicle Basic or Pistol weapons can be fired
through it.
Rubberized Grips: This vehicle's padded Applies to: Any Enclosed vehicle that is not
motive surfaces let it run smooth and soft Environmentally Sealed
and really hug the ground, making it much
faster on hard ground, at the cost of off- Bigger Extinguishers: Fire is the
road performance. This vehicle gains a +10 nightmare of all crews, and most will make
to its Maneuverability on hard surfaces like some effort to add in extra fire-fighting
rock or pavement, and takes a -5 to its systems to their vehicles. The first Agility
Maneuverability on soft surfaces like snow test to put out a fire in each combat is made
or dirt. at +0, and the second at -10 instead of -20,
Applies to: Any wheeled, tracked or walker because no fire extinguisher is bottomless.
vehicle Applies to: Any vehicle
Unditching Gear: Sometimes the easiest Internal Lavatory: Sometimes the best
way to unstick a vehicle that has become defense against the horrors of the xeno,
bogged down is simple leverage, and many mutant and heretic is a safe place to take a
crews will attach extended skids, wooden dump. Even a bucket behind a screen will
beams or winches to their vehicles to pull do in a pinch. The crew of this vehicle
themselves free. This vehicle grants a +20 to reduce any incoming Sanity damage by 1, to
any tests to unditch or unstick it from mud, a minimum of 1, so long as they are inside.
deep snow, shifting sand or other rough Other characters may comment on the
terrain. smell, however.
Applies to: Any vehicle Applies to: Any vehicle
Widened Hatches: Commissars may teach Improved Sound System: The devotional
that an immobilized tank is a bunker hymns of the Munitorum often accompany
144
the Imperial Guard into battle, but some similarity such vehicles share with those of
crews prefer more personal, popular music, the traitor and heretic does not go
and install internal speakers to listen to the unnoticed, however. A Vehicle with this
upbeat pilgrimage songs of the Peregrine customization increases the Penetration
Performance Project, or the Mechanicum value of its ram attacks by the value of its
forge-metal of the ancient rock group Size Trait, but its crew will be more likely
OMNI/SIAH. Regardless, such music can to attract negative attention from the
do a great deal to increase morale- each Commissariat or the Ecclesiarchy.
crew member gains a +10 to their first Applies to: Any vehicle
Willpower or Command test of each
combat. Balance Optimizers: Though balance is
Applies to: Any vehicle seldom an issue for wheeled or tracked
vehicles, on skimmer or legged platforms
Luck Charm: Be it fuzzy dice or human not falling over or losing equilibrium can
skulls, few Imperial Guard vehicles are mean the difference between life and death
without some kind of symbol of luck. Each on the battlefield. This customization adds
crewman of this vehicle can choose to reroll counterweights, extra fins, and even heavy
a single vehicle-related test once per day. gyroscopes scavenged from industrial
They must take the result of the second machinery that will keep the vehicle upright
roll, even if it is worse than the first. even in a catastrophic situation. A Skimmer
Applies to: Any vehicle with this customization reduces the Critical
Hit damage from crashing by -2, to a
Improved Climate Control: Most Imperial minimum of 1, and only flips over on a roll
Guard vehicles are designed for the worlds of 10 when moving at its tactical speed or
upon which their crews are based, but may faster. A Walker with this customization
end up seeing wildly different only takes 1d5 base damage from falling
environments over the course of their over, and its crew can get the vehicle
careers, with their crews having to modify upright as a Half Action.
them as necessary. When adding this Applies to: Any Walker or Skimmer vehicle
modification, select a single environment
(tundra, desert, mountains, etc.)- the crew Sealed Hull: A little bit of sealant, plastic
gains a +10 to any tests to resist the effects barrels for floats, some second-hand air
of that environment while they are in their scrubbers, and pow! Instant submersible!
vehicle. This customization can be applied This vehicle gains the Amphibious trait, but
multiple times. halves its Tactical Speed and gains a -20 to
Applies to: Any Enclosed vehicle its Maneuverability on water.
Applies to: Any non-Skimmer vehicle.
Ram Spikes: Certain more brutal or
primitive vehicular regiments appreciate
the value of a good ramming, and tend to
modify their craft with vicious spikes or
scythe blades for maximum effect. The
145
New Variant Equipment Patterns general equipment patterns has not been
“Oh, this? I have no idea what the hell it is. included, because there are only so many
Found it on a trash heap on patrol one day. Shoots changes you can apply to generic gear.
real good, though.” Some gear bonuses and maluses would seem
- Unidentified Korpogardisto Soldier to cancel out- it is up to the GM to decided
if two cancelling results should be rerolled
If there is one defining trait that applies to or ignored.
the entirety of the Imperium of Man,
ignoring regional differences, the span of Also included are vehicle pattern
ages and its many strange cultures, it is modifications, because a Lucius Pattern
Humanity’s remarkable ability to invent Vanquisher is sure as hell different from a
clever devices for killing other men. The Gryphonne Pattern Vanquisher- roll on
mind-boggling number of variants on even Table 16 and reference Tables 21 and 22 for
common weapons like the Lasgun, from the variant
most ancient patterns of the Forge Worlds Table 16: Number of positives
to scrap-built variants assembled by hand in Changes and
primitive tribal encampments cannot be 1d10 Positive Negative negatives.
captured in any documentary form. Roll
1 1 2 As a
This section of the Primer is designed to be warning to
2-3 1 1
used as a replacement to the Variant GMs: use
4-6 2 2 these tables
Equipment Patterns section of Only War:
7-9 2 1 at your
Hammer of the Emperor (pp. 127-131).
When generating a variant melee or ranged 10 3 2 own risk.
weapon pattern, simply follow all the rules The results
presented in Hammer of the Emperor, but can get a
use the following d100 tables to generate little crazy, especially when applied to
pattern positives and negatives, instead of already very powerful weapons, like Sniper
the d10 tables. An expanded table for Rifles or Eviscerators. Trust me on this one.
146
Table 17: Ranged Weapon Pattern Positive
Roll Pattern Modification
1-5 Longbarrel: Increase the weapon’s Range by 10 metres.
6-10 High-Capacity: Increase the weapon’s Clip size by 50%, rounding up.
11-15 High Impact: Apply a +2 modifier to the weapon’s Damage when it is fired with the benefit of an Aim Action.
16-20 Precision: Decrease any penalty this weapon would receive to Ballistic Skill Tests for firing at long or extreme
ranges by 5.
21-25 Venerable Design: This weapon gains the Proven (2) Quality. If it has the Proven (X) Quality already, increase
the value of X by 1.
26-30 Efficient Feed: If this weapon fires energy projectiles, each time it rolls doubles on its hit rolls it consumes no
ammunition for that attack. If this weapon fires physical projectiles, it decreases its Reload time by one Half
Action (to a minimum of one Half Action) and loses none of the rounds in its Clip if it jams.
31-35 Lightweight Material: Decrease the weapon’s weight by 2 kg (to a minimum of 0.5 kg). If it is a Basic weapon,
its wielder reduces the penalty for firing it one-handed to –10. If it is a Pistol weapon, its wielder can draw it
from its sheathe or holster as a Free Action.
36-40 Slaying: Pick a single species or type of enemy (eg. Tyranids, Orks, Eldar, Humans, etc.). This weapon gains a
+1 to its Damage and Penetration when attacking that type of enemy.
41-45 Exceptional Pattern: Logistics Tests to acquire Good and Best Craftsmanship versions of this weapon gain a
+20 bonus in addition to any other modifiers.
46-50 Simplified: Any Tests to repair, modify or upgrade this weapon are made at a +20 bonus.
51-55 Rapid Ammo Ejection: Reduce the Reload of the weapon by one Full Action (to a minimum of one Half
Action).
56-60 Thermal: This weapon gains the Flame Quality when fired at a target within Short Range. If it already has the
Flame Quality, increase its Damage by 2.
61-65 Piercing: This weapon gains the Felling (2) Quality when fired at a target within Short Range. If it already has
the Felling (X) Quality, increase the value of X by 2 when this happens.
66-70 Electrified: This weapon gains the Shocking Quality when fired at a target within Short Range. If it already has
the Shocking Quality, increase its Damage by 2.
71-75 Crippling Munitions: This weapon gains the Crippling (2) Quality. If it has the Crippling (X) Quality already,
increase the value of X by 1.
76-80 Blessed Pattern: This weapon gains the Sanctified Quality, and once per session this weapon’s owner can reroll
a failed Fear or Pinning test.
81-85 Brutal Construction: This weapon gains the Ogryn-Proof Quality. If used as an Improvised Weapon, it has the
following profile: Melee; 1d10 I; Ogryn-Proof, Primitive (8).
86-90 Close-Quarters Optimized: If used with a Melee Attachment or as an Improvised Weapon, this weapon gains
the Balanced Quality.
91-95 Incredibly Lethal: This weapon gains the Accurate Quality. If it has the Inaccurate Quality, it loses it instead.
If it already has the Accurate Quality, it gains the Proven (2) Quality.
96-00 Anti-Materiel: This weapon increases its Penetration by 1 and gains the Lance Quality. If this weapon already
has the Lance or Melta Qualities, increase its damage by 1.
147
Table 18: Ranged Weapon Pattern Negative
Roll Pattern Modification
1-5 Inefficient Barrel: Apply a –2 modifier to the weapon’s Damage when it is fired at targets outside of
Short range.
6-10 Exposed Action: If this weapon rolls doubles on an attack action in muddy, sandy or otherwise dirty
conditions it jams.
11-15 Heating Issues: This weapon gains the Overheats Quality. If it has this Quality already, it loses the
Reliable Quality if it has it.
16-20 Dangerous Ergonomics: When this weapon jams, it inflicts 1 point of Impact damage ignoring Armour
and Toughness to the user. This weapon loses the Reliable quality if it has it.
21-25 Erratic: This weapon gains the Unreliable Quality. If it has the Reliable Quality, it loses it.
26-30 Inefficient Feed: If this weapon fires energy projectiles, each time it rolls doubles on its hit rolls it
consumes twice as much ammunition for that attack. If this weapon fires physical projectiles, it increases
its Reload time by one Full Action.
31-35 Bulky: Increase the weapon’s weight by 2 kg. If it is a Pistol weapon, it becomes a Basic weapon.
36-40 Inadequate Sights: This weapon loses the benefits of Full-Action Aiming.
41-45 Rare Model: Logistics Tests to acquire this weapon outside of its place of manufacture suffer a –20
penalty in addition to any other modifiers.
46-50 Nonexistent Sights: This weapon gains the Inaccurate quality. If it has the Accurate Quality, it loses it
instead.
51-55 Small Magazine: Decrease the Clip Size of the weapon by 5 (to a minimum of 1).
56-60 Questionable Ballistics: This weapon gains the Primitive (8) Quality. If it is already Primitive, decrease
the value of its Primitive Quality by 1.
61-65 Corrupted Pattern: Common Craftsmanship versions of this weapon count as being of Poor
Craftsmanship instead.
66-70 Unsteady Grips: This weapon decreases its Close and Point-Blank range hit bonuses by 10.
71-75 Diffuse Spread: Apply a –4 modifier to the weapon’s Penetration when it is fired at targets outside of
Short Range.
76-80 Uncontrollable: When this weapon kills a target in combat, it loses the rest of the rounds in its Clip.
81-85 Recharge Cycle: This weapon gains the Recharge Quality. If it has this Quality already, it loses the
Reliable Quality if it has it.
86-90 Malign Pattern: Characters wielding this weapon receive a -10 to all Tests to resist Fear, Corruption or
Mutations.
91-95 Delicate: Whenever this weapon Jams, roll 1d10. On a result of 1, the weapon’s internal mechanisms
seize up or snap, and it must be repaired with a Hard (–20) Tech-Use Test that requires at least several
minutes before it can be fired again.
96-00 Ineffectual Pattern: This weapon rolls d5s on its damage instead of d10s.
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Table 19: Melee Weapon Pattern Positive
Roll Pattern Modification
1-5 Finetuned: If this weapon has the Unbalanced Quality, remove it. If it has the Unwieldy Quality,
it gains the Unbalanced Quality instead. If it has neither the Unwieldy nor Unbalanced Quality, it
gains the Balanced Quality.
6-10 Slaying: Pick a single species or type of enemy (eg. Tyranids, Orks, Eldar, Humans, etc.). This weapon
gains a +1 to its Damage and Penetration when attacking that type of enemy.
11-15 Serrated: Whenever this weapon’s wielder scores three or more Degrees of Success on a Weapon Skill
Test to attack with this weapon, it gains the Tearing Quality for the attack. If it already has the Tearing
Quality, apply a +1 modifier to its Damage when this happens instead.
16-20 Simplified: Any Tests to repair, modify or upgrade this weapon are made at a +20 bonus.
21-25 Venerable Design: This weapon gains the Proven (2) Quality. If it has the Proven (X) Quality already,
increase the value of X by 1.
26-30 Blessed Pattern: This weapon gains the Sanctified Quality, and once per session this weapon’s owner
can reroll a failed Fear or Pinning test.
31-35 Lightweight Material: Decrease the weapon’s weight by 2 kg (to a minimum of 0.5 kg). If it is a two-
handed weapon, it becomes a one-handed weapon. If it is a one-handed weapon, its wielder can draw it
from its sheathe or holster as a Free Action.
36-40 Devious Pattern: Whenever this weapon’s wielder scores three or more Degrees of Success on a
Weapon Skill Test to attack with this weapon, it gains the Flexible Quality for the attack. If it already
has Flexible, it increases its Penetration by 1 when this happens.
41-45 Exceptional Pattern: Logistics Tests to acquire Good and Best Craftsmanship versions of this weapon
gain a +20 bonus in addition to any other modifiers.
46-50 Mighty: This weapon gains the Concussive (0) Quality. If it already has the Concussive (X) Quality,
increase the value of X by 1.
51-55 Shearing: This weapon gains the Razor Sharp Quality. If it already has this Quality, or if its
Penetration is 0, apply a +2 modifier to its Penetration instead.
56-60 Ferocious: When making an All-Out Attack, this weapon increases its damage by +2.
61-65 Symbols of Duty: The wielder of this weapon gains a +5 bonus to Willpower Tests made to resist the
effects of Fear and Pinning.
66-70 Armoured: This weapon increases the AP of the wielder’s Arms by 1.
71-75 Envenomed: This weapon has the Toxic (1) Quality. If it already has the Toxic (X) Quality, increase the
value of X by 1. Its damage type changes to C.
76-80 Nimble Pattern: This weapon grants the wielder a +15 bonus to the Feint combat action.
81-85 Incredibly Dense: This weapon is never destroyed when used to Parry a weapon with the Power
Field Quality. It gains the Ogryn-Proof Quality.
86-90 Pummeling: This weapon grants the wielder a +15 to the Knock Down combat action.
91-95 Precisely Weighted: This weapon can be thrown. It counts as having a Thrown weapon profile that is
identical to its Melee weapon profile, with a Range of 5 metres.
96-00 Martial Pattern: Once per combat, this weapon can be drawn and used to make a Standard Attack with
a +2 bonus to Damage and Penetration.
149
Table 20: Melee Weapon Pattern Negative
Roll Pattern Modification
1-5 Poor Grip: If the wielder fails a Weapon Skill Test with this weapon by a number of Degrees of
Failure greater than his Weapon Skill Bonus, he loses his hold on it. It travels 1d5 metres in a randomly
determined direction before coming to rest.
6-10 Dangerous Ergonomics: When this weapon fails a test to hit by more than two Degrees of Failure, it
inflicts 1 point of Impact damage ignoring Armour and Toughness to the arm of the user holding it.
11-15 Sub-Optimal: Apply a –2 modifier to the weapon’s Damage.
16-20 Unsteady Grip: This weapon decreases its Standard and All-Out Attack hit bonuses by 10.
21-25 Crude: If this weapon has the Primitive (X) Quality, reduce the value of X by 1. Otherwise, it gains the
Primitive (9) Quality.
26-30 Uncontrollable: When this weapon kills a target in combat the wielder must make a Challenging (+0)
Willpower Test or spend their next Full Action attacking the fallen body.
31-35 Leaden: Increase the weapon’s weight by 2 kg. If its wielder fails a Weapon Skill Test made with this
weapon by a number of Degrees of Failure greater than his Weapon Skill Bonus, it becomes lodged in
the ground or another surface. It requires a Half Action and a Challenging (+0) Strength Test to
dislodge it.
36-40 Malign Pattern: Characters wielding this weapon receive a -10 to all Tests to resist Fear, Corruption
or Mutations.
41-45 Rare Model: Logistics Tests to acquire this weapon outside of its place of manufacture suffer a –20
penalty in addition to any other modifiers.
46-50 Ineffectual Pattern: This weapon rolls d5s on its damage instead of d10s.
51-55 Shallow Cuts: Apply a –1 modifier to Critical Damage that this weapon inflicts (including Critical
Damage from Righteous Fury).
56-60 Vulnerable: This weapon reduces the AP value of the wielder’s Arms by 1, to a minimum of 1.
61-65 Corrupted Pattern: Common Craftsmanship versions of this weapon count as being of Poor
Craftsmanship instead.
66-70 Wavering: This weapon cannot be used in a Defensive Stance.
71-75 Imprecise: This weapon gains the Inaccurate Quality. If it already has the Inaccurate Quality, it gains
the Unwieldy Quality instead.
76-80 Hesitant Pattern: This weapon decreases the Weapon Skill bonus on a Charge action by -20.
81-85 Awkward: If this weapon has the Balanced Quality, it loses it. Otherwise, it gains the Unbalanced
Quality. If it already has the Unbalanced Quality, it gains the Unwieldy Quality instead.
86-90 Anchoring: This weapon inflicts a -5 penalty on the user’s Dodge and Parry tests.
91-95 Brittle: Whenever the attacker fails a Weapon Skill Test by a number of Degrees of Failure greater
than his Weapon Skill Bonus, roll 1d10. On a result of 1, the weapon shatters.
96-00 Indiscriminate: Each time the user of this weapon inflicts Critical Damage, they take X points of
Rending damage to the Body, where X is the total amount of Critical Damage they caused on their
target. This damage is reduced by Toughness but not Armor.
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Table 21: Vehicle Pattern Positive
Roll Pattern Modification
1-5 Thick Hull: This vehicle has a distinctly thick, bulky silhouette and increases its AP on all facings by 3.
6-10 Insulated Systems: Intricate grounding systems in the wheels and hull allow this vehicle to take intense
electromagnetic disruption without danger. If this vehicle is hit by a Haywire weapon, its rolls on the Haywire
Table is decreased by 2.
11-15 Energetic Machine Spirit: If this vehicle’s crew is incapacitated, the vehicle may act independently for 1 round.
Assume it knows all relevant skills and has Characteristics of 35.
16-20 Integrated Launchers: This vehicle's hull incorporates deployable or hardwired defensive grenade launchers. It
has integrated Frag Defenders and Smoke Launchers (1 shot each) which can be reloaded between missions.
21-25 Thermoablative Hull: This vehicle's hull is made of a glassy, composite material, cool to the touch. It ignores the
Melta and Lance qualities of incoming attacks.
26-30 Stable Platform: This vehicle's low center of mass and profile make it seem to hug the ground, even at full speed.
It reduces the penalties for firing on the move by 10.
31-35 Efficient Radiators: This vehicle's cooling system runs with a smooth purr. It reduces all damage from Flame
weapons by 5, and ignores any penalties to operation due to intense temperatures.
36-40 Sturdy Suspension: The heavy springs or structural members this vehicle's motive systems ride on are well-made. It
reduces all Critical Damage to its Motive Systems by 1.
41-45 Quick-Change Drivetrain: Whether through easy-access panels or cleverly arranged modules, any breakdowns in
this vehicle's engines are simple to fix. It provides a +20 bonus to tests to repair or modify its motive systems.
46-50 Simple Pattern: This vehicle is the product of centuries of refinement to make it as idiot-proof as possible. It
provides +10 to all tests to repair it.
51-55 Ergonomic: The layout of this vehicle's controls are comfortable to use for long periods, and its hull surprisingly
roomy. It grants a +5 bonus to all tests to use vehicle systems, conduct repairs, or otherwise run the vehicle.
56-60 Superior Optics: Whether it's powerful sensors or even just well-located viewports, this vehicle provides a wide
field of view to its crew. It grants a +10 bonus to all Perception or Tech-Use tests to investigate the area around it.
61-65 Powerful Weaponry: This vehicle's armaments are made to a high standard of quality or simply have longer
barrels. The damage of all its weapons increase by 3.
66-70 Stabilized Fire Control: The aiming systems onboard this vehicle are carefully calibrated and keep the guns level
at all times. Increase the range of all this vehicle's weapons by 20. It grants the crew a +5 bonus to Aim those
weapons.
71-75 Spall Liner: The interior of the hull is lined with protective coatings that keep the crew safe in the event of severe
damage. This vehicle’s crews reduce any Critical Damage effects to them by 5.
76-80 Quick Starter: Whether through powerful prestarters or good construction, this vehicle's engine starts instantly,
every time. It gains +5 Tactical Speed on its first turn of combat.
81-85 Escape Hatches: A hull dotted with large and well-designed escape hatches allows for safe entry and egress. Crews
can enter or exit this vehicle as a Free Action.
86-90 Heavy Tread: This vehicle's tracks, wheels, legs or hoverjets are widely spaced, making it hard for it to sink in to
soft ground. Reduce all difficult terrain penalties by 10, and it cannot be bogged down.
91-95 Defensible: When its mobility fails, this vehicle can serve well as a bunker. This vehicle has two fireports that can
be used by the crew.
96-00 Secondary Weapon: This vehicle is characterized by a sub-turret or secondary weapon mounted in its hull. This
vehicle has a spot for a pintle weapon operated by the driver in addition to any other pintle weapons it may have.
151
Table 22: Vehicle Pattern Negative
Roll Pattern Modification
1-5 Poor Radiators: Fragile cooling systems or no cooling systems at all make this vehicle vulnerable to
temperature changes. It takes 5 extra damage from Flame attacks and doubles any penalties to operation in
extreme temperatures.
6-10 Weak Suspension: The motive systems on this vehicle just don’t hold up. Anytime it takes Critical Damage
to its Motive Systems, increase the damage by 1.
11-15 Wobbly: This vehicle janks and twitches constantly on the move. Increase penalties for firing after moving
by 10.
16-20 Complicated Pattern: Though it might be a miracle of engineering, this vehicle is just too complicated for
battlefield use. All tests to repair this vehicle suffer a -10 penalty.
21-25 Dangerous Ergonomics: Hatches blocked by the turret and flickering lighting make operating this vehicle
a nightmare. It inflicts a -5 penalty to all tests to use vehicle systems, conduct repairs, or otherwise run the
vehicle.
26-30 Poor Visibility: Tiny vision slits and nonexistent sensors make the outside world a mystery in this vehicle.
It inflicts a -10 penalty to all Perception or Tech-Use tests to investigate the area around it.
31-35 Undergunned: Military patterns appropriate to a PDF or secondary forces might not cut it on the
battlefield. All of this vehicle’s Weapons reduce their damage by 3.
36-40 Inferior Optics: Underdesigned sighting systems mean that any shot with this vehicle’s weapons is a
gamble. All of its inbuilt (but not Pintle) weapons gain Inaccurate.
41-45 Brittle Hull: When hit, this vehicle’s hull snaps, buckles and spalls violently. Any time it takes damage
totalling over 25% of its Hull Points, its crew takes 1d5+1 Impact damage to the body.
46-50 Fuel Hog: This vehicle’s systems guzzle gas like nothing else, and it runs inefficiently at the best of times.
All Logistics Tests to acquire fuel or supplies to run it take a -10 penalty.
51-55 High Ground Pressure: Narrow wheels or tracks make this vehicle dangerously prone to sinking in to soft
ground. The penalties for rough terrain are increased by 10.
56-60 Unusual Hull: The strangely rounded or angular shape of this vehicle means that it can’t take any Vehicle
Upgrades.
61-65 Accursed Pattern: Something about this vehicle is sinister, and its make has a bloodstained reputation. Fate
Points cannot be spent to give a bonus to rolls while inside it.
66-70 Berserk Machine Spirit: The ghost in the machine is dangerously strong. Whenever this vehicle takes
Critical Damage or is affected by a Haywire Field, it fires its main weapon at the nearest target, at a
Ballistic Skill of 30.
71-75 Cramped: This vehicle is quite small for its type- certainly too small to easily move ammo in and out.
Increase the Reload time of all of its weapons by 1 Full Action.
76-80 Noisy: The roar of this vehicle’s engine may be satisfying, but it can get more than a little overbearing.
Enemies gain a +20 to any tests to detect the location of this vehicle, and any Command Tests within the
hull suffer a -10 penalty.
81-85 Unsafe: The engine might leak fumes, or the control levers stick, but operating this vehicle is a tiring
chore. For each hour continuously operating this vehicle, the crew must test Toughness or take 1 level of
Fatigue.
86-90 Reactor Instability: This vehicle’s powerplant or fuel systems destabilize far too quickly. If this vehicle
loses more than half its Hull Points in a single attack, it gains the Extremely Volatile trait. If it already has
Extremely Volatile, it explodes.
91-95 Inescapable: The tiny hatches on this vehicle make getting out in a hurry a worrisome prospect. Entering
or exiting this vehicle requires a Full Action.
96-00 High Profile: This vehicle is top-heavy and hard to miss. It counts as being one size category larger for the
purposes of making attacks against it.
152
‘salvaged’ Leman Russ hulls imported from
New Vehicles and Mounts Niva Gustav by the Katyushans, who are
“Artillery is queen of the battlefield, but cavalry is more than willing to not ask questions in
king.” exchange for a supply of inexpensive
-Tactica Imperialis vehicles.
153
Range 1km | S/3/9 | Clip 18 | Reload 10 Full | heavy designs into a twin-linked weapon
Indirect (2) suitable for mounting into the turret gun of
Ammunition for this weapon can be found a Leman Russ battle tank. They envisioned
here. this new “Nivablitzer” model as a cheaper
Options: and more reliable version of the Leman
A Laykhodok can take one of the following Russ Executioner, and to their credit their
Pintle-mounted weapons atop the hull: creation is significantly less volatile than
• Flamer the original model. Remarkably, they even
o 20m | S/–/– | 1d10+4 E | Pen 2 managed to avoid some of the electrical
| Clip 12 | Reload 2 Full | discharge issues of the plasma coilgun
Flame, Spray concept by incorporating a network of
• Autostrela automatic grounding probes in the tracks
o 120m | S/3/5 | 1d10+5 I | Pen 6 and heavily insulating the inner hull against
| Clip 30 | Reload Full | electrical shocks. While this is more than
Reliable sufficient to protect a Nivablitzer’s crew
• Boost Projector from its weapons, the same cannot be said
o 25m | S/-/- | 1d10 + 5 E | Pen of anyone unfortunate enough to be near
2 | Clip 4 | Reload 2 Full | its treads when one such weapon overloads.
Flame, Thrust Jet The results are often literally electrifying,
and tank crews have been known to
Leman Russ Nivablitzer deliberately overload their vehicle systems
Parallel to the development of the in order to prevent enemy forces from
Nivablaster plasma coilgun, the Nivan approaching. A significant downside of the
techpriests also reworked several of their vehicle’s general modifications is its lack of
154
flexibility; the hydrogen routing and A Nivablitzer cannot take pintle-mounted
electrical discharge lines that cramp its weapons.
inner hull leave little room for the weapon Special Rules:
variants often found on other Leman While the Nivablitzer’s plasma weapons do
Russes. not cause the dangerous Haywire effects of
their man-portable cousins, they still
Type: Tracked Vehicle produce extremely powerful
Tactical Speed: 12 m electromagnetic flux when their firing coils
Cruising Speed: 35 kph misalign. If any of the weapons on a
Manoeuvrability: –10 Nivablitzer suffers a Jam, it cannot be fired
Structural Integrity: 55 Size: Massive until the end of the next round. In addition,
Armour: Front 40, Side 32, Rear 20 all enemies and allies within 5 meters of the
Vehicle Traits: Enclosed, Reinforced vehicle’s exterior must make a Challenging
Armour, Tracked Vehicle (+0) Toughness Test or take 1d10 + 1
Crew: 1 Commander (Turret), 1 Driver, 1 Energy damage with the Shocking quality,
Gunner (Turret), 1 Loader/Gunner ignoring Armour but not Toughness.
(Turret/Hull Weapons), 2 additional A Nivablitzer’s crew can deliberately
Gunners (Sponsons, if taken) overload one such weapon and dump its
Carrying Capacity: None power output into the vehicle’s grounding
Weapons: systems for devastating results. Doing so
Turret Mounted Nivablitzer Twin-Coil requires a Full-Round Action and a Hard (-
Cannon 20) Tech-Use Test. If the test succeeds, the
200m | S/2/–| 2d10+6 E | Pen 8 | Clip 40 | weapon in question cannot be fired until
Reload 5 Full| Blast [2], Maximal, Storm the end of the next round, and the Energy
Hull Mounted Weapon (Choose one of the damage discharged from the vehicle’s hull
following): increases by a further +2 for every Degree
• Nivablaster-H Plasma Coilgun of Success the crewman succeeded on their
(120m | S/3/-| 1d10 + 8 E | Pen 8 | Clip original test. If the test fails, the weapon is
60 | Reload 3 Full | Maximal) disabled for one round but the tank does
• Nivablotter-H Plasma Splatgun not ground itself. If the test is failed by
(50m | S/3/-| 1d10 + 8 E | Pen 6 | Clip more than two degrees, the weapon is
16 | Reload 3 Full | Maximal, Scatter) disabled for 1d10+1 rounds and the crewman
Options: takes 2d10 points of Energy damage with
A Nivablitzer may take two Sponson- the Shocking quality, ignoring Armour but
mounted weapons (choose one of the not Toughness.
following):
• 2 Nivablaster-H Plasma Coilguns Kobold Light Tank
(120m | S/3/-| 1d10 + 8 E | Pen 8 | Clip While the Edelweiss are most famous for
60 | Reload 3 Full | Maximal) their Querl cavalry, they make significant
• 2 Nivablotter-H Plasma Splatguns use of the Kobold tank, the umbrella name
(50m | S/3/-| 1d10 + 8 E | Pen 6 | Clip for dozens of different light armoured
16 | Reload 3 Full | Maximal, Scatter) vehicles. The specific regional designs of
155
the Kobolds vary, but generally they are Weapons:
small, emphasizing armour and a tight Turret Mounted Blockhaus Howitzer
turning radius over speed, and with short- 110m | S/-/–| 2d10 + 15 X | Pen 6 | Clip 1 |
range weapons optimized for city fighting. Reload 2 Full| Blast [6], Reliable
The Anzalt-Manlich Waffenfabrik version Coaxial Weapon (Choose one of the
is a popular model, armed with a compact following)
siege howitzer for anti-building and short- • Twin-Linked Lasarque
range anti-armour use. Kobolds are seldom o 50m | S/2/- | 1d10 + 5 E | Pen
found offworld, seeing most work in 2 | Clip 30 | Reload 2 Full |
planetary conflicts on Edelweiss proper, Inaccurate, Twin-Linked
but some Kurassier regiments choose to • Lasbarde
keep small numbers of them around as o 100m | S/-/- | 3d10 + 10 E |
mobile artillery. Pen 10 | Clip 3 | Reload 2 Full
Type: Tracked Vehicle Tactical Speed: 10 | Proven (3), Inaccurate
m • Heavy Flamer
Cruising Speed: 40 kph Manoeuvrability: o 30m | S/–/- | 1d10+5 E | Pen 4 |
+20 Clip 20 | Reload 2 Full |
Structural Integrity: 40 Size: Enormous Flame, Spray
Armour: Front 30, Side 28, Rear 28 Special Rules
Vehicle Traits: Enclosed, Tracked Vehicle, The Blockhaus-pattern howitzer is
Reinforced Armour, Ponderous designed as both a direct and indirect-fire
Crew: 1 Commander (Turret), 1 weapon. As a Full Action, the vehicle’s crew
Gunner/Loader (Turret), 1 Driver (Hull) may switch it over to bombardment mode,
Carrying Capacity: None which gives it the Indirect (4) Quality.
156
Soyuz-Z4 systems. A Soyuz-chassis vehicle takes no
A Katyushan-designed four-wheel-drive penalties to tests in Difficult Terrain that is
truck, the Z4’s bulbous shape, huge tires snowy or icy. However, in very warm or
and large engine let it move in even gale- hot-weather conditions, it vehicles loses the
force snowstorms and carry substantial Rugged trait as its drivetrain begins to
loads. Though not designed as a combat overheat dangerously.
vehicle, these trucks see a great deal of
service as light prime movers and support Soyuz-Z4(M)
vehicles in Katyushan trench lines. Civilian The ambulance version of the Z4, the
versions of the Z4 differ little from their Z4(M) is slightly larger and slower, but is
military counterparts, and are popular as fully equipped to provide considerable in-
personal transports on the homeworld. field medical care. As any major casualties in
Small numbers of Z4s are also license-built a Katyushan regiment are cause for alarm,
on Edelweiss for use on the ice worlds of Z4(M)s are almost always on constant
Gentian and Pulsatilla. standby to minimize potential losses.
157
from a lack of fully-functional cooling variety of stabilized sighting and range
systems. A Soyuz-chassis vehicle takes no finding equipment, allowing for easier
penalties to tests in Difficult Terrain that is scouting and fire control. All Ballistic Skill
snowy or icy. However, in very warm or and Navigate (Surface) checks in a
hot-weather conditions, it vehicles loses the stationary Z4(C) gain a +10 bonus.
Rugged trait as its drivetrain begins to
overheat dangerously. Due to its large Soyuz-Z4(A)
internal medical supply bins and integrated Originally developed as a combat APC, the
sterilization equipment, the interior of a Z4(A) has gone through numerous
Z4(M) counts as a fully-stocked medical survivability upgrades and weapons
bay for the purpose of Medicae checks. improvements, substantially reducing its
carrying capacity but making it a
Soyuz-Z4(C) respectable infantry support vehicle or
The scout/command version of the Z4, the mobile artillery platform in a pinch. All too
Z4(C) mounts a large suite of optical and frequently, however, crews treat them as
radar imaging and targeting equipment, as frontline tanks, where their modest armour
well as a substantial vox array. They find use leads to high losses.
in Advance Spotter groups and as general
mobile command posts. Type: Wheeled Vehicle
Tactical Speed: 25 m
Type: Wheeled Vehicle Cruising Speed: 70 kph
Tactical Speed: 25 m Manoeuvrability: +5
Cruising Speed: 80 kph Structural Integrity: 30 Size: Enormous
Manoeuvrability: +10 Armour: Front 25, Side 20, Rear 20
Structural Integrity: 30 Size: Enormous Vehicle Traits: Enhanced Motive Systems,
Armour: Front 25, Side 20, Rear 20 Enclosed, Rugged, Wheeled Vehicle
Vehicle Traits: Enhanced Motive Systems, Crew: 1 Driver, 1 Engineer, 1 Gunner
Open-Topped, Rugged, Command and (Pintle)
Control, Wheeled Vehicle Carrying Capacity: 6 Imperial Guardsmen
Crew: 1 Driver, 1 Engineer plus wargear
Carrying Capacity: 5 Imperial Guardsmen Weapons:
plus wargear A Z4(A) is always equipped with one of the
Special Rules: following Pintle-mounted weapons atop
Katyushan vehicles are designed to move the hull:
smoothly over snow and ice, but suffer • Soyuz-Pattern Flamer
from a lack of fully-functional cooling o 20m| S/–/– | 1d10+4 E | Pen 2 |
systems. A Soyuz-chassis vehicle takes no Clip 12 | Reload 2 Full |
penalties to tests in Difficult Terrain that is Flame, Spray
snowy or icy. However, in very warm or • Heavy Autostrela
hot-weather conditions, it vehicles loses the o 120m | S/3/5 | 1d10+5 I | Pen 6
Rugged trait as its drivetrain begins to | Clip 30 | Reload Full |
overheat dangerously. Z4(C)s incorporate a Reliable
158
• Boost Projector Structural Integrity: 25 Size: Enormous
o 25m | S/-/- | 1d10 + 5 E | Pen Armour: Front 10, Side 5, Rear 5
2 | Clip 4 | Reload 2 Full | Vehicle Traits: Enhanced Motive Systems,
Flame, Thrust Jet Open-Topped, Rugged, Wheeled Vehicle
Options: Crew: 1 Driver, 1 Engineer
A Z4(A) can optionally mount a Kopye Carrying Capacity: 25 Imperial Guardsmen
Rocket Rack in a turret, selecting one of plus wargear
the following types of ammunition. Special Rules:
Mounting a Rocket Rack reduces its In very warm or hot-weather conditions,
Carrying Capacity to 4. this vehicle loses the Rugged trait due to its
poor-to-nonexistent cooling systems. The
Range 1km | S/3/9 | Clip 9 | Reload 5 Full | cleated tracks and wide front tire or ski on a
Indirect (2) Z5 are designed primarily for use on snow
Ammunition for this weapon can be found or ice. In snowy conditions, a Z5 adds 10kph
here. to its Cruising Speed, and 5 to both its
Tactical Speed and Manoeuvrability.
Special Rules:
Katyushan vehicles are designed to move Igla Sabre
smoothly over snow and ice, but suffer Another local variant on a popular Imperial
from a lack of fully-functional cooling design, the Igla Sabre simply replaces the
systems. A Soyuz-chassis vehicle takes no standard weapons of a Sabre gun platform
penalties to tests in Difficult Terrain that is with a triple-barreled Igla soft-launched
snowy or icy. However, in very warm or rocket launcher. These effective if
hot-weather conditions, it vehicles loses the somewhat fragile weapons platforms form
Rugged trait as its drivetrain begins to the primary anti-aircraft weapon of
overheat dangerously. Soyuz-Z4(A)s are Katyushan entrenched forces, and their
equipped with 6 fireports for the crew. useful ability to ripple-fire or indirectly fire
their launcher is an added bonus.
Soyuz-Z5
The older sibling of the Z4, the Z5 is a full- An Igla Sabre functions as a standard Sabre
bed all-terrain transport halftrack and mass platform but with the following weapon:
hauler, designed to be able to operate in Triple-Igla Launcher
even the most icy or snowed-in terrain. Heavy | 350m | S/3/- | Damage Ammo-
These lumbering vehicles see as much use in dependent | Pen Ammo-dependent | Clip 3 |
civilian roles on Katyush as they do in the Reload 2 Full
field, though they are first and foremost
transports and not fighting machines. This weapon also gains the ability to lob
inactive rounds, as listed under the Igla S-
Type: Tracked Vehicle lRS rules.
Tactical Speed: 15 m
Cruising Speed: 72 kph
Manoeuvrability: +5
159
Bicycle Lightweight Frame: Bicycles are somewhat
It goes by many names: The bicycle, the unwieldy to carry, but not particularly
fahrrad, the velocipede, bone-rattler, heavy: as an item, a Bicycle has a carry
penny-farthing, even just simply 'bike'. weight of 8 kg, though characters who are
These pedal-powered one-man vehicles are carrying one cannot make Run Actions if
ubiquitous in the Imperium, and are built they are holding the Bicycle in their hands.
by very nearly every Forge World or planet Look Ma, no hands!: Bicycles aren't exactly
with any kind of industrial capacity. They combat vehicles, but a reasonably skilled
can operate in almost any environment, rider can pull off one-handed operation
even the depths of space, and are simple with ease. One-handed weapons can be
enough for children to use with ease. fired by the operator of a bicycle as normal.
Two-handed Basic or Melee weapons can
Type: Wheeled Vehicle be used as normal, but they impose a -30 to
Tactical Speed: 4 m all Operate tests to control the bicycle on
Cruising Speed: 15 kph that turn. If one such test is failed, the rider
Manoeuvrability: +20 falls off the bike and takes 1d5 points of
Structural Integrity: 5 Size: Average Impact damage, ignoring Armour but not
Armour: Front 1, Side 1, Rear 1 Toughness.
Vehicle Traits: Bike, Wheeled Vehicle,
Open-Topped, Rugged Tauros Commando
Crew: 1 Cyclist Not an official Tauros variant, the
Carrying Capacity: 1 passenger plus light Commando is simply the standard Tauros
gear assault vehicle, but lightened and retuned
Special Rules: for extreme range and speed. With little to
Skeletal Frame: While they aren't designed to speak of by way of crew protection, they
stand up to gunfire, bicycles are so light are weapons of surprise and asymmetrical
and pared-down they often make hard warfare, not direct attack. Quite often these
targets to begin with. Any tests to hit a modifications are unsanctioned by the
Bicycle or its rider with ranged attacks Mechanicus, and the resulting vehicles are
suffers a -10 penalty so long as the rider has more than a little unpredictable.
already moved in the current Round of Type: Wheeled Vehicle
combat. Tactical Speed: 25 m
Pedal Power: Even the weakest cyclist can Cruising Speed: 130 kph
get a 'bike moving at fair speeds, but those Manoeuvrability: +15
with strong muscles can hit impressive rates. Structural Integrity: 20 Size: Enormous
A Bicycle increases its default Tactical Armour: Front 15, Side 10, Rear 10
Speed by a number equal to the Strength Vehicle Traits: Enhanced Motive Systems,
Bonus of its operator. It increases its Open-Topped, Rugged, Wheeled Vehicle
default Cruising Speed by a number equal Crew: 1 Driver
to 5 times one half the Strength Bonus of its Carrying Capacity: 4 passengers plus light
operator, rounded up. gear
Weapons:
160
A Tauros Commando has no inbuilt Tactical Speed: 15 m
weapons, but it has room in the hull for up Cruising Speed: 100 100kph
to 2 weapons to be mounted on Pintles. Manoeuvrability: -10
Special Rules: Structural Integrity: 18 Size: Enormous
Although it is a Wheeled Vehicle, Tauros- Armour: Front 20, Side 15, Rear 10
platform vehicles are treated as Tracked Vehicle Traits: Tracked Vehicle, Open-
Vehicles for the purposes of Tests involving Topped
Difficult Terrain and when determining Crew: 1 Driver, 1 Gunner
how much slower they get when suffering Carrying Capacity: 4 passengers plus light
critical damage. Additionally they ignore gear
the usual penalties to Operate Tests that Special Rules:
Wheeled Vehicles normally suffer when Aerosled: An Aerosani’s skis make it
taking Motive Systems Damage. somewhat unusual to control. Aerosani are
treated as Tracked Vehicles, but they gain a
When acquiring a Tauros Commando, the further +10 to tests involving Difficult or
character making the Logistics Test may Dangerous snowy or icy terrain in addition
choose to swap out the vehicle’s Rugged to the one already given by the Tracked
Trait for the Ramshackle Trait instead. Vehicle Trait. However, when moving over
any surface other than snow or ice, they
Aerosani reduce their Tactical and Cruising Speeds
A curious vehicle that has either evolved in by a factor of 5 and gain the Ponderous
parallel or been redeveloped from STCs on Trait.
many Imperial worlds, the Aerosani is an Weapons: An Aerosani may mount a Heavy
unusual snowmobile riding on broad skis Stubber or a Storm Bolter on its Pintle,
and propelled by an externally mounted jet using the rules for those weapons found in
engine or propeller. Though awkward to the Only War Core Rulebook.
steer, and somewhat difficult to repair
because of their extremely large engines
and light frames, these vehicles fare
excellently on snow and ice, where their
speed is almost wholly unmatched. The one
flaw of the Aersoani is that it can only run
on slippery terrain- these vehicles are
seldom found except as curiosities on
worlds which are not beset by heavy snow
and ice for the majority of the year. Dozens
of different Aerosani variants exist, and
they take on a wide variety of roles on
iceworlds, from civilian recreational craft to
light cargo transports to armed military
patrol vehicles.
Type: Tracked Vehicle
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Camargue Querl Unnatural Toughness (2), Natural Armour
The Camargue is one of the more common (3)
breeds of mid-size Querl, and its even
temperament and tough skin make it an Landais Querl
ideal mount for heavy cavalry. Like all The Landais is an unusually small breed of
Querls, the Camargue is semi-bipedal, omnivorous Querl, one of the few meat-
using one set of legs for slow movement but eating Querl breeds large enough to bear a
switching to two sets when running or human’s weight. While they are quite
jumping. It has an internal skeleton, but its fragile, lacking much of the natural
head is covered by an incredibly dense bone protection of their herbivorous cousins,
shell that it uses to knock down trees. their incredible speed overland and
WS BS STR T Ag Int Per WP Fel
particularly nasty kick makes them a
Characteristic 20 01 40 45 45 20 30 20 15
Bonus 2 0 4 4 4 2 3 2 1 favorite of many Edelweiss light cavalry
Skills: Awareness, Survival, Athletics regiments. Landais are recognizable for
Wounds: 18 their thin, bony frames and their tendency
Talents: Catfall, Iron Jaw, Leap Up, Sprint to move on all fours at any speed above a
AP: 3 All trot.
WS BS STR T Ag Int Per WP Fel
Traits: Bestial, Size (5), Natural Weapons,
Characteristic 20 01 40 30 55 20 40 20 10
Loyal, Natural Armour (3), Terrain Master,
Bonus 2 0 4 3 5 2 4 2 1
Enduring
Skills: Awareness, Survival, Athletics, Dodge
Wounds: 12
Pinzgauer Querl Talents: Catfall, Leap Up, Sprint, Frenzy
The Pinzgauer is among the largest and AP: -
strongest of the Querl breeds, with vast Traits: Bestial, Size (5), Deadly Natural
reserves of stamina that make up for its Weapons (Tearing), Terrain Master, Wiry,
somewhat short temper and bullish lack of Quadruped
intelligence. Much of a Pinzgauer’s outer
skin is pock-marked with bone plates,
giving them a distinctive piebald or tiger-
spotted look. Many Edelweiss cavalry
regiments use Pinzgauers as second-line
mounts, as they are ideal carriers of cargo
or gun-hauling animals.
162
Imperial Guard Artillery You may also notice that none of the rules
“On the battlefield, the Imperial Guardsman here cover vehicle-mounted artillery- that
knows that big guns rule even above the Emperor.” topic has already been covered in detail by
-Apocryphal the other FFG 40k RPGs, and we need not
retread it here. Artillery pieces do not have
Artillery on the Battlefield a listed Availability because they cannot be
normally requisitioned by most soldiers. An
Even the largest piece of Astra Militarum officer might request the use of an anti-
ordnance is fitted to some kind of gun tank gun, but they would not actually be
carriage, a wheeled, tracked or skii'd requisitioning the gun- they would be
conveyance that allows the weapon to be requisitioning a squad of soldiers attached
moved around the battlefield. Though most to a gun.
of the more famous artillery types are
commonly found mounted on vehicles, such Artillery Carriage Statistics
dismounted artillery is more prevalent in All carriages have a few base statistics,
the kind of semi-stationary positions found which vary depending on the general class
in trench warfare. Moving and operating of weapon used, and the specific weapon
such a carriage, with a weapon attached, of mounted.
course, is a difficult task best accomplished
by a large team of well-trained soldiers. To Class: Covered below.
reflect this, artillery in the Trisdekan
Primer uses rules not dissimilar to those for Crew: Like vehicles, the number of crew
vehicles, though with some significant needed to successfully operate this artillery
modifications. piece with no penalties. A crewman with the
Bulging Biceps Talent, a Strength rating of
You will note that a lot of the rules for over 50, or the Unnatural Strength Trait is
artillery operate on timescales much too assumed to count for two. Having fewer
long to be practical in the small, squad- than the listed number of crew slows the
scale combats that Only War provides. This operation of the artillery. For each
is deliberate- artillery duels and crewman less than the listed Crew value, an
bombardments are generally done over artillery piece gains the following penalties.
much longer, larger scales than are relevant • Increase the Rotation Test (see
to the average Imperial Guardsman, and if below) difficulty by -10
the crew of anything but the lightest mortar • Increase the Reload Time of the
or field artillery piece comes under direct weapon by 1 full action.
enemy attack then something has gone • Increase the Limber Time (see
horribly wrong. These rules are mainly below) of the weapon by 30 minutes.
present to provide a bit more structure to
what goes on behind the lines, or for use in Size: The Size trait of the artillery piece,
prolonged battles or defenses. and how easy it is to hit. Size also
determines how easily an artillery piece can
be moved.
163
Artillery Class
Limber Time: How long it takes the artillery Different kinds of artillery are designed for
to be converted from its travelling state to different things, and for this reason the
readiness, and back. This time does not artillery weapons in this book are sorted
include actually loading the artillery piece. into four categories, each with their own
The vehicle or animals towing the piece strengths and weaknesses.
must be stationary while the limbering
process is undertaken. Limbering and Mortar- Simple indirect-fire artillery,
unlimbering a piece does not require a Test, mortars are generally the physically
but it does take time. smallest and lightest Imperial Guard
artillery, though their range and damage
Rotation Test: Artillery pieces are generally are limited as a result. Mortar-class artillery
quite large, and are assumed to only be able provides the following benefits:
to hit targets within a 45-degree cone of the • A mortar can be unlimbered as a
angle they are facing unless stated Full Action, though limbering it
otherwise. The Rotation Test is a successful takes the listed time.
Strength test, based on the Strength value • A successful Rotation Test allows a
of the weakest member of the gun crew Mortar weapon to be rotated up to
(assume 35 for average Guardsmen). A 360 degrees.
successful Rotation test allows the gun to • A mortar provides little to no cover
be rotated an amount determined by its to the crew, and needs to be so close
Class. A failed Rotation test uses up the rest to the front lines to operate
of the turn, but the gun is stuck or will not effectively that detecting mortar
move. Rotating a gun requires a Full Action nests is a relatively easy task. A
on the part of the entire crew. mortar-class weapon grants a +20 to
any Test made by an enemy to
Crew Protection Value: The extra AP the locate its position.
artillery piece provides to its crew while • A Mortar weapon cannot be
they are working on it, not taking cover operated under direct fire, except
behind it. Some carriages provide different by characters with a Willpower of
front and side AP values- treat these as you over 50 or the Nerves of Steel talent.
would treat the Facings on a vehicle.
Field- Field artillery is a broad category, but
An actual artillery piece as cover is always generally these are weapons which are used
treated as providing 24 AP of cover, for direct firing against enemy targets,
because it's a big heavy chunk of metal, but instead of indirect or over-the-horizon
obviously it's borderline impossible to load bombardment. They are frequently adapted
and fire a gun while actively under fire. tank cannons. Field-class artillery provides
Different Classes of weapon have different the following benefits:
rules for operation under fire (see below). • A successful Rotation Test allows a
Field weapon to be rotated up to 180
degrees.
164
• Field weapons are frequently low to or hit targets which are less than 50
the ground, designed to be dug in or meters away.
hidden for use in tank-busting or
counterfire. A field-class weapons Siege- The largest Imperial ground weapons
grants a -20 to any Test made by an which are not self-propelled, these cannons
enemy to locate its position. are designed for engaging stationary
• A field artillery weapon can be targets at extreme ranges, and are often so
operated as normal under direct fire, large as to make direct or short-ranged fire
though damage to the crew may dangerous or impossible. A Siege class
result. weapon provides the following benefits:
• A successful Rotation Test allows a
Rocket- Rocket artillery is somewhat siege weapon to be rotated up to 90
unusual in that the majority of the weapon's degrees.
bulk is its ammunition, and not the launcher • A Siege weapon is large, but
itself. Because of this, rocket weapons stationary for long periods of time,
behave much differently when loaded and thus fairly easy to camouflage. A
versus when unloaded. Siege weapon that is not being fired
• A successful Rotation Test allows an provides a -10 penalty to enemy
unloaded Rocket weapon to be Tests to locate it, but a firing Siege
rotated up to 180 degrees. A loaded weapon provides +30.
Rocket weapon cannot be rotated. • Operating a Siege weapon is often a
• An unloaded Rocket weapon painstaking task that requires care
reduces its Size value by 1, and and precision. A Siege weapon
halves its Limber Time. cannot be operated under direct
• An unloaded Rocket weapon may fire, except by characters with a
not even be identifiable as a weapon, Willpower of over 50 or the Nerves
and grants a -30 to any test made by of Steel talent, but doing so conveys
an enemy to locate its position. A a -10 penalty to all tests to operate
loaded or firing Rocket weapon is a the weapon.
massive ball of fire and screaming • Siege weapons have a minimum safe
steel, and grants a +30 to any test firing range- they cannot target
made by an enemy to locate its anything closer than 30 meters.
position.
• Firing a rocket weapon requires Towing Artillery
little intervention from the crew An ordinary wheeled or tracked vehicle can
beyond lighting a fuse or making an tow any artillery piece that has a smaller
electrical contact. A rocket weapon size than it does, though doing so halves
can be fired, but not loaded or the vehicle's Tactical and Cruising Speeds
moved, while under direct fire. and reduces its Maneuverability to -10. If
• Rocket weapons have a minimum the vehicle’ Maneuverability is already less
safe firing range- they cannot aim at than -10, it does not change. Vehicles
specifically designed for carrying heavy
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loads, like Centaurs, can tow artillery pieces fire, it can be considered Undamaged. It
up to one larger than their Size while functions as normal. If an artillery piece is
suffering the same penalty. Multiple towing hit with an attack that would still do
vehicles treat their Size category as the damage after overcoming an AP of 24, the
base, +1 for each additional vehicle- two artillery piece is considered Lightly Damaged.
Centaurs would have an effective towing Lightly Damaged artillery functions as
Size of Massive, for instance, while three normal, but gains Unreliable and
would have an effective towing size of Inaccurate. If it already had either of these
Immense. Qualities, it gains Primitive (7) as well.
Artillery remains Lightly Damaged until
When moving an artillery piece without repaired in a depot behind the lines. If a
vehicles, things get a little more piece of Lightly Damaged artillery is hit by
complicated. The number of horses, a second attack that would do damage after
humans or draft animals needed to move an overcoming an AP of 24, it is considered
artillery piece can be found in Table 23 Unusable. Unusable artillery might be
below. In either case, a human being or destroyed, cracked, or otherwise so badly
draft animal with Bulging Biceps, a damaged that operating it would be suicide.
Strength rating of over 50, or the Unnatural An Unusable gun might have to be towed
Strength Trait is assumed to count for two. off the field, or outright replaced.
The speed at which artillery can move can
also be found below. Heavy Mortar
The classic piece of Imperial light artillery,
Table 23: Manhandling Artillery the Heavy Mortar needs little introduction.
These weapons are found just as often in
Artillery Size # of # of Speed/Round
field emplacements as they are on the
Animals Humans (M)
Griffon self-propelled artillery vehicle.
Average (4) 1 2 4 Class: Mortar
Hulking (5) 2 6 4 Crew: 4
Size: Average
Enormous (6) 4 8 3 Limber Time: 5 minutes
Massive (7) 8 12 3 Rotation Test: Simple (+40)
Immense (8) 12 20 2 Crew Protection Value: 0
Weapon Stats:
Monumental (9) 24 50 2 Range 300m | S/-/- | Clip 1 | Reload Half
| Indirect (3), Reliable | Variable
Damage to Artillery Ammunition
An artillery piece is a much more delicate Variable Ammunition: Standard ammo
object than a tank or a pillbox, and types for heavy mortar weapons can be
consequently much less likely to survive found on page 129 of Shield of Humanity.
under direct fire. Instead of Wounds or Heavy Mortars may also fire the anti-plant,
Hull Points, Artillery has three damage smoke and starflare rounds found on page
states. When an artillery piece is not under 183 of the Only War core rulebook, adding
166
+2 to any Blast or Smoke rating they may fed, and are surprisingly accurate, but their
have, and 1 extra minute of illumination for extremely short range limits them
Starflare rounds. compared to other Imperial mortar
weapons.
Thudd Gun Class: Mortar
Officially the ‘Heavy Quad-Launcher’, the Crew: 5
four-barrel Thudd gun mounts four Size: Average
mortars that can be fired in distinctive Limber Time: 10 minutes
rhythmic volleys, hence its nickname. One Rotation Test: Easy (+30)
of the lightest pieces of Imperial trench Crew Protection Value: Front 2
artillery, the Thudd’s high rate of fire Weapon Stats:
makes it extremely effective in both direct Range 100m | S/3/5 | 2d10 X | Pen 1 | Clip 6 |
and indirect fire, though its complicated Reload 2 Full | Indirect (1), Blast (5),
reloading systems makes sustaining that Crippling (1)
rate of fire difficult. Airburst: Any target caught within the blast
Class: Mortar radius of a standard Stormshard attack,
Crew: 4 even if they did not take damage, must
Size: Average make a Challenging (+0) Pinning Test as
Limber Time: 3 minutes the clouds of splinters filling the air force
Rotation Test: Easy (+30) them to keep their heads down.
Crew Protection Value: 0
Weapon Stats: Pack Howitzer
Range 350m | S/2/4| Clip 4 | Reload 4 Full | The Imperium fields hundreds of different
Indirect (2) | Variable Ammunition small, mobile artillery pieces, usually in
Variable Ammunition: The Thudd gun calibres of 75mm or less. Designed for
uses standard Imperial light mortar rounds portability above all else, they tend to fire
which can be found on page 183 of the Only fairly low-powered rounds to minimize
War Core Rulebook. weight and recoil.
Light Carriage: The Thudd Gun is Class: Field
deliberately designed to be fairly compact Crew: 3
and easy to move. This gun can be moved 1 Size: Average
meter for every two Degrees of Success its Limber Time: 2 minutes
crew achieves on a Rotation Test. Rotation Test: Simple (+40)
Crew Protection Value: 0
Stormshard Mortar Weapon Stats:
A specialized automatic mortar used on the Range 250m | S/-/- | 2d10 + 8 X | Pen 1 |
Wyvern suppression tank, the Stormshard’s Clip 1 | Reload 2 Full| Blast (4), Concussive
short barrel fires airbursting shrapnel shells (1), Inaccurate (3)
that, while relatively useless against HEAT Rounds: Artillery this small
vehicles, are excellent for area denial and generally isn’t particularly effective in an
infantry suppression. Stormshards have a anti-armour role, but high-explosive anti-
relatively high rate of fire, being magazine- tank rounds can help. A Pack Howitzer
167
firing HEAT rounds changes its Blast Shells has a base Availability of Extremely
quality to (1), loses Concussive (1), and Rare.
increases its Penetration to 6. Specialised Shells: Special-purpose shells
Light Carriage: A Pack Howitzer is for this weapon can be found on page 194 of
deliberately designed to be fairly compact the Only War Core Rulebook.
and easy to move. This gun can be moved 1
meter for every two Degrees of Success its Battle Cannon
crew achieves on a Rotation Test. Probably the single most produced
Imperial ordnance weapon, the Battle
Conqueror Cannon Cannon is the 120mm weapon that arms
A short-barreled version of the standard every standard Leman Russ in the Imperial
120mm Battle Cannon, the Conqueror was arsenal. A simple and reliable weapon, it can
designed for use on cavalry tanks like the always be counted on to deliver a solid
Leman Russ variant that bears its name. multi-purpose punch.
Though somewhat less popular as a field Class: Field
anti-tank gun due to its reduced range and Crew: 4
striking power compared to the original, Size: Hulking
the Conqueror finds its use in situations Limber Time: 6 Minutes
where mobility and volume of fire are Rotation Test: Routine (+20)
paramount, as the lighter cannon is much Crew Protection Value: Front 4, Side 2
easier to move around, and its greatly Weapon Stats:
reduced recoil makes loading much faster. Range 750m | S/-/- | 3d10 + 10 X | Pen 8 |
Class: Field Clip 12 | Reload 3 Full | Blast (10),
Crew: 4 Concussive (3), Reliable
Size: Hulking Specialised Shells: Special-purpose shells
Limber Time: 5 Minutes for this weapon can be found on page 194 of
Rotation Test: Easy (+30) the Only War Core Rulebook.
Crew Protection Value: Front 4
Weapon Stats: Demolisher Cannon
Range 500m | S/2/- | 3d10 + 8 X | Pen 7 | Closer to a short-range assault gun than a
Clip 12 | Reload 3 Full | Blast (5), Concussive true field piece, the demolisher’s plasma
(1), Reliable charge shells are heavier, shorter ranged by
Augur Shells: A rare Conqueror load much more devastating than a standard
briefly manufactured on Gryphonne IV in Battle Cannon’s. Demolishers see little
the 39th millennium, the Augur shell is a field emplacement use except in city
squash-head round designed to make up for fighting or ambush attacks, as their poor
the Conqueror’s slightly reduced anti-tank arc of fire leaves their crew dangerously
capacity by causing dangerous spalling to vulnerable to being overrun, though they
an enemy vehicle’s hull. A Conqueror firing are famously dangerous when attached to
Augur Shells reduces its Blast quality to (1) the Leman Russ variant of the same name.
and inflicts Righteous Fury on enemy Class: Field
vehicles on rolls of 7-10. A case of 12 Augur Crew: 6
168
Size: Hulking effective against light vehicles and infantry
Limber Time: 10 Minutes in the ground emplacement role.
Rotation Test: Routine (+20) Class: Field
Crew Protection Value: Front 8, Side 6 Crew: 6
Weapon Stats: Size: Hulking
Range 50m | S/-/- | 4d10 + 20 X | Pen 8 | Limber Time: 15 Minutes
Clip 2 | Reload Full | Blast (10), Concussive Rotation Test: Simple (+40)
(3) Crew Protection Value: Front 2, Side 2
Specialised Shells: Special-purpose shells Weapon Stats:
for this weapon can be found on page 194 of Range 1.5km | S/-/-6 | 3d10 + 8 I | Pen 6 |
the Only War Core Rulebook. Clip 200 | Reload 4 Full | Reliable, Tearing,
Twin-Linked
Vanquisher Cannon Quad-Mounting: A standard Hydra
The dedicated tank-hunter version of the battery is assumed to be equipped with two
Battle Cannon, low-slung Vanquisher pairs of autocannons, both of which can be
mounts are a much-treasured, but fired simultaneously. Both weapons must
increasingly rare, sight on Imperial fire at the same target, as a single Attack
battlefields. Much knowledge of their Action.
proper construction has been lost, and new Anti-Aircraft: This weapon suffers no
versions are of distinctly lower quality than penalties to hit Fliers.
the originals, but they provide a super anti- Tracking Systems: Once a Hydra scores a
armour punch at great ranges. successful hit on an enemy aircraft the
Class: Field Hydra’s targeting array automatically
Crew: 4 begins to track the target and turn the
Size: Enormous turret to keep the enemy within its sights.
Limber Time: 5 Minutes As long as a Hydra continues to target the
Rotation Test: Routine (+20) same aircraft all shots from the two Hydra
Crew Protection Value: Front 4, Side 2 autocannons count as if they had made a
Weapon Stats: Half-Action Aim, therefore gaining a +10
Range 900m | S/-/- | 3d10 + 10 X | Pen 16 | bonus to Ballistic Skill Tests. This bonus is
Clip 6 | Reload 2 Full | Accurate lost as soon as the target is destroyed, the
Precision Instrument: The Vanquisher Hydra stops firing at the target, or fires at
Cannon gains the bonus damage from the another target. The bonus never applies to
Accurate quality. ground targets.
Specialised Shells: Special-purpose shells
for this weapon can be found on page 194 of Blitzen Anti-Aircraft Cannon
the Only War Core Rulebook. One of the many STC designs that came
out of Krieg’s civil war, the Blitzen uses the
Hydra Anti-Aircraft Battery same chassis as the popular
The quadruple Hydra autocannon battery Gotterdamerung howitzer but instead
is the Imperium’s go-to medium mounts a long 90mm anti-aircraft cannon.
antiaircraft weapon, and proves just as Though it cannot put out the same massed
169
firepower as a Hydra battery, a Blitzen per rocket, and if the Manticore ever
cannon is significantly more accurate, much suffers a Jam then all the remaining rockets
longer-ranged, and a great deal better in must be manually removed before being
the anti-tank role. Blitzens are often replaced. This also takes 3 minutes per
referred to as ‘the poor man’s Vanquisher’, rocket and requires a separate support
and see a great deal of use by many PDF vehicle.
anti-tank units. Variable Ammunition: Standard ammo
Class: Field types for Manticore launchers can be found
Crew: 4 on page 129 of Shield of Humanity and
Size: Enormous here.
Limber Time: 10 Minutes Anti-Aircraft: When filing Sky Eagle
Rotation Test: Routine (+20) rockets, the Manticore gains the Anti-Air
Crew Protection Value: Front 8 (Advanced) Trait from p. 135 of Shield of
Weapon Stats: Humanity.
Range 2.5km | S/-/- | 3d10 + 5 I | Pen 12 |
Clip 1 | Reload Full | Reliable, Accurate Rocket Rack
Anti-Aircraft: This weapon has the Anti- Many Imperial guard regiments that prefer
Air (Advanced) Trait from p. 135 of Shield rocket weapons will make use of the
of Humanity. weapons’ superb rapid-fire capabilities for
saturation fire. Such rocket racks tend to
Manticore Missiles carry smaller weapons than a Manticore,
The primary Imperial missile artillery but be much more compact and faster to
weapon, the Manticore exists in dozens of reload. The Kopye-type munitions
different variants. Slow to reload and constructed on Katyush in the Segmentum
somewhat inaccurate, it is nonetheless a Obscurus are a classic example of saturation
brutally effective area-denial tool. rockets, but hundreds of different variants
Class: Rocket can be found across the Imperium.
Crew: 8 Class: Rocket
Size: Enormous Crew: 2
Limber Time: 20 Minutes Size: Hulking
Rotation Test: Ordinary (+10) Limber Time: 10 Minutes
Crew Protection Value: 0 Rotation Test: Challenging (+0)
Weapon Stats: Crew Protection Value: 0
Range 4km | S/2/4 | Clip 4 | Reload Special | Weapon Stats:
Indirect (4) | Variable Ammunition Range 1km | S/3/9 | Clip 18 | Reload Special |
Reloading Manticores: A manticore must Indirect (2) | Variable Ammunition
select a single type of rocket or missile, and Reloading Rocket Racks: It takes a Half
all four missiles loaded must be of the same Action to load a single rocket onto a
type. Loading a Manticore requires a Rocket Rack, or 9 Full Actions to load a
separate vehicle such as a Trojan Support full rack. The rockets are just small enough
Vehicle. Reloading the multiple-rocket to be hefted by a pair of unassisted humans,
launcher takes 3 minutes (36 Full Actions) so at minimum two crew are needed to load
170
a rack. Up to 6 crew can be assigned to load This also takes 1 minute per rocket and
multiple rockets simultaneously, reducing requires a separate support vehicle.
the standard reload time to 3 Full Actions
for a single rack. Variable Ammunition: Praetor missile
Variable Ammunition: Kopye Rocket Rack rounds can be found here.
ammunition can be found here. Anti-Aircraft: When filing Pilum rockets,
the Praetor gains the Anti-Air (Advanced)
Praetor Missiles Trait from p. 135 of Shield of Humanity.
The STC data for the Praetor Multiple
Missile Launcher was discovered on the Earthshaker Cannon
Segmentum Tempestus Zhao-Arkkad, and The single most common piece of Imperial
led to the subsequent development through artillery, the relatively small 132mm shells
M37 and M38 of the famous Praetor fired by the long-barreled Earthshaker hit
Armoured Assault Launcher. During the with incredible speed and accuracy. Massed
process, however, independent versions of Earthshaker fire can annihilate armour,
the Praetor for emplacement or field use infantry, and fortifications with equal
were also developed, and proved measure. Though the vehicular version of
significantly easier to manufacture than the the Earthshaker designated the Basilisk is
bulky leviathan that was the Assault the more well-known version of the
Launcher. Praetor missiles are smaller, weapon, millions of the humbler carriage-
faster, and considerably more accurate than mounted Earthshakers are used all across
the Manticore’s, though very expensive to the Imperium.
produce. Class: Siege
Class: Rocket Crew: 6
Crew: 10 Size: Massive
Size: Massive Limber Time: 30 Minutes
Limber Time: 30 Minutes Rotation Test: Very Hard (-30)
Rotation Test: Difficult (-10) Crew Protection Value: Front 8
Crew Protection Value: 0 Weapon Stats:
Weapon Stats: Range 3.5km | S/-/- | 4d10 + 10 X | Pen 8 |
Range 5km| S/2/4 | Clip 13 | Reload Special | Clip 1 | Reload Full | Blast (10 + 1d10),
Indirect (2) |Variable Ammunition Concussive (5), Indirect (5)
Reloading Praetors: A Praetor must select Specialised Shells: Special-purpose shells
a single type of rocket or missile, and all for this weapon can be found on page 194 of
missiles loaded must be of the same type. the Only War Core Rulebook.
Loading a Praetor requires a separate Extra Powder: The Earthshaker’s
vehicle or crane such as a Trojan Support cavernous breech can be packed full of
Vehicle. Reloading the multiple-rocket extra explosive charges, significantly
launcher takes 1 minute (12 Full Actions) per increasing its range at the cost of severe
rocket, and if the Praetor ever suffers a Jam damage to the weapon’s barrel. An
then all the remaining rockets must be overloaded Earthshaker increases its range
manually removed before being replaced. by 1000m, and gains the Inaccurate and
171
Unreliable Qualities. The weapon will be charge to achieve immense ranges. Though
permanently destroyed if it fires more than powerful, the Magnus has proved to be
1d10 + 11 of these shots without much less capable in the direct-fire role
maintenance or overhaul. than the standard version.
Class: Siege
Gotterdamerung Howitzer Crew: 7
A compact, low-cost howitzer developed Size: Immense
on Krieg during its civil war, the Limber Time: 60 Minutes
Gotterdamerung fires the same 132mm Rotation Test: Arduous (-40)
rounds as the Earthshaker over much Crew Protection Value: Front 8
shorter distances. Though it is somewhat Weapon Stats:
less well-known than its larger sibling, it is Range 6km | S/-/- | 5d10 + 10 X | Pen 10 |
a variety much favored by PDF troops and Clip 1 | Reload 3 Full | Blast (10 + 1d10),
planets with small economies, due to its Concussive (6), Indirect (2)
reliability and speed of production. Oversized: The Earthshaker Magnus is a
Class: Siege gigantic and unwieldy weapon, and thus
Crew: 6 cannot engage targets in direct fire, or
Size: Massive indirectly fire on targets less than 50 meters
Limber Time: 25 Minutes away from it.
Rotation Test: Hard (-20) Specialised Shells: Special-purpose shells
Crew Protection Value: Front 8 for this weapon can be found on page 194 of
Weapon Stats: the Only War Core Rulebook.
Range 1km | S/-/- | 4d10 + 10 X | Pen 4 |
Clip 1 | Reload Full | Blast (5 + 1d10), Medusa Siege Gun
Concussive (3), Indirect (4) In many ways a larger and more specialized
Specialised Shells: Special-purpose shells version of the Demolisher, the Medusa fires
for this weapon can be found on page 194 of a much larger low-velocity projectile than
the Only War Core Rulebook. an Earthshaker. Its tremendous payload can
Extra Powder: The Gotterdamerung crack even the heaviest fortifications given
benefits from the Earthshaker’s Extra enough time, but its poor range and
Powder rule. difficulty of reloading make it less versatile
and thus less common on Imperial
Earthshaker Magnus battlefields.
A rare variant of the Earthshaker cannon Class: Siege
manufactured by the Forge Worlds of the Crew: 6
Lithesh Sector in the Ultima Segmentum, Size: Massive
the Magnus is a much larger, longer- Limber Time: 30 Minutes
barreled version of the conventional Rotation Test: Very Hard (-30)
Earthshaker, designed specifically for Crew Protection Value: Front 12, Side 6
extreme-range bombardments. It uses Weapon Stats:
standard 132mm Earthshaker shells
enhanced with a much larger explosive
172
Range 200m | S/-/- | 5d10 + 20 X | Pen 8 | number of support vehicles just to transport
Clip 1 | Reload 4 Full | Blast (15 + 1d10), a few rounds.
Concussive (6) Unnecessary Firepower: For simplicity’s
Bastion-Breacher Shells: These specialized sake, when firing a Bombard against a
armour-piercing siege shells, which are group of enemies in the open or without
mostly inert and fin-stabilized, use sheer massive amounts of heavy cover, roll 1d10.
velocity to crack and puncture armour of That percentage of the group are left alive-
unparalleled thickness. A Medusa firing the rest are killed instantly.
Bastion-Breachers increases its Penetration Thermobaric Shells: These specialized
to 24 and reduces its Blast rating to 10. A fuel-air shells are designed to crush larger
single Bastion-Breacher shell has an targets with an explosion of super-heated
Availability of Very Rare. and super-pressurized gasses. A Colossus
firing such shells stuns all targets in its blast
Colossus Bombard for 1d10 + 5 rounds, unless they would
One of the largest-calibre ground weapons otherwise be immune to Stunning, does
fielded by the Imperial Guard, the Colossus Energy damage, and gains the Flame
Siege Bombard is so slow, cumbersome and quality. A Thermobaric Shell has an
overspecialized that it is almost never seen Availability of Near Unique for a single
except in cases of extended siege. Its shell.
concussion rounds are so large and so heavy
that the emplacement must be carefully dug Prolonged Bombardment
in before firing, and a Colossus crew is Though the Imperial Guard has moved
considered unbelievably skilled if they can away from static trench combat for the
loose off more than a couple dozen rounds most part, even the most mobile warfare
in a day. That said, the effect of said rounds can devolve into bloody attrition. In such
on any kind of target, be it fortifications, circumstances, the artillery is often called in
vehicles, or otherwise, is apocalyptic. to crack enemy lines and provide for
Class: Siege breakthroughs. The Imperial guard is no
Crew: 15 stranger to large scale artillery attacks, and
Size: Immense is willing to commit frightful quantities of
Limber Time: 3 Hours weaponry and materiel to breaking their
Rotation Test: Arduous (-40) enemies. Such may also be true of other
Crew Protection Value: Front 12, Sides 12, forces as well, including traitors,
Rear 4 secessionists and the varied weapons used
Weapon Stats: by xenos. A well-prepared Imperial line
Range: 600m | S/-/- | 8d10 + 20 X | Pen 12 | may be relatively undamaged by heavy
Clip 1 | Reload Special | Inaccurate, Blast bombardment, but the same cannot
(25), Concussive (8), Indirect (9) necessarily be said of the troops manning
Gigantic Munitions: It takes no less than that line.
an hour to reload a Colossus, and doing so
requires the use of power-lifters and any The constant shock of sustained
bombardment over the course of hours,
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days or even weeks will leave its mark on Author’s Note
the strongest mind. Shell shock is a specific “Christ, I need better hobbies”
form of battlefield fatigue than can turn
veteran soldiers into twitching, paranoid This document has been a labour of love,
wrecks, and few Guard veterans do not but like so many labours of love it’s by no
suffer from it in some form or another. The means complete, and I hope to keep
same can be said even of the enemies of tweaking it as I go. Special thanks are
man- the Eldar and Tau are just as absolutely in order to the good folks at
vulnerable to lack of sleep or the stress of Roll for Heresy, Ordo Discordia, to the
bombardment as humans are, and solid ca/tg/irls and fa/tg/uys, to Messiahcide for
Orkish constitutions can be thrown off the his kickass subsector map and work on the
constant roar of drumfire. Chemical damage, and to the good folks of
Open Skies, Coffee and Explosions, The Raid on
For each day of sustained, continuous Cadorna Peak and Pour L'Empereur for
artillery bombardment from multiple inspiring the documents that would become
enemy weapons, a player character must this one. I’d be remiss to not mention the
test Willpower or take 1d5-1 points of writers at Fantasy Flight Games, who’ve
Insanity damage. The difficulty of this test created such a wonderful series of
commences at Challenging (+0), but TTRPGs. Really sorry y’all lost the license.
increases by -5 for every day the
bombardment continues. This is not a Fear If you’ve had time to playtest any of the
effect- rather, it implies the shock to the material in this, or simply want to call me
nerves caused by the sensory overload of out for my shitty document design, please
falling artillery strikes, combined with get in touch at
exhaustion and lack of sleep. A character [email protected]
under bombardment also takes 1 level of
Fatigue for every second day they are under Changelog
bombardment- while a good rest away from 07/02/2017: Version 0.2. Overall spelling
the lines can reduce this Fatigue as normal, and grammar and formatting fixes. Made
rest under bombardment does not. the tables look prettier. Added new several
new Talents and reorganized the Talents
NPCs or enemies under bombardment section. Added one new Weapon and two
obviously do not suffer sanity damage, new Mounts.
mechanically. Instead, reduce all the stats of 14/02/2017: Version 0.3. Another
enemies who have been under proofreading/editing pass. Improved
bombardment by 1d5 -1 for each day of formatting and added a sweet map by
bombardment. GMs may decide that for Messiahcide. Added several new pieces of
larger, tougher enemies, or enemies like Wargear and rewrote various Talents and
Necrons or Tyranids who do not sleep or Weapon Qualities.
think in the same way as regular beings, this 22/02/2017: Version 0.4. Yet more
stat reduction may be diminished or proofreading, added a bunch of new art, a
removed entirely.
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new Vehicle, and yet more wargear and tweaks to Talents and Armoury equipment.
weapons. Added slightly more Dolcaterran fluff.
26/02/2017: Version 0.4.1. Big pass for 12/09/2017: Version 0.8.6. Some minor
content readability, a little bit more art, one formatting changes for legibility.
new Talent, one new Weapon, added Rearranged the Armory section so it makes
changelog more sense. Many more balance/content
16/03/2017: Version 0.5. Formatting tweaks. Added a couple new pieces of art.
overhaul now that I actually know how to 12/10/2017: Version 0.9. Added
use Libreoffice Stormtrooper Advanced Specialties,
17/03/2017: Version 0.5.1. Minor formatting Vehicle Variants, and one new vehicle.
fixes, added missing gear weights Filled out the Melee weapons section
10/04/2017: Version 0.6. Tweaked a few slightly. Added five Exotic Weapons.
Talents, added several new pieces of Added two new Talents, including
weaponry and gear, added Regimental MARTIAL ARTS ACTION.
Archetypes 19/10/2017: Version 0.9.1 Added Pleasure
15/04/2017: Version 0.7. Added a new World Homeworld, two pieces of art, did
Homeworld Option, added Expanded Gear some formatting fixes.
Variants, began the Minor Worlds of the 26/10/2017: Version 1.0! The Make it Pretty
Cluster section Edition! Reformatted the entire document
18/04/2017: Version 0.8. Added Psyker from scratch, added a ton of new images,
Advanced Specialties. did a ton of content editing and typo fixes.
20/04/2017: Version 0.8.1 Added one It’s still not perfect, but it’s getting better.
Talent, gear for Psyker Advanced 08/11/2017: Version 1.1. Fixed most of the
Specialties, minor formatting fixes formatting issues left over from 1.0, added
24/04/2017: Version 0.8.2 Added more Vehicle Customization. Added a couple
Tennanlower, Edelweiss and Nivan fluff, weapon upgrades, one melee weapon, and
added the True Nivans regiment option made some rewrites/expansions to the
and several pieces of True Nivan gear, as Minor Worlds, Kurassiers and Skyboarders
well as a single Edelweiss vehicle sections
26/05/2017: Version 0.8.3. Added Commissar 19/11/2017: Version 1.2! The Trench
Advanced Specialties courtesy of Warfare Edition! Added rules for field guns
Commander Beef, as well as rules for Ski and heavy bombardments, chemical
Troops and Bicycle Troops, reworked the weapons, and the Chemical Damage Type.
True Nivan/Nivan Junker fluff Added in the Aerosani that I totally forgot
12/06/2017: Version 0.8.4. More formatting to add ages ago. Also, the new Sutler
fixes, a bit more Bellagian fluff, added Support Specialty, and some Unusual
some new weapons to the Armoury Ammunition options for lasguns.
16/06/2017: Version 0.8.5. Image 04/01/2018: Version 1.3. Added in quite a
compression fixes to cut filesize. few Talents inspired by XCOM. Slightly
Standardized formatting for Regimental modified some art- thanks Lamerus. Made
statblocks. Added one new piece of general edits, a few minor changes to some
Wargear, 3 new Talents, made many small Support Specialties.
175
04/02/2018: Version 1.4. The ‘IT’S
ALMOST BEEN A YEAR, FUCK’
Update. Balance pass on Advance
Specialties and the Sutler to bring them a
bit more in line with what’s in the OW
rules. Added four Advanced Specialties for
the Sutler, and one new piece of Artillery.
Many many many bits of editing, mostly on
bits of gear and vehicles.
176