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Alternity – Warhammer 40,000

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Alternity: Warhammer 40,000


A Converted Campaign Setting

By
Matthew Hope

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Alternity – Warhammer 40,000

Table of Contents

Introduction

Character Creation
Species
Careers
Profession
Ability Scores
Options
Skills
Perks & Flaws
Attributes
Finishing Touches

Options
Mindwalking (Psychic Powers)
Mutations
Cybernetics
FX

Equipment

Gamemasters In Action
Campaign Types
Additional Rules
Warp Travel
Campaign Architecture

Bestiary
Orks
Necron
Daemons
Tyranids
Dark Eldar

Index

Appendix 1: Sample Characters

Appendix 2: Sample Adventure

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TABLE OF CONTENTS

Introduction....................................................................................................................... 6

Character Creation........................................................................................................... 7

Profession ...................................................................................................................................................................18
Ability Scores..............................................................................................................................................................18
Options........................................................................................................................................................................18
Skills.............................................................................................................................................................................18
Perks and Flaws ........................................................................................................................................................20
Attributes.....................................................................................................................................................................24
Finishing Touches.....................................................................................................................................................24

Psychic Powers ................................................................................................................ 25

Mutants ............................................................................................................................ 31

New Mutations...........................................................................................................................................................34

Cybernetics ...................................................................................................................... 35

New Cybernetics........................................................................................................................................................35

FX ..................................................................................................................................... 37

Arcane Magic FX ......................................................................................................................................................37


Faith FX......................................................................................................................................................................43

Money and Equipment ................................................................................................... 45

Weapons of the Imperium.........................................................................................................................................48


Ammunition.................................................................................................................................................................63
Armor of the Imperium.............................................................................................................................................64
Miscellaneous Equipment........................................................................................................................................68
Vehicles of the Imperium..........................................................................................................................................68
Servitors......................................................................................................................................................................69
Artificial Intelligences ..............................................................................................................................................70
Xenotech......................................................................................................................................................................71
Weapons of the Eldar ........................................................................................................................................ 72
Weapons of the Tau Empire ............................................................................................................................ 73
Tau Drones ........................................................................................................................................................... 74

Gamemasters In Action.................................................................................................. 75

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Campaign Types........................................................................................................................................................75
Additional Rules.........................................................................................................................................................76
Upgrading Damage............................................................................................................................................... 76
Warp Travel........................................................................................................................................................... 76
Campaign Architecture ............................................................................................................................................78

Bestiary ............................................................................................................................ 80

Orks..............................................................................................................................................................................80
Gretchin................................................................................................................................................................. 80
Ork.......................................................................................................................................................................... 81
Squig....................................................................................................................................................................... 81
Necron.........................................................................................................................................................................83
Necron Warrior ................................................................................................................................................... 83
Necron Wraith ..................................................................................................................................................... 84
Necron Flayed One ............................................................................................................................................. 85
Daemons......................................................................................................................................................................86
Lord of Change.................................................................................................................................................... 86
Chaos Spawn ........................................................................................................................................................ 87
Bloodletter of Khorne ........................................................................................................................................ 88
Horror of Tzeentch............................................................................................................................................. 89
Daemonettes ......................................................................................................................................................... 89
Tyranids.......................................................................................................................................................................91
Hive Tyrant .......................................................................................................................................................... 91
Genestealer ........................................................................................................................................................... 94
Gaunt...................................................................................................................................................................... 95
Lictor ...................................................................................................................................................................... 97
Carnifex................................................................................................................................................................. 98
Dark Eldar............................................................................................................................................................... 101
Dark Eldar Warrior .........................................................................................................................................101
Warp Beast.........................................................................................................................................................102
Grotesque ............................................................................................................................................................102

Index............................................................................................................................... 104

Appendix One – Sample Characters ........................................................................... 107

Scrivener Ronlyn Gool, Leximechanic................................................................................................................ 107


Constable John Fry................................................................................................................................................ 108
Explicator Akram Sheik......................................................................................................................................... 108
Preacher Dominico Helms.................................................................................................................................... 109
Private Thomas Hock............................................................................................................................................. 110
Telepath Wynn Cambouris.................................................................................................................................... 111

Appendix Two – Sample Adventure ........................................................................... 112

Background.............................................................................................................................................................. 112
Recent Events.......................................................................................................................................................... 112

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Adventure Outline................................................................................................................................................... 113


Supporting Cast ...................................................................................................................................................... 113
Trigger Scene – Spire’s Best ................................................................................................................................ 113
Encounter Scene – Introductions......................................................................................................................... 114
Challenge Scene – Locate the Cult...................................................................................................................... 115
Combat Scene – The Cult of the Father.............................................................................................................. 116
Aftermath – Revelations........................................................................................................................................ 117

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Introduction
I love Alternity. Quite simply I think it’s the best science fiction RPG I’ve played. In the ten-plus
years I’ve been gaming I don’t think I’ve enjoyed a role-playing system quite as much as I’ve enjoyed
Alternity. I picked up the game a month or so after it came out and immediately I was hooked. It took me a
while to get used to some of the rules, but as the supplements and the Star*Drive setting were released I
loved it more and more. I’ve been running various Alternity games ever since the system came out and,
despite the system’s departure, am still an avid Alternity GM with a long-running Star*Drive campaign
moving along at full speed.
I have far less experience playing Warhammer 40k. Having only played the game for a year and a
half, I’m still learning the nuances to the game, the stats and rules for the various armies, and the art of
building and painting an army. Despite my relative inexperience, I love Warhammer 40k. Ever since I
played Space Hulk (and I played it A LOT) I loved the rich setting the game presented. The genre, the
characters, the background, everything about the world in which the game was played appealed to me. The
money needed to start an army was more than I could handle until recently and up until a year ago my 40k
collection consisted of left-over Space Hulk models and two Necromunda gangs. However once I bought
my first army (Tyranids) I was hooked and it’s since become an obsession that has led me to two additional
armies (Deathwing and Tau) and co-forming a gaming club that is over twenty members strong
(www.sonsofhorus.com).
Like many people out there, I’ve asked the question: Why isn’t there an RPG for Warhammer 40k?
Whatever the reasons, I decided to combine my obsessions into one grand machination and create what
you have before you: Alternity – Warhammer 40k. This was not a simple task. The game systems are so
very different as one would expect, but during its creation I focused on one main goal: to stay true to the
40k genre while maintaining the great Alternity system. In the end, very little modification was needed to
either. I feel that the rules presented here run very close to the excitement of the Warhammer 40k game
while not changing the Alternity game system.
Now, when undertaking a project of this scale one must rob, cheat, and steal in order to make a
quality product. So that’s what I did! The completed product was drawn from many sources, all of which
I’m sure have some form of copyright or trademark. As I won’t be making any money from this project I’m
not really worried. However just to cover my ass I’ve used the following resources in this conversion
project: All Alternity products including all Dark*Matter and Star*Drive material, all Warhammer 40,000
products released by Games Workshop including White Dwarf Magazine, fan-created material including
the 40k Fluff Bible, and just about anything Alternity or 40k related I could get my hands on.
There will undoubtedly be things found in this text that make you slap your head and think “Man,
what was this guy thinking?!”. If that’s the case, please let me know. If I’ve left anything out or put
something in that should have been left out, let me know. If I’ve got some 40k fact totally wrong or even
remotely wrong, let me know. If you find my conversions to be problematic, let me know. In summary, let
me know what you think about what you find here. I’m very open to criticism as well as praise and I’d like
to hear from anyone even thinking about using this to run a game. I’d also love to hear of conversions
you’ve made that I missed, so I can throw them in. I can always be reached at malkcntent@yahoo.com.
So, in summary, I think I covered all my bases. Alternity does such an excellent job of presenting
an easy-to-use system with enough detail to run exciting science fiction role-playing. Warhammer 40k
gives us a rich atmosphere in which to base wonderful miniature gaming. The two, if combined
successfully, could give us an amazing setting where boatloads of powerful role-playing can occur. In
play-testing we encountered a few problems that have been remedied and we all pretty much felt the game
did what it set out to do. Please share with me your experiences and hopefully this conversion will lead
you to some great role-playing. Thanks for listening to me rant.

Matthew Hope

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Character Creation
Creating a character for Warhammer 40,000 using the Alternity rules is done almost exactly like
creating a character for any other Alternity game. Character creation follows a number of simple steps,
each of which is described briefly below and in greater detail in the Alternity Player’s Handbook.

1- Character Concept
Choosing a character concept in the Warhammer 40,000 setting is surprisingly easy. With such a wide range
of possibilities, players can create virtually any type of character imaginable. Players should take the time to
think through precisely the type of character they would like to play. Anything from a technician working his
way through the Adeptus Mechanicus to a lone eldar scout can be created. Players should keep in mind that
the rules presented here are from a human-centric point of view and most campaigns will take place in the
Imperium of Man making such races as kroot and eldar rare. Players are not limited by those professions and
character types found in the game of Warhammer 40,000; entertainers, private investigators, rogue psykers,
and many other types of characters not found in the miniatures game are available to play.
2- Choose a Species
Along with many possible character concepts, the Warhammer 40,000 universe has countless sentient races.
However, as most campaigns will take place within the Imperium of Man many races become unfeasible to
play. For purposes of a human-centric game, presented below are the races most likely to be found within the
Imperium. Some races such as orks, necron, and tyranids are not possible as player characters unless special
circumstances have been made or the campaign does not take place within the Imperium. Keep in mind, as
well, that many within the Imperium including the powerful Adeptus Astartes are very, very xenophobic.
3- Career
Players should choose a career that best suits their character concept. Any number of possible careers exist
and the GM should feel free to offer suggestions to characters as to what careers would best fit into the
campaign. A number of career options are listed below and should provide a guideline for players. Players
can also review any material from the Warhammer 40,000 universe for inspiration.
4- Profession
The four standard professions of Alternity exist within the Warhammer 40,000 setting with no changes.
Players should choose a profession that best suits their character concept. TechOps are those characters that
rely on their intellect and knowledge of technical areas to get their job done. Free Agents are characters that
typically use their wits and their natural ability. While Diplomats use their stunning personality and finally
CombatSpecs are those characters that focus on martial ability and fighting. Beyond the four ‘typical’
professions are two additional professions, which will be discussed in further detail in the ‘options’ section
below: the Adept and the Mindwalker. An Adept is a profession for those specializing in the arcane arts or
the miracles of the Emperor while Mindwalkers are psykers who tap into the Warp using only the power of
their mind.
5- Assign Ability Scores
Ability Scores are assigned exactly as described in the Player’s Handbook. Players should keep in mind the
racial and professional limitations when assigning ability scores. Characters receive 60 points to be placed in
any of the six ability scores. Note that some races have much higher (or lower) minimum and maximum
ability scores than humans.
5a – Options
Warhammer 40,000 uses all available options presented in the Alternity game. FX, psionics,
cybernetics, and mutations are all available. See the individual sections below for more information
on these options.
6- Skills
Purchasing skills is described in the Player’s Handbook and functions the exact same way in Warhammer
40,000. Some new skills exist and are described below.
7- Perks & Flaws
Perks and Flaws are chosen as described in the Player’s Handbook. Like skills, new Perks and Flaws exist
and are described below.
8- Attributes
Attributes are chosen as described in the Player’s Handbook.
9- Options
Determining action check, movement, and character traits is done in the exact same way as described in the
Player’s Handbook.

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Species
The races found in the Alternity Player’s Handbook are not found in the Warhammer 40,000
universe (though could be made to fit into it). Instead, Warhammer 40,000 has its own multitude of
sentient species; however only a handful are appropriate for a campaign centering on the Imperium of Man.
Humanity has very little tolerance of non-humans and on some worlds aliens are hunted down and killed.
At best, non-humans are viewed with suspicion. The races below fit in a human-centric campaign and can
be found (to some minor extent) throughout the Imperium. Races other than those presented here can be
used in a campaign, however such would be the discretion of the GM. Please see the Bestiary section for
other races and their possibilities as characters. For the races presented below, a brief description of each
race is given along with the specifics of playing such a race using the Alternity rules. For more information
on any of these races see any number of publications put out by Games Workshop (codices, White Dwarf
articles, Black Library novels, etc.).
Humans, though differing in background and culture, are used exactly as described in the Alternity
PHB (pg 30). This includes attribute limits, free broad skills, and special abilities. Keep in mind that only
purebred humans gain the bonus skill points (not mutants) and that all humans do not receive a racial bonus
or penalty to Action Checks.

Eldar – The Eldar are an incredibly ancient race who once ruled a vast empire across the stars.
Then came the hideous times of the Fall, when the Eldar were consumed by their own decadence and fell
from power. The few who survived were scattered across the stars.
Though the Eldar are few in number, they are one of the most technologically advanced races in
the galaxy. This advantage is combined with the prodigious abilities of the Farseers, who scry the future
and guide their kin along the most favorable paths of fate.
Physiology
Physically the Eldar are very much like humans, but thinner, more graceful, and with slightly
pointed ears. Eldar are very quick on their feet and are agile and nimble with a dexterity no human can
rival.
Background & History
The Eldar race was born in a cluster of planets that now lie at the center of what is now called the
Eye of Terror. It was the dawn of the Eldar race, and they lived in peace with one another. Always a
skilled and highly psychic race, they quickly developed technologically, using their skills to fashion
mysterious technoarcana, the psychoactive materials they are famed for, such as the Wraithbone they use in
their Craftworlds. The Eldar term for Humans is "mon-keigh", and they have similar terms for the other
races.
The Eldar are an intelligent, lithe, graceful and highly psychic race, who once ruled the Galaxy.
But they were undone by a great catastrophe of their own making and decimated as a race. The Eldar were
forced to rebuild their race, to take to great starships (or "Craftworlds"). Meanwhile, the Galaxy, once
ruled by the mighty Eldar was up for grabs. The Orks, always an expansionist race, immediately took
advantage, as did Mankind and the Emperor, who launched at the time, the Great Crusade to reclaim the
Galaxy.
The Eldar were undone as a race by that which they refer to as their Dark Side. It is both a
blessing and a curse to the Eldar that they possess an ability to, for want of a better word, *experience*
things in a far more intense way than any other race. While making for great poets, musicians and artists, it
also fed their hedonistic side, a side that holds that pure *sensation* is what counts. The sensation of
pleasure and pain. The caress of the hedonistic embrace. Though long lived, many hundreds of human
years, no Eldar is immortal, and the soul of an Eldar, even dead, is a psychic beacon, a light shining in the
warp, an lasting island floating in the Sea of Souls, an echo of sensual pleasures never experienced...
The Warp being what it is, these souls naturally, slowly coalesced. The entity that would one day
become known as Slaanesh was born of the unlived desires of the Eldar race, and as it became stronger its
birth pangs were to cause Warpstorms never before imagined. The Emperor of Earth felt the birth pangs of
Slaanesh. Slaanesh was a timebomb waiting to explode, and its birth would rock the galaxy. When it
finally happened, Slaanesh boomed forth with a psychic cry that was felt across the Galaxy, being felt even
over the Astronomican. Slaanesh had waited millennia and his psychic cry of victory left many a sensitive
psyker mindless, mad, or both. To the sensitive Eldar it was a catastrophe unprecedented in their long
history. Across the galaxy, the Warp spilled into the Material universe through the Eldar minds. Whole
Eldar worlds were destroyed or sucked into the Void beyond. It was in the region now called the Eye of

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Terror that the effect was worst. Always the center of Eldar population, the Material universe quite literally
melted in with the Warp, creating an area of crossover between the two that would become infamous.
In that instant, something momentous had happened that would change the face of the Galaxy. A
Chaos god was born, a whole area of space had been surrendered to the Warp and, mo st importantly to
human history, and the Age of Strife came to an end.
All but decimated, they knew what had to be done to save the race. Over years, the Eldar built
great starships that were to become their new homes, slowly travelling at sublight speeds through space.
They were the great starships later to become known as the Craftworlds. As large as a planet, a Craftworld
was where an average Eldar would be born, live and die. Each was built with a Wraithbone core, designed
both to provide infinite power to the Craftworld and to give those Eldar that died on the Craftworld a safe
haven when they died. They now knew the danger that awaited them in the Warp.
No Eldar ever speaks the name of Slaanesh, the god that was born from their very desires. Instead
they refer to the Great Enemy, the One Who Thirsts, the One Who Waits. The title is apt, as there is no
greater terror to an Eldar than to have his soul consumed by the Great Enemy upon their death. Instead, all
Craftworld Eldar wear a Spiritstone, a gem formed of a psychoactive material that, worn constantly, bonds
to the Eldars very soul. Upon their death, the departing soul is not scattered to the Warp but drawn into the
Spiritstone, from where it can be later released into the safety of the Craftworlds Wraithbone core to join its
ancestors. Not only does this keep the Eldar soul from the Great Enemy, but the souls that flow through the
ancient Wraithbone core provide psychoactive power sufficient for the Craftworlds every need. The Eldar
only wish it were not so necessary.
The Eldar learned another bitter lesson from the Great Fall. That it was necessary to channel the
intensities of the Eldar psyche into Paths that would not lead to the hedonism and depravity that led to the
creation of Slaanesh. To this end the Craftworld Eldar pledged to each follow a Way or Path, a focused
way of life to channel the Eldar mind into the learning and mastery of one or more crafts. Many, many
Paths exist, from the skill of Bonesinging (the art of crafting psychoactive materials into works of art and
function) to the psychic honing of the Seers and the ways of war followed by the Aspect Warriors. The life
of an Eldar is long indeed, and many master many Paths before their soul joins their ancestors in the
Craftworlds Wraithbone core.
And yet, there are other ways Eldar live. Some leave their Exodite world or Craftworld to see the
Galaxy, becoming Scouts. They have to brave the rigors of the outside world, and the dangers of Chaos
that lie around every corner there. Some eventually return to their home world or Craftworld, where they
are welcomed back, but never quite treated the same again, as if perhaps now tainted in some small way by
Chaos from the wider galaxy.
Culture & Society
The Eldar were, and are, an arrogant race. While they ruled the Galaxy they held little respect for
the other races, and after their fall from grace the majority of Eldar, rather than accept responsibility for
their downfall, blamed the "usurper" races. Millennia have passed since the downfall that befell the Eldar,
and they still, for the most part, blame the upstart races that have claimed the Galaxy. The wisest Farseers
and the guardians of the Black Library know better. Most Eldar, however, hold respect only for their own
race, viewing the other races as little better than animals.
The Eldar mind is utterly different to that of Humans. They have a Dark Side that brought about
their own decimation. They are arrogant and self-righteous to a fault. They callously manipulate other
races to further their own, often making decisions that only have significance in the distant future,
apparently motiveless and random. Also, the Eldar usually peaceful can be highly vicious when they need
to be. Whatever an Eldar turns his mind to, he excludes from his mind all else. The sensations they feel
from this, especially when the task at hand is war, can be addictive. All of this marks them different from
humans, making more than simply humans with pointy ears.
Attribute Requirements
Strength Dexterity Constitution Intelligence Will Personality
4-14 6-16 4-14 5-15 5-15 5-15
Special Abilities
Fleet of Foot: Eldar are quite quick on their feet and move much quicker than other races. As
such, Eldar add 5 to the STR+DEX total when determining their movement rates. (The formula for
determining movement is STR+DEX+5).
Action Check Bonus/Penalty: All Eldar receive a –1 bonus to Action Checks.
Broad Skills

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Athletics, Acrobatics, Vehicle Operation, Knowledge, Awareness, Interaction

Tau – The alien race known as the Tau inhabit an area of space near the eastern fringe of the
galaxy and are a young, dynamic race, with highly advanced weaponry and technology. Though less than
two thousand years old, their fledgling empire is rapidly expanding into space and encountering all the
elder races of the galaxy. In galactic terms their empire is small, based around a densely packed globular
cluster of stars, which enables the Tau to travel between them without many of the dangers normally
associated with warp travel. The Tau empire also encompasses several alien races who have been
subsumed into the empire either voluntarily or whose services are bought through trade agreements.
Tau civilization is based around a rigid system of castes, each relating to the four elements of
nature – fire, water, air and earth – which dictate a Tau’s particular role within their society, be it warrior,
bureaucrat, pilot, or worker. Their rulers form a mysterious fifth caste, translated as the Ethereals, who
bind the castes together. The Tau empire is underpinned by the concept that it is only right and noble for
the individual to set their own desires aside to work for the greater good of the empire. Overall, they’re
very good at it, too.
Physiology
Tau physiology remains uniform on a number of levels, but varies slightly from caste to caste.
The Tau stand as tall as a man, with the same basic musculature and build of humans. Their skin ranges in
color from a light gray to a darker blue with a slight purplish tint. Tau eyes and nostrils sit high on the
forehead, with the nose placed above the Tau eyes. Tau hair is typically black turning to gray and white
with age and is usually kept in long tails coming off a bald head. Tau females have the same features as
males, albeit with a physiology matching (nearly) human females.
Tau from the Fire caste tend to be taller and stockier than others of their race are. They are more
muscled and better toned than other Tau and are typically stronger and faster than members of the other
castes. Members of the Earth caste are shorter and stockier and tend to have a greater durability and
constitution than the other castes. Those Tau from the Water caste appear to have ‘better’ looks than most
Tau and their physiology can be described as ‘typical’ for the race. The Air caste has perhaps the greatest
variation on the standard Tau physiology with a tall, lithe build almost fragile. Vestiges of membranous
wings still exist below the Tau arms, connecting from the mid-forearm to just above the knee. These
‘wings’ can be used for gliding short distances but are unable to give the Tau of the Air caste the lift needed
to fly. The Ethereals look much like the Water caste and appear to have a physiology similar to the
‘average’ Tau.
Background & History
The first Imperial contact with the Tau came six thousand years ago when the Adeptus
Mechanicus Explorator vessel Land’s Vision discovered and categorized the home world of the Tau. Initial
investigations revealed the planet to be dry and arid with few lush areas and an abundance of oceanic,
aerial, and terrestrial xenomorphs. The first Adeptus Mechanicus teams to explore the planet noted that the
savanna dwelling aliens had mastered the use of primitive weapons and discovered the use of fire. Massive
Warp Storms and the Age of Apostasy prevented the seeding ships of the Imperium from ever reaching the
planet of T’au and thus the Tau race was able to grow and flourish.
As the centuries past, each branch of the Tau race began developing in their own way, displaying a
unique talent for rapidly adapting to their chosen environment. High on isolated mountain peaks, Tau
soared on thermals, rising up from the hot plains on thin, membranous wings, and found plentiful
employment amongst the other Tau as scouts and messengers. Those whose migrations had carried them to
lush river valleys began establishing well constructed farming communities, developing their metallurgical
tool-making, and mining skills to create the first Tau settlements. Others realized that different
communities could produce what they could not and negotiated trade agreements between the disparate
tribes, recognizing the inherent value in each other’s skills. The larger Tau who remained on the plains
grew stronger still, becoming skillful and aggressive hunters. They took what they wanted and if they had
to fight in honorable battle to get it, so much the better.
The Tau advanced technologically faster than what would be expected for a newly emergent race.
The Tau quickly discovered advanced construction techniques and blackpowder weapons. Soon vast
intertribal wars ravaged across the main continent with Tau turning on each other in savage battles using
primitive firearms. The wars dragged on for many years, with thousands dying on every side and with no
end to the slaughter in sight. Squalid conditions allowed a virulent plague to spread rapidly across the

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continent until more Tau were dying to disease than battle. It seemed as if the Tau race would extinguish
itself in the fires of its own barbarism.
Then came the Ethereals. Arriving mysteriously and carrying a weight behind their words that
other Tau could not resist, these unusual Tau brought with them a message of peace and greater good.
Within the space of a year the wars had ceased and the Tau flourished like never before. It was decreed at
this time that the tribes would be known by the element that most befitted its role in the greater good.
Having saved the Tau from a slow racial extinction, the Ethereals were revered with the utmo st devotion by
the other castes building and guiding them as they looked toward their future with a newfound hope.
The next thousand years saw an almost unprecedented renaissance of scientific discovery and
cultural and philosophical advancement. Working together for the greater good became the cornerstone of
Tau society, the ultimate ideal to strive for. The expansion of the Tau empire continued at an explosive
rate, with the Tau making contact with a number of alien races. Many lesser-advanced races were
incorporated into the empire, and most of these willingly became part of the Tau empire. The Orks were an
exception to this rule and the Tau still fight against the Greenskins.
Soon the Tau empire stretched over a little more than three hundred light years and incorporated
eight heavily settled systems known as septs. At the frontiers of Tau space the Tau encountered the Kroot,
who the Tau recognized a strength they could harness and soon the Kroot began to appear alongside the
Tau in battle.
With such rapid expansion the Tau eventually encountered the Imperium of Man. Initial contact
resulted in the failed Damoclese Crusade, which the Imperium used to launch a massive invasion of Tau
space. After the invasion ground to a bloody stalemate, the Imperium withdrew instead turning to face the
threat of Hive Fleet Kraken. Less violent encounters with humanity occurred between Water Caste
members and human Rogue Traders and merchants operating in the eastern fringe. The Tau empire
continues to expand its borders, pushing ever further into space and establishing colonies on every world
capable of sustaining life.
As decreed by the Ethereals, Tau society is divided into four castes each based on one of the four
elements of nature. Tau are born into their caste and breeding between the castes is forbidden by the
Ethereals. The Fire caste are the warriors of the Tau. They are sworn to protect the other castes. They
prefer ranged combat to melee and use their advanced weaponry to come out ahead in a fight. The Earth
caste are the artisans and laborers of the Tau. They build the machines, dwellings, and provide food for the
rest of Tau society. They are responsible for the maintenance and upkeep of Tau technology, but unlike the
Adeptus Mechanicus, understand the workings of their machines and are able to improve upon their
designs. Water caste members are bureaucrats, politicians, negotiators, and administrators. They are
merchants and diplomats moving through the other castes fluidly making sure society functions smoothly.
Air caste members form the Imperial Navy as well as being pilots and spaceship crewmembers. Finally, the
Ethereals are the mysterious rulers of the Tau empire. They are advised by the highest families from the
other castes, but have ultimate sovereignty over all the Tau.
Culture & Society
Unlike most races encountered by humanity, the Tau are not overtly hostile though they will fight
fiercely to protect those territories they have claimed as their own. The sheer dynamism of the Tau is
pushing them further into occupied areas of the galaxy and this has inevitably brought them into conflict
with both humans and other alien races.
The Tau demeanor is, like most things determined a great deal by the caste in which the Tau was
born. Members of the Fire caste are usually rough, short and to the point. The Air caste tends to be very
technical and aloof. The Water caste is by far the most eloquent, save the Ethereals, and is best suited for
dealing with aliens and social situations.
Attribute Requirements
Strength Dexterity Constitution Intelligence Will Personality
4-14 3-13 4-14 4-14 4-14 4-14
Special Abilities
Cybernetics: Tau may have cybernetics in the form of hardwired system grafted to the Tau.
Cybernetics among Tau are more common than humans and most Tau have a basic understanding of
cybernetic implants. Consider cybernetics more available for Tau than humans and other races.
Air Caste: Members of the Tau Air caste still retain membranous ‘wings’ that allow them to glide
short distances. Tau from the Air caste can glide at a movement rate determined as in the PHB (pg 39).

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Mindwalking: The Tau have no knowledge of psyker or psychic abilities other than what they
have witnessed in other beings. No Tau can have mindwalking or FX abilities.
Action Check Bonus/Penalty: All Tau (except Ethereals) receive a +1 penalty to Action Checks.
Broad Skills
Tau broad skills are determined by the caste the Tau was born into.
Fire Caste: Athletics, Vehicle Operation, Knowledge, Awareness, Stamina, Modern Ranged Weapons
Earth Caste: Athletics, Knowledge, Awareness, Stamina, Technical Science, Vehicle Operation
Air Caste: Vehicle Operation, Knowledge, Awareness, Movement, Stamina, Athletics
Water Caste: Culture, Interaction, Knowledge, Awareness, Stamina, Administration

Kroot – The Kroot are the most common auxiliaries serving alongside the Tau. The Kroot worlds
have long been part of the empire, ever since a Tau expeditionary force helped liberate several Kroot
enclaves from Ork domination. The Kroot warriors have a strict code of honor and, in return for the
support of the Tau empire, supply a large number of warriors as exclusive mercenaries. Their self-
sufficiency and unparalleled fieldcraft are a major asset to the Tau and a useful contrast to their more
technologically superior masters. Whilst the Tau find the Kroot’s predilection for eating the flesh of their
foes barbaric, it is hoped that prolonged exposure to the Tau’s sensibilities and culture will eventually
purge them of this distasteful habit. Despite this, the Kroot are afforded virtually the same level of respect
of a Tau, since their skill at arms is much valued by the less physically able Tau. The Kroot are honored
for their martial prowess and rewarded for their efforts, as befits loyal citizens of the Tau empire.
Physiology
The Kroot have evolved from avians, that much is clear. They still retain beaks and a light bone
structure. Standing about 30% taller than a human or Tau male, the Kroot are lean and wiry. They have
muscles like metal cables, able to pull taut in an instant, giving them a jerky, deceptively fast gait. They
can jump large distances when they need to and can maneuver through the branches of trees with practiced
ease. They seem to ignore shifts in climate and atmosphere. They have an instant rapport with other
wildlife that is probably based on the fact that the Kroot are only interested in such life forms as food when
they are dead. Although their language is a mixture of clicks, squawks, and hoots, the Kroot are superb
mimics and are able to link sounds to a particular piece of body language very quickly.
Background & History
Life abounds on the Kroot homeworld’s primary continent, so the proto-Kroot could always feed.
But for their genetic quirk, they would have remained in this state while other life forms became the
dominant species. The cause of the anomaly is unknown but at some point the Kroot genetic code began to
mutate. The Kroot mutation allows the Kroot to retain new genetic data. This mutation is not random in its
working: instead the Kroot seem to be able to make these choices. The more complex the DNA of the
food, the more likely the Kroot will be able to absorb something useful. Successful adaptations survived,
others died out. The overall effect was a rapidly accelerated evolutionary program that left the Kroot the
dominant species on Pech long before such a situation would have been possible.
At the frontiers of Tau space, on the world of Pech, traders with an escort of Fire caste warriors
encountered a Kroot enclave and fought alongside them in a battle against Ork raiders. In the Kroot, the
Tau recognized a strength they could harness, and soon Kroot warspheres began to appear with more
regularity in Tau expeditionary forces. While the thought of the Kroots’ cannibalistic tendencies repulsed
the Tau, they valued and respected their strength as warriors, perhaps believing that continued contact with
the Tau would eventually show the Kroot the error of their ways.
Culture & Society
The Kroot are organized into family groups called kindreds. The elder of this group, termed a
Shaper, is apparently able to analyze the content of its gut and extract from it characteristics that might be
of use to the Kroot genetic code. This task is apparently performed intuitively. Once a characteristic of
their prey is defined, then the Shaper will direct members of the family group to consume that particular
prey animal. Breeding is then controlled to ensure that those who have absorbed the chosen genetic morsel
fix it as part of their own DNA.
Senior Shapers form councils, whose role is to oversee a group of kindreds, thus insuring a level
of homogeneity within the species. An individual known as a Master Shaper, who sits at the top of this
pyramid-shaped organization and guides it in all matters, leads the council. Kroot mercenary armies are
lead by Master Shapers who seek the infinite variety of the galaxy, leading their kindreds into every
warzone imaginable in an effort to absorb the abilities of the life forms occupying these war-torn areas.

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Attribute Requirements
Strength Dexterity Constitution Intelligence Will Personality
7-16 4-14 4-14 4-14 4-14 4-14
Special Abilities
Fieldcraft: Kroot automatically gain three ranks of the specialty skill Survival – forests/jungle.
Kroot also gain a –2 step bonus to all skill checks while operating in a forest or wooded area (jungle, etc.)
where such a bonus would make sense (climb, track, stealth, movement, perception, survival, etc.).
Eaters of the Dead: Kroot are ravenous predators who feast on the flesh of their fallen enemies.
The overwhelming urge to feed after a kill is difficult to resist. Unless under immediate threat, a Kroot
presented with a fallen foe must make a Resolve – mental resolve (or a Will feat check) skill check in order
to resist the urge to eat a downed victim. Any success allows the Kroot to act normally; failure means the
Kroot must sit down to consume his foe. The Kroot will do so for d4+1 minutes. Should the Kroot come
under attack or threat, it may stop eating.
Evolutionary Adaptations: Kroot may select up to two adaptations, as described below. These are
chosen as Perks, however do not count towards the maximum number of Perks a beginning character may
have. They may not be chosen after character creation. These adaptations, though they may mimic other
Perks, are separate and any bonuses/abilities gained by other Perks stack with those bonuses/abilities
gained by adaptations.
Action Check Bonus/Penalty: Kroot receive no racial bonus or penalty to their action checks.
Broad Skills
Athletics, Stamina, Awareness, Knowledge, Interaction, Survival

Ogryn – Just as the halfling’s mutation makes them small, so the mutation of the Ogryns makes
them large and, typically, more than a little dim-witted. They are almost the ideal warrior: large, tenacious
and follow orders to the letter. The only problem is their limited intellect, but they can remember simple
orders well enough.
Physiology
Ogryns were originally Human, but at some point in their past developed a mutation that made
them much larger, and noticeably less mentally agile. This is a stable mutation, and slowly spread over the
whole race. Physically they are much like Humans, only much taller (they grow to approximately 7 or 8
feet) and more powerfully built. Ogryns are generally half as tall again as the average Human. They are
more heavily built, even in proportional terms, with a muscle mass to height ratio almost twice that of a
Human. Their bones are heavy, and their skin is thick, with few sensory nerves.
Background & History
The incorporation of abhuman regiments into the Imperial Guard is a controversial matter.
Abhumans are human descended creatures such as Ratlings and Ogryns, whose physical appearance and
mental capabilities are quite different from those of their human ancestors. They represent the descendants
of the first wave of human exploration into the galaxy. Over tens of thousands of years of isolation they
have evolved into creatures capable of living in high-gravity worlds, in deep space, and in all kinds of
polluted or dangerous environments.
Today it is generally accepted that abhumans are a part of the human race and not aliens. Many
thousands of years ago the Inquisition led wars of destruction against human-descended creatures which its
masters deemed unworthy of full human status. When human settled worlds were discovered the
Inquisition would conduct a lengthy process of DNA analysis to determine if the population was still fully
human by the Inquisition's stringent standards. As a result the populations of many planets were eradicated
and their worlds resettled.
Ogryns are among the largest and most powerful of the Abhuman breeds yet discovered - only the
Minotaurs, a strain of giant Beastman, can match them for sheer destructive power. The bulk of Ogryn
worlds were originally prison planets, and when these worlds were brought back within the Imperium after
the Age of Strife, the harsh planetary conditions were found to have wrought a particular pattern of changes
upon the inhabitants.
Obviously, those planets which are selected for use as prison worlds have no better use to the
Imperium; they are generally barren, and lacking in native food species. They are harsh environments, and
those who survive there must be unusually resilient. Ogryns evolved on planets with harsh environments,
little food, and some hostile life-forms of animal and lower intelligence. The physical traits displayed by
Ogryns are a direct response to environmental demands.

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Their build is largely a response to hostile native life -forms; the Ogryn has become large enough
to fight most native predators and win, using the improvised and primitive weapons which are the only
defence available on a prison planet. It also suits the Ogryn for a predatory role, relying on size and
strength to overcome prey.
Secondly, their digestive system. In response to the generally barren nature of their home planets,
Ogryns have developed a digestive system which is capable of deriving nutrition from almost any organic
substance. Their capacity for eating - far in excess of that of a normal Human - derives from the need to eat
everything available when food is found, and store it against the long fast until more food is discovered.
Ogryns are an invaluable assett to the Imperial War Machine. Ogryns come from cold, harsh
worlds with are barren and rocky. To survive these adverse conditions, their bodies have adjusted
admirably. Their stocky frames are accustomed to long periods of starvation and prolonged darkness. With
this physical enhancement, their mental abilities have also diminished considerably.
Culture & Society
On their home planets, the constant struggle to survive and find food leaves no time for any other
activity, and the Ogryn brain has undergone a degree of atrophy. They are often thought of as stupid by
normal Humans, and indeed their intelligence and reasoning capacity is lower. However, their brains are
attuned to survival - fighting and eating - to such a perfect degree that, on their own terms, there arefew
races in the known galaxy that can match them
Once befriended, they are absolutely loyal. They will go to any measures to please their masters.
Attribute Requirements
Strength Dexterity Constitution Intelligence Will Personality
10-16 4-14 8-16 4-12 4-12 4-12
Special Abilities
Increased Durability: Ogryns get 1.5x CON to determine Stun and Wounds.
It’s dark in dere!: Ogryns hate confined spaces. Anyplace where an Ogryn cannot extend its arms
in any direction will give an Ogryn a +1 step penalty to any actions performed in that location. Any
location where an Ogryn is severely restricted (such as crawling through a duct, etc.) will require the Ogryn
to make a Resolve – mental resolve (or Will feat check) to enter the area.
Action Check Bonus/Penalty: Ogryns receive no bonus or penalty to Action Checks.
Broad Skills
Athletics, Stamina, Awareness, Vehicle Operations, Unarmed Combat, Interaction

Ratlings –
Small genetic mutations are common in humanity. The mutation that makes a human psyker is
one of the most common. Another common one is that which makes the Ratlings what they are. Ratlings
make poor fighters, but have a knack for sharp shooting, to which end they are recruited into the Imperial
Guard.
Physiology
Ratlings are small, about the size of a human child even when adult. They are not strong and
stocky, but quick and light. Halflings (as they call themselves) are known by a number of diminutive
names by other races, the most commo n of which among humanity is Ratlings.
Background & History
Ratlings were originally Human, but at some point in their past developed a mutation that made
them smaller, as tall as a Human child. This is a stable mutation, and slowly spread over the whole race.
Physically they are like Humans, only their maximum adult height is approximately that of a Human child.
They have a knack for sharp shooting, making them ideal snipers for the Imperial Guard. Their feet are
hairy and most prefer to walk around barefoot.
The incorporation of abhuman regiments into the Imperial Guard is a controversial matter.
Abhumans are human descended creatures such as Ratlings and Ogryns, whose physical appearance and
mental capabilities are quite different from those of their human ancestors. They represent the descendants
of the first wave of human exploration into the galaxy. Over tens of thousands of years of isolation they
have evolved into creatures capable of living in high-gravity worlds, in deep space, and in all kinds of
polluted or dangerous environments.
Today it is generally accepted that abhumans are a part of the human race and not aliens. Many
thousands of years ago the Inquisition led wars of destruction against human-descended creatures which its
masters deemed unworthy of full human status. When human settled worlds were discovered the

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Inquisition would conduct a lengthy process of DNA analysis to determine if the population was still fully
human by the Inquisition's stringent standards. As a result the populations of many planets were eradicated
and their worlds resettled.
In time the Imperium developed a much broader definition of humanity. Ogryns and Ratlings
came to be regarded as fully human. Other individual abhuman mutations were treated with comparative
toleration. However, even today the Inquisition is distrustful of these newly evolved races and of those in
the Adeptus Terra who advocate the integration of newly discovered abhuman races into the Imperiu m of
Man. Ratlings are too small and slight to make good troops, although they are famously good shots.
Culture & Society
Though they call themselves Halflings, most other races use other, often derogatory terms. The
most common Imperial name for them is Ratlings.
Attribute Requirements
Strength Dexterity Constitution Intelligence Will Personality
2-11 7-16 2-11 3-13 3-13 3-13
Special Abilities
Action Check Bonus/Penalty: Ratlings receive a –1 bonus to Action Checks.
Broad Skills
Athletics, Stamina, Awareness, Knowledge, Interaction, Stealth

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Careers
There are limitless possibilities as to the careers available to characters in the Warhammer 40,000 universe.
Players looking for inspiration can consult any number of Warhammer 40,000 novels, sourcebooks, stories,
and magazines. The Alternity Player’s Handbook and Gamemaster’s Guide can also provide a number of
sample careers that fit very well into Warhammer 40,000. Listed below are a number of sample careers
designed specifically for Warhammer 40,000. It is by no means a complete list, however a number of
careers found in the various Alternity supplements cover many other possible careers. GM’s and players
can feel free to use or modify those found below or create their own.

Human Careers –
CombatSpec Careers:
Catachan Jungle Fighter: Modern Ranged Weapons, rifle 3; Survival, survival training – jungle 3;
Stealth; Knowledge- first aid 1; Demolitions; Melee Weapons, blade; Stamina- endurance 1;

Imperial Guard Infantryman: Modern Ranged Weapons, rifle 3; Unarmed Attack, brawl 3;
Stamina- endurance 1;

Attilan Rough Rider: Modern Ranged Weapons, pistol 3; Animal Handling, animal riding 3;
Melee Weapons, blade 3;

Officio Assassinorum Initiate (Callidus): Modern Ranged Weapons; Melee Weapons; Deception;
Stealth; Acrobatics

Free Agent Careers:


Inquisitor Initiate: Modern Ranged Weapons, pistol 3; Melee Weapons, blade 3; Investigate,
search 3, interrogate 1; Knowledge- language (high gothic) 3, deduce 1; Awareness- intuition
1, perception 1; Interaction- intimidate 1, interview 1; Resolve, mental resolve 1; Stamina-
endurance 1;

Adeptus Arbites Officer: Modern Ranged Weapons; Melee Weapons; Investigate; Law

Diplomat (CombatSpec) Careers:


Imperial Guard Officer: Modern Ranged Weapons, pistol 3; Melee Weapons, blade 3; Stamina-
endurance 1; Leadership, command 3; Tactics, infantry 3;

Mindwalker Careers:
Scholastica Psykana Graduate: [Psychic Broad Skill], [psychic specialty skill 3], [psychic specialty
skill 3], [psychic specialty skill 3]; Resolve, mental resolve 3; Stamina- endurance 1;

Astropath: Astropathy, astrotelepathy 3, psychic beacon 1; ESP, mind reading 1, empathy 2;


Resolve, mental resolve 3; Stamina- endurance 1;

TechOp Careers:
Adeptus Mechanicus Leximechanic: Computer Science, programming 3, hardware 1, hacking 1;
Technical Science, technical knowledge 1; Knowledge- language (ancient gothic) 3;

Adeptus Mechanicus Transmechanic: System Operation, communication 3; Technical Science,


technical knowledge 1, repair 1; Knowledge- language (ancient gothic) 3;

Adeptus Mechanicus Rune Priest: Technical Science, repair 3, juryrig 3, invention 1, technical
knowledge 3; Knowledge- language (ancient gothic) 3;

Imperial Guard Sentinel Pilot: Vehicle Operation- land 3; System Operation, sensors 3, weapons
3; Modern Ranged Weapons, rifle 3; Unarmed Attack, brawl 3

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Navigator: Astropathy- warp navigation 3; Vehicle Operation- space 1; Resolve, mental resolve 1;
Stamina- endurance 1; System Operation; Technical Science; Navigation, warpspace 1;

Adept Careers:
Firebrand Preacher: Imperial Cult, blessing 2, aura 1, exorcism 1; Knowledge- language (ancient
gothic); Administration, bureaucracy 1; Resolve, mental resolve 2;

Tau Careers –
CombatSpec Careers:
Fire Warrior: Modern Ranged Weapons, rifle 3; Unarmed Combat, brawl 2; Stamina- endurance
1;

Ork Fighter: Modern Ranged Weapons, rifle 3; Melee Weapons, bludgeon 3; Stamina- endurance
1;

Stealth Suit Shas’ui: Modern Ranged Weapons, rifle 3; Unarmed Combat, brawl 2; Stamina-
endurance 1; Armor Operation, powered armor 3; Stealth, sneak 3, hide 3;

Free Agent Careers:


Pathfinder: Modern Ranged Weapons, rifle 3; Unarmed Combat, brawl 2; Stamina- endurance 1;
Movement, trailblazing 3; Stealth, sneak 1, hide 1;

Eldar Careers –
CombatSpec Careers:
Ranger Initiate: Modern Ranged Weapons, rifle 3, pistol 3; Stealth, sneak 3, hide 3; Movement,
trailblazing 3; Stamina, endurance 1;

Support Platform Crewman: Heavy Weapons, direct fire 3, indirect fire 3; Modern Ranged
Weapons, rifle 3; Stamina, endurance 1;

Storm Guardian: Modern Ranged Weapons, pistol 3; Melee Weapons, blade 3; Stamina,
endurance 1;

TechOp Careers:
Guardian Jetbike Pilot: Vehicle Operations- air 3; System Operations, weapons 3; Stamina,
endurance 1; Modern Ranged Weapons, pistol 3;

Warwalker Pilot: Vehicle Operations- land 3; System Operations, weapons 3, defenses 3; Stamina,
endurance 1; Modern Ranged Weapons, pistol 3;

Kroot Careers –
CombatSpec Careers:
Carnivore: Modern Ranged Weapons, rifle 3; Melee Weapons, bludgeon 3; Stamina- endurance 1;

Hunter: Modern Ranged Weapons, rifle 3; Melee Weapons, bludgeon 3; Stamina- endurance 1;
Stealth, sneak 3, hide 3;

Free Agent Careers:


Hound Handler: Modern Ranged Weapons, rifle 3; Melee Weapons, bludgeon 3; Stamina-
endurance 1; Animal Handling, animal training 3

Tracker: Modern Ranged Weapons, rifle 3; Melee Weapons, bludgeon 3; Stamina- endurance 1;
Animal Handling, animal riding 3; Stealth, sneak 2, hide 2;

Krootox Herder: Modern Ranged Weapons, rifle 3; Melee Weapons, bludgeon 3; Stamina-
endurance 1; Animal Handling, animal training 3;

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Profession

Characters must choose a profession, as described in the Alternity PHB (pg. 30-32). All four
standard professions exist exactly as found in the PHB including minimum ability score requirements,
action check bonuses, and special abilities. In addition to these four basic professions characters may also
select the Mindwalker or Adept professions. Mindwalkers are described in greater detail below under
Options while Adepts are described under FX. Please see these individual sections if selecting either of
these professions.

Ability Scores

Ability scores are selected exactly as described in the Alternity PHB (pg. 32-33). All characters
begin the game with 60 points to distribute between the six ability scores. Keep in mind many non-human
races have minimum and maximum ability scores far above or below human norms.

Options

All of the options presented in the Alternity PHB as well as any supplements can be used in the
Warhammer 40,000 setting. Below is a brief description of these options and how they may affect
character creation. Please see the individual sections for specific option descriptions and changes.
Cybernetics – Cybernetic modification is used extensively throughout the Imperium of Man as
well as being used by non-human races such as the Tau and Orks. Cybernetics are universally accepted
among most races and characters with cybernetic implants need not worry about fear or intolerance of their
added mechanical pieces.
Psionics – Mindwalking abilities are found throughout the galaxy in many of the known sentient
races. Psychic powers (as they are called) function by using the powers of the mind to manipulate the real
world. These powers draw the attention of Warp beings and sometimes pose a risk to the mindwalker.
Characters may take mindwalking powers but must first understand that within the Imperium of Man
psychic powers are often feared and misunderstood. Mindwalkers may also find themselves beset by
daemons or other unsavory beings. Characters with some limited mindwalking abilities are common and,
as such, the rules for Mindwalking Talents are used.
FX – FX powers are found in two forms in the Warhammer 40,000 setting: sorcery and acts of
faith. While sorcerers are feared and hunted throughout the Imperium, members of the Ecclisiarchy
performing miracles are thought to be performing the divine acts of the Emperor himself. Kroot
shamanism and other cruder forms of faith FX exist, however these may be considered sorcery by the
Imperium. All FX powers, in some way, draw energy from the Warp and users of such abilities may find
themselves subject to the same daemonic attentions as those using psychic abilities. FX users are far more
rare that those using psychic powers, however they can become far more powerful. There are those with
only a minor ability to manipulate FX; these beings use the rules for FX Talents.
Mutations – Mutants are a fact of life in the 41st millennium. Hostile planets, toxic waste, and
genetic engineering are many of the possible reasons why mutants exist. By far the most famous mutants
are the powerful space marines, one-man armies genetically bred to be the perfect soldier. Characters with
mutations may be shunned or reviled by more civilized society, however mutants are universally accepted
throughout the Imperium.
Robots – Servitors as they are called in the Warhammer 40,000 universe serve members of the
Imperium in all manners of ways. From simple servo-scribes to powerful gun servitors, these robotic
constructs of the Adeptus Mechanicus also incorporate biological organs to assist in their functions. Other
races, especially the Tau, utilize mechanical beings to help them in their everyday life. While robot player-
characters may be severely limited, they would not be unheard of and GM’s wishing to allow such
characters are encouraged to do so.

Skills

Skills are gained in exactly the same way as described in the PHB (Chapter 4). Some skills may
have been altered to better fit the Warhammer 40,000 setting. These skills, along with new and obsolete

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skills can be found below. If a skill cannot be found in the list below, no changes are necessary and the
skill is used exactly as described in the PHB.

Knowledge – language
The following languages exist throughout the galaxy and can be taken as individual skills:
Kroot, Tau, High Gothic, Low Gothic, Ancient Gothic (Tech), Eldar, Lingui-Technis

Navigation – drivespace
This skill does not apply, however it is replaced with Navigation – warpspace.

Navigation – warpspace
This skill allows an individual to navigate through the tumultuous realm of the Warp. Please see
the section on Warp Travel, below, for more information.

Computer Science – AI
This skill functions as described in the Dataware supplement (pg 50), however applies to machine
spirits as well as all other computerized intellects.

Knowledge – xenoarchaeology
Provides general and specific knowledge on ancient non-human civilizations.

Investigate – research
This skill functions as described in the Dark*Matter Campaign Setting (pg. __).

Technical Science –
The Technical Science broad skill and its related specialty skills are described in detail in the PHB
(pg. 89-90). They cover the knowledge and skill needed to repair, create, and improve all manner of
technology. In the Warhammer 40,000 setting these skills are used exactly as described in the PHB. In
game terms, they are no different from any other Alternity setting. However, within the Imperium of Man,
technology and the skills associated with it use a great deal of ritual and lore that fall under the purview of
the Adeptus Mechanicus. From their headquarters on Mars, the Tech-Priests of the Adeptus Mechanicus
control all facets of human technology and are responsible for teaching those that work with all things
technical. Even the lowliest technician on some far-flung planet was probably taught by someone who was
taught by an adept of the Adeptus Mechanicus.
When using the Technical Science broad skill and its associated specialty skills, GM’s and players
are encouraged to keep in mind the ritual and lore used in the Warhammer 40,000 setting as it relates to
these skills. The Tech-Priests are mysterious people who jealously guard the secrets of technology with
ritual and religious metaphors. Even the simplest repair could require a great deal of chanting and
ceremony to perform. Sometimes, without such ceremony, a simple repair can fail. While little change is
made when actually rolling the dice when it comes to this skill, keep in mind the intended feel and flavor of
those who delve into the technological world.

Technical Science – technical knowledge


Includes lore and rituals for those from the Adeptus Mechanicus.

Technical Science – robotics


This includes the ability to work on servitors, which contain biological components. This skill
functions exactly as described in the Dataware supplement (pg 62).

Technical Science – xenoengineering


This skill functions as described in the Dark*Matter Campaign Setting (pg __).

Lore (New Broad Skill) – Intelligence, 5 points


This skill is similar to the skill of the same name found in the Dark*Matter campaign setting (pg
__). It covers lost or forgotten knowledge about any number of subjects. Many times this skill provides
characters with knowledge that is not often accurate and many times characters using this skill will learn

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things that may not be true. Whenever a failure is rolled using this skill the GM may feel free to give the
characters inaccurate or fals e information. GM’s are encouraged to roll skill checks themselves so the
characters are unaware if the information is accurate or not.

Lore – chaos
Chaos lore covers all knowledge of the Chaos gods and those that worship them. It directly
correlates to Warp lore, as the Chaos gods are beings of the warp. It covers knowledge of daemons as well
as aliens and humans that closely follow Chaos. Members of the Imperium view this knowledge as a
double-edged sword as lore on the enemy will help you combat your foe, but those that tread to close to
Chaos often times become wrapped up in it.

Lore – xenos
This skill gives the character information on non-human races (or races not of the character’s
native race). Usually only general knowledge can be gained wh ile specific information is usually hard to
come by. Whenever a character requires specific knowledge of an alien race, this skill is used.

Lore – imperium
The Imperium of Man is a vast and diverse empire. Thousands of worlds with trillions of citizens,
there is nearly limitless amounts of information about the Imperium and those within it. This skill helps
characters sort through all the rumors and gossip flowing through the empire to attempt to gain solid facts
about it. This skill, combined with Administration skills or Interaction skills can get characters far when
the information they gain is used correctly. Anything having to do with the Imperium and those people and
organizations within it fall within the realm of this skill.

Lore – warp
The Warp is a strange dimension of change and power. Understanding even the basics of this
bizarre realm requires a stable mind (or unstable!). This skill provides general knowledge of the Warp, the
beings within it, the powers that come from it, and the overall use of it. Psychic abilities, sorcerous powers,
daemons, Chaos, and navigation are all subjects that can be poured through using this skill. Knowledge of
the Warp is difficult to grasp so usually only general information is available using this skill.

Perks and Flaws

Perks and flaws are purchased exactly as described in the PHB (Chapter 5). Many new perks and
flaws can be found below, some of which are specific to certain races/careers/professions. Any perks or
flaws that should be changed to fit the Warhammer 40,000 setting will be listed below, and any that should
be removed will also be listed. If not found below, perks and flaws from any of the Alternity rulebooks or
supplements (FX, Mindwalking, etc) can be used. Characters must still abide by the limitations when
purchasing initial perks and flaws (PHB, pg. 103 & 107).

Kroot Totems – The Kroot are a superstitious people practicing ancestor worship. The abilities of some
powerful Shapers instills certain items, called totems, with a mystical essence from the Warp granting those
Kroot that carry them special benefits. Totems are powerful symbols of the Kroot and as such those that
carry them are considered ‘special’ among the Kroot. These items are treated as ‘FX Items’ as described in
the FX Handbook supplement. Point costs are for starting characters only and these items are considered
Perks in the same vein as ‘Alien Artifacts’.

Kroothawk Totem – Perk – Conscious – Spcl – 3 Points


A fetish used in ancestor worship ceremonies providing foresight and wisdom. The item grants a
–2 bonus to all Awareness- intuition skill checks.

Veneration Charm – Perk – Conscious – Spcl – 4 Points


Valuable tools and possessions are often placed in the case of a Shaper’s ancestors, who he prays
will guide him in their use. A veneration charm must be applied to a specific item or weapon carried by the
character. Whenever the character uses the item or weapon, they receive a –2 bonus to any skill check
using this item.

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Alternity – Warhammer 40,000

Mark of the Favored Child – Perk – Conscious – Spcl – 6 Points


The ancestors have clearly marked the character as bound for great things. This charm grants a
mystical barrier of protection (d6+1/d6+1/d6, Good Toughness).

Surefoot Charm – Perk – Conscious – Spcl – 4 Points


This charm often takes the form of a wind-chime or cluster of small bells adorning the character’s
rifle barrel. The sound made by the charm, although unnoticeable to other races, allows the Kroot to stalk
prey with speed and efficiency. Any Kroot within earshot of the charm move as if they had the
Hyperactive Nymune Organ adaptation; those Kroot that already possess the adaptation move at an
additional 2 meters per phase (increased across all movement rates).

Blood of the Stalker – Perk – Conscious – Spcl – 3 Points


Some kindred daub themselves with the blood of local predators before battle. This has the effect
of augmenting their already prodigious ambush skills. When wearing this charm, and drenched in blood,
the Kroot gains a –2 bonus to all Stealth skill checks.

Kroot Adaptations – A Kroot character may take up to two adaptations at character creation. No further
adaptations may be taken after character creation. These adaptations represent the adaptations taken on by
the Kroot character’s kindred.

Hyperactive Nymu ne Organ – Perk – Conscious – CON – 4 Points


The Kroot with this adaptation is far quicker than most. As such, the Kroot adds 5 to the
STR+DEX total when determining movement rates. (The formula for determining movement is
STR+DEX+5).

Bold – Perk – Conscious – WIL – 2 Points


By concentrating on hunting prey known for its courageousness the Kroot gains a –2 bonus to all
Resolve skill checks.

Chameleon – Perk – Conscious – CON – 7 Points


Having feasted upon the flesh of chameleonic reptiles, the Kroot has gained a limited ability to
blend into its surroundings. The Kroot gains the Chameleon Flesh mutation, as described in the Mutants
section of the PHB (pg. 220).

Fast Reflexes – Perk – Conscious – DEX – 5 Points


Many creatures rely on fast reactions to avoid predators, and this Kroot has inherited some of this
speed. The Kroot gains a –1 bonus to all action checks.

Nocturnal – Perk – Conscious – WIL – 5 Points


The Kroot has inherited excellent night vision and gains the benefits of the Night Vision mutation,
as described in the Mutants section of the PHB (pg. 218).

Ork Hybrid – Perk – Conscious – CON – 8 Points


Often referred to as ‘Green Kroot’, Kroot with this adaptation increase their Constitution attribute
by one. Their skin takes on a slightly greenish tint when this adaptation is selected.

Sixth Sense – Perk – Conscious – WIL – 4 Points


These Kroot display an unnerving ability to predict imminent danger. As such, any Kroot
selecting this adaptation receives a –2 bonus to all Awareness skill checks.

Headhunter Kindred – Perk – Conscious – CON- 5 Points


These Kroot are the result of their predecessors feeding upon the most poisonous creatures they
could hunt. They are capable of spitting a highly corrosive acid at close ranges, burning the exposed flesh
of their foes and causing horrific injuries.

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Vulture Kindred – Perk – Conscious – CON – 6 Points


The Kroot species has an avian ancestry, and these kindred have resurrected this aspect of their
evolutionary development by eating the flesh of winged hunters. Although not suited for extended flight,
their wings allow them to spiral on the warm updrafts above the jungle canopy and then swoop down upon
the heads of their enemy. Kroot with this adaptation may glide as defined by their movement rate.

Chaos Perks/Flaws – These Perks/Flaws can be taken by those individuals slowly turning to worship the
Chaos gods. Such an individual will begin to become more and more depraved and vile and will eventually
turn totally to the side of Chaos. These Perks/Flaws are primarily intended for SCM’s, though player
characters taking them may find themselves on a path of redemption.

Mark of Chaos – Perk – Active – 4 points


Tzeentch (WIL): -2 bonus to all FX or mindwalking skill checks
Khorne (STR): -2 bonus to all STR skill or feat checks
Nurgle (CON): -2 bonus to all CON skill or feat checks
Slaneesh (PER): -2 bonus to action checks
Undivided (-): -2 bonus to all Resolve skill checks
A character may only take one Mark. Characters taking a Mark of Chaos must bear that mark
somewhere on their person at all times. A Mark of Chaos may only be granted to a character by another
being bearing the same Mark or by a daemon of especially great power.

Familiar – Perk – Active – WIL – 4 Points


In order to gain a familiar a character must either be an Adept or a Talent capable of using FX
powers. A familiar channels Warp energy, giving the sorcerer better focus and ability to harness that
energy. This translates into a one-point reduction in the skill costs for all FW powers purchased by the
sorcerer after the Familiar is gained. Should the familiar ever die the sorcerer must make a Resolve- mental
resolve check or suffer d6w. A sorcerer can only have a single familiar at a time.

Daemonic Gifts – Daemonic Gifts are Perks granted to servants of the various Chaos Powers. Only the
most devout and loyal servants of Chaos may choose these powers, and rather than being purchased as a
character advances, they must first be made available by the GM. When the GM makes a Gift available to
a character, they may purchase it for the listed cost. No Daemonic Gift may be purchased more than once.
As more Daemonic Gifts are purchased, the character slowly begins a transformation into a Daemon
Prince.

Daemonic Aura – 4 – Active – CON


A shimmering field of Warp energy wraps itself around the character. This field protects the
character from incoming attacks (not outgoing), granting armor protection of d4+1/d4+1/d4. This
protection is of Good quality.

Daemonic Flames – 4 – Active – STR


The being with this gift may project powerful warp flame from its hands, eyes or mouth. Using
this power requires a successful Athletics-throw skill check. The attack uses the following profile: En/O,
Range 30/60/240, Damage d4+1w/d6+1w/d4+1m.

Daemonic Talons – 4 – Active – STR


The being with this gift has razor-sharp talons capable of ripping through the strongest of armors.
The creature with this gift is never considered unarmed and their unarmed attacks are now able to kill, base
damage for unarmed attacks becomes d4w/d6w/d4m. In addition, a critical success on an attack roll using
the talons ignores all armor rolls as the talons have torn through the armor.

Mindwalking Perks/Flaws – These Perks/Flaws represent changes to those found in the Mindwalking
supplement. Perks/Flaws not listed here require no modification and may still be used as described in that
book.

Blind – Flaw – 8 – Active

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Listed as a Mindwalking flaw, this condition is usually brought on by being exposed to potent
psychic energy. Typically found among astropaths and students of the Scholastica Psykana, blindness of
this type is irreparable, even by cybernetics or genetic manipulation. Nearly all astropaths carry this flaw,
though many can use their powerful mindwalking abilities to partially make up for their condition.
Blind characters cannot see. As such they suffer a +5 penalty to all skill checks and rolls that
utilize sight. It is up to the GM to best determine which circumstances warrant this penalty. As a side
effect, blind characters gain a –1 bonus to any skill check or roll that uses any of the other senses.

Sanctioned Psyker – Perk – 3 – PER – Conscious


Humans only. The psyker has been officially sanctioned by the Imperium and passed through the
necessary test to reach this level. Without sanctioning by the Scholastica Psykana, the psyker may be
killed or captured by the Inquisition. No psyker without this perk is legally allowed to practice psychic
powers. This perk is required for psionic talents as well as full-fledged mindwalkers.

Rogue Psyker – Flaw – 2/4/6 – PER – Conscious


The character has been labeled a rogue by the governing body of their people (the Inquisition, the
Farseers, etc.). This flaw is a combination of Infamy and Powerful Enemy. The number of points gained
by this flaw determines the level in which the character is actively being sought out.
For 2 points, the character has been labeled a rogue psyker but is considered a minor threat.
Perhaps the paperwork got lost, or only a small number of people know of the psykers existence. Whatever
the result, the character shouldn’t have too many difficulties unless someone begins looking into their past.
For 4 points, the rogue is wanted by a large group of people for his rogue status. He is considered
a threat however is not worthy of a galaxy -wide manhunt.
For 6 points the character has been labeled a daemonhost or some other title significant enough to
warrant a shoot-to-kill order. People will be actively pursuing the character and the psyker will have
difficulty finding psychic training or supplies.

Formal Education – Perk – 1 – PER – Conscious


This perk is exactly the same as Sanctuary Taught, however the training the character receives
comes from a different source. For Eldar the training may come from a Farseer. For humans of the
Imperium from the Scholastica Psykana. For Chaos from a powerful sorcerer or daemon. In all other ways
it is the same as Sanctuary Taught.

Untouchable – Flaw – 3 – PER – Active


Certain areas of the brain are used for psychic powers and electrical activity in those that have
these powers is much higher than that of non-psychics. There are a rare few, however that have no activity.
This inactivity creates a psychic vacuum whereby all beings with ‘normal’ activity in this area of the brain
(even non-psychics) are put off. Those without psychic abilities merely find themselves uncomfortable,
while those with higher activity in this portion of the brain actually experience pain.
Untouchables are individuals who act as a psychic vacuum, draining all psychic activity in the
area. While this would seem an advantage at first, this disruption to those around them ends up causing
them problems that hound them for their entire lives. A few, however have used this ability to great effect
and there are those within the Imperium who seek these people out to harness their unique abilities.
An untouchable exudes a psychic vacuum out to ten yards. All sentient beings within this area
(not including other untouchables) begin to feel uncomfortable, becoming irate and angry. To those
without psychic powers (non-Mindwalkers) they suffer a +3 penalty to all Personality-based skill checks.
This penalty also applies to anyone dealing with those inside the area of effect, including the untouchable
themselves. This usually leads untouchables to live solitary lives as those around them find their presence
uncomfortable.
In addition to this irritation, to those beings with psychic abilities the vacuum caused by an
untouchable can be painful. Anyone attempting to use psychic powers (Mindwalking only, not FX)
receives a +4 penalty to do so while within the area of effect. Anyone attempting to use a psychic power
against anyone or anything within the area of effect also suffers this penalty. Mindwalkers and those
beings with psychic abilities als o suffer mild headaches and pain that causes them to suffer a +1 penalty on
all actions (making their total penalties +4 for Personality skills and +5 to mindwalking skill checks) as
long as they remain within the area of effect.

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An obvious side effect of this flaw is that an untouchable can never possess any kind of psychic
abilities. Anyone with this flaw may not take any Mindwalking skills, perks, or flaws (other than this one).
This limitation does not affect the ability to use FX.

Adeptus Astartes Perks & Flaws – There are many Chapters of the Adeptus Astartes, many with their own
unique traits and abilities. Certain Chapters suffer from mental or physical afflictions, others have abilities
above and beyond those of even ‘normal’ space marines. Below are perks and flaws for specific Chapters,
usually restricted to the Chapter associated with the flaw. Some, however can be gained by even non-space
marines. The GM has final say on what perks and flaws are available to the Adeptus Astartes.

The Black Rage – Flaw – 5 – Active (Blood Angels)


Blood Angels are gripped by the spirit of Sanguinius and are prone to entering a berserk frenzy of
bloodletting in battle. This is terrifying to behold as they unleash their righteous fury, butchering any
enemy that lie in their path. On the opening round of any combat, those suffering from the Black Rage
must make a charge maneuver towards the closest enemy. When they do so, they gain a –1 bonus to their
first action check as well as increasing the damage done by any close combat weapons by +2.
The Black Rage may be fought off by making a successful Resolve-mental resolve skill check.
One check may be made each full round, any success indicates the victim may act normally. Until the
victim succeeds in snapping out of the rage they must continue to move as fast as possible towards the
closest possible enemy and engage them in hand to hand combat.

Stubborn – Perk – 2 – Active (Dark Angels)


Stubborn resistance against impossible odds is typical amongst the Deathwing. Characters that are
stubborn receive a –3 bonus to all Resolve skill checks. These characters are usually resolute in their
actions, rarely showing weakness or giving up, no matter the odds.

Acute Senses – Perk – 3 – Active (Space Wolves)


The Space Wolves have senses as acute as a wold of Fenris, superior even to other space marine
Chapters. This is a result of their corrupt genetic implants and part of the blessing, as well as the curse of
the Wulfen. Any character with Acute Senses gains a –2 bonus to all Awareness skill checks.

True Grit – Perk – 3 – Active (Space Wolves)


After years of training and experience many space marines learn to use two weapons
simultaneously with far greater skill than most. Anyone with this perk gains a –1 bonus when using two
weapons for the purposes of reducing penalties. This bonus applies to both weapons and will not grant a
bonus above 0.

Attributes

Attributes are selected as described in the PHB (pg. 36-37). Players and GM’s are encouraged to
generate new attributes to better suit characters and SCM’s.

Finishing Touches

Determine action check, actions per round, combat movement rates, and all other items as
described in the PHB (pg. 38-41).

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Psychic Powers
Psyker is the term given to any being utilizing psychic powers. These powers are drawn from the
Warp however, unlike ‘magic’ powers, are less attributed directly to the forces of Chaos. The line between
magic and psychic powers is a thin but important one. Psykers within the Imperium are rare and those that
do exist suffer severely for their talents. Any human (or mutant) can take the Mindwalker or Diplomat-
Mindwalker professions, giving them psychic powers.

Perils of the Warp


Any being using psychic or magical powers runs the risk of failing to properly manipulate energy
being drawn from the Warp. When this happens, the Warp energy discharges in a random explosion that
could have numerous possibilities. In game terms, anyone using mindwalking or FX powers rolling a
critical failure (natural 20) suffers from the ‘Perils of the Warp’ and GM’s should consult the items below
for possible effects (GM’s are free to generate other effects as it suits them):
?? Fatigue damage – The rigors of using the Warp wear down the user, who takes 1d4 fatigue.
?? Physical damage – More appropriate for FX, tapping into the raw Warp fries the user’s mind,
dealing 1d4 points of wound damage that cannot be blocked by armor.
?? Psionic/FX Energy cost – As described in Beyond Science and the PHB, the power fails and
simply uses more psionic or FX energy points.
?? Daemonic possession – By far the worst possible result, the psyker or sorcerer draws the
attention of a powerful Warp entity who decides to use the subject’s body as a way into the
material world. Both the subject and the entity (which could comprise any one of the
daemons presented in the Bestiary) enter into a contest of wills, each making a Resolve-
mental resolve complex skill check. The GM determines the number of successes needed and
whichever being reaches this number first succeeds in controlling the subject’s mind. During
this time the subject cannot act. Daemons that succeed in taking control of the subject
manifest, using the subject’s body and mind to fuel its own entrance into the material world.
The subject becomes the daemon and may attempt to regain control, needing to succeed on
another complex Resolve-mental resolve skill check. If the daemon is killed, so is the subject.
?? Daemonic Summoning – Like daemonic possession, above, however a portal to the Warp
opens and something vile comes out.
?? Warp Storms – Warp storms form around the area, disrupting Warp travel, communications
and psionic/FX abilities. All attempts to use any of these results in penalty to skill checks
ranging from +1 to +3 at the GM’s discretion.

New Psychic Powers


Note: Skills with an * can’t be used untrained. Skill costs are listed following the skill name in parenthesis.

Astropathy – Will (6) – The Astropathy broad skill is only available to select psykers. Only those with
training and discipline can master these abilities. Humans trained in these abilities are generally part of the
Adeptus Telepathica, trained from an early age to harness and manipulate the powers of the warp. Psykers
with this skill are typically very specialized, rarely choosing to gain other powers.
*Astrotelepathy (4) – This is an extremely long-range telepathy that permits Astropaths to receive
and transmit messages over distances up to 50 thousand light years.
An enhanced version of the Telepathy- contact skill, this is a far more powerful version allowing
discussions across the entire galaxy. The astropath can only comminicate with other astropaths, who must
be open to receive the signal. Failure on the skill check indicate the psyker was unable to locate the
intended receiver of the message, or that the receiver was simply not available. On any successful skill
check, the astropath’s message reaches its inteded target and he may deliver a message. The message’s
length is usually irrelevant, although long messages may take more than one round to send. The psyker’s
skill check is modified by the distance to the receiver.
Distance Penalty
0-4 LY +0
5-10LY +1
11-100 LY +2
101-1000 LY +3

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1001-2500 LY +4
2501-5000 LY +5
5001+ LY +6
? Increased Skill: As the astropath increases his abilities, he becomes able to more
accurately locate intended targets. At rank 3 and every rank divisible by three the psyker receives a –1
bonus to all astrotelepathy skill checks. This increases to a maximum bonus of –4 at rank 12.
Psychic Beacon (4) – An Astropath with this ability is able to broadcast a psychic beacon similar
to the Astronomican but far less powerful. The range of the signal is a 10 light year radius around the
position of the Astropath. Within this sphere of space a Navigator can guide a ship even without access to
the Astronomican, beyond the galaxy for example. The ability cannot be used from inside warp space, so
an Astropadi on board a spacecraft is unable to provide a signal (although if two ships were making
alternate jumps it would be possible for each to derive coordinates from the other).
This skill allows the psyker to create a beacon that grants a –1 bonus to all warp navigation skill
checks, similar to the Astronomican. This bonus does not stack with those granted by the Astronomican,
and will not help within that beacon’s range.
? Increased Strength: At ranks 4, 8, and 12 the beacon created by the psyker is stronger
and grants an additional –1 bonus up to a maximum bonus of –4 at rank 12.
Warp Space Trail (3) – This ability allows an Astropath to place a psychic homer into the mind of
a member of a spacecraft crew. It doesn't matter which crewman is affected, the victim wouldn't even be
aware of his predicament. The homer can only be placed from a short distance away (up to 1000 kilometers
in clear space, but as little as 10 kilometers in a busy spaceport). Once placed the homer lasts for 5-10 days
and its signal can be detected within 1000 kilometers by the Astropath. If during this time the ship makes a
warp ju mp the Astropath will be able to sense its destination. Of course, to successfully trail a ship through
warp space the trailing craft must remain within 1000 kilometers in real space, otherwise the signal will be
too weak to follow.
The psyker makes a Warp Space Trail skill check, modified by the victim’s Will resistance
modifier. The degree of success grants the psyker a bonus to all Awareness- perception skill checks made
to detect the trail (Ordinary – 1, Good –2, Amazing –3). At any time the psyker may attempt to detect the
trail by making an Awareness- perception skill check. If successful, the psyker can locate the target of the
power so long as he is within 1000 kilometers.
*Warp Navigation (4) – THIS SKILL CAN ONLY BE TAKEN BY HUMANS OF THE
NAVIGATOR GENEOTYPE. This skill is used by Navigators and the Eldar to negotiate the warp flows
to guide vessels safely through the warp. Far more accurate than electronic measure ments, warp navigation
can be used to alter a ship’s course mid-journey to adjust for changes in the warp currents.
? Increased Accuracy: As the Navigator hones his abilities he becomes better able to
predict changes in the warp currents. At ranks 4, 8, and 12 the user of this ability gains a –1 bonus to all
warp navigation skill checks.
Locate Warp Gate/Portal (3) – This ability allows the Astropath to locate the position of any warp
gate/portal within 10 light years. Any successful skill check allows the psyker to detect warp gates or
portals within 10 light years. When used within warpspace, the psyker suffers a +3 penalty to their skill
check.
? Increased Range: At ranks 3, 6, 9, and 12 the range of the skill increases by 5 light
years to a maximum range 30 light years at rank 12.

Temporal – Will (6) – The Temporal broad skill and its associated specialty skills manipulate the ebb and
flow of time. While such amazing effects as time travel and the ability to stop aging are outside the limits
of these abilities, they do allow the psyker some control over the way time flows in relation to himself and
those around him.
*Slow Time (3) – The psyker slows time in the area immediately surrounding himself. All those
within 3 meters of the psyker begin to move very slowly, their movements and actions slowed to a crawl.
Anyone within the area of effect suffers a penalty to action checks while within the area, depending on the
psyker’s success. An Ordinary success gives a +1 penalty, Good success a +2 penalty, and an Amazing
success imposes a +3 penalty to all action checks. As soon as an individual leaves the area, they are no
longer subjected to the penalty. The field remains in effect for one minute.

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*Healing (3) – By slowing and slightly reversing time, the psyker can prevent injury to those near
him. The psyker can affect one person within 2 meters. With a successful skill check, the psyker removes
an injury just suffered by the target. This ability will only affect the last injury sustained and only if that
injury was suffered within the past round (four phases). On an Ordinary success the psyker can heal all
Stun damage suffered from the injury. A Good success heals all Wound damage just suffered. And an
Amazing success will remove all Mortal damage just suffered by the target. Keep in mind the damage
must have been sustained within the past four phases (damage older than that cannot be healed), and must
be the most recent injury. The psyker can use this ability on himself if he chooses.
*Stasis Shell (4) – The psyker places a willing subject into temporary stasis, removing them from
the flow of time rendering them immune to attack but unable to act. The subject must be willing and within
60 meters, however the psyker suffers a penalty due to range (10/20/60). If successful, the psyker removes
the subject from the flow of time for one full round. Until the same phase on the next round, the subject
appears motionless, unable to be effected by anything. The subject however cannot act for that full round,
being displaced from time. Once the full round has expired, the subject returns to the normal flow of time
and may act as if nothing has happened.
? Multiple Targets: At ranks 3, 6, 9, and 12 the psyker can effect an additional target, up
to a maximum of five targets at rank 12.
*Warp Time (2) – Altering the flow of time slightly, the psyker gains the ability to cover distances
far quicker than typical. With a successful skill check, the psyker can double his effective movement rates.
This increase applies to all movement rates including sprint, run, walk, fly, swim, etc. This ability lasts for
one full round.
? Increased Effect: At rank 4 the psyker’s movement rates are multiplied by three. At
rank 8 the psyker’s movement rates are multiplied by 4, and at rank twelve the multiplier increases to x5.
*Temporal Distort (2) – By peering ahead into the near future, the psyker can see the outcome of
an engagement or combat. This skill, if successful, grants a –1 bonus to all Tactics or Strategy skill checks
made immediately following the use of this power.
? Increased Effect: At rank 3, 6, 9, and 12 this bonus increases by –1 to a maximum of a
–5 bonus at rank 12.

Telepathy
*Weaken Resolve (3) – This power undermines the target’s will, making them less resolute.
Depending on the success of the skill check, the psyker imposes a +1/+2/+3 penalty to all Resolve skill
checks made by the victim for the next hour. If the psyker scores an Amazing success on the skill check,
the subject suffers a +3 penalty, a Good success delivers a +2 penalty, and an Ordinary success gives a +1
penalty. This power is commonly used by Librarians from the Dark Angels Space Marine Chapter.
? Increased Effect: At ranks 4, 8, and 12 the penalty increases by +1 for all success
levels. This means a psyker with rank 12 making an A mazing success imposes a +6 penalty to the victim’s
Resolve skill checks.
Sense Minds (2) – The psyker can detect intelligent minds within the immediate area. This ability
grants a bonus to all Awareness skill checks based on the success of the skill check. On an Ordinary
success, the psyker gains a –1 bonus to all Awareness skill checks; a Good success grants a –2 bonus, while
an Amazing success gives the psyker a –3 bonus. This bonus remains in effect for one full turn, but can be
maintained by spending more psychic energy points.
? Increased Effect: At ranks 4, 8, and 12 the psyker increases the bonus by –1 to a total
bonus of –6 with an Amazing success at rank 12.
Inspire (2) – The psyker boosts his own resolve, giving himself an increase of self-confidence and
courage. The psyker gains a bonus to all Resolve skill checks for the rest of the scene. The bonus is
determined by the psyker’s success on his inspire skill check. An Ordinary success grants a –1 bonus, a
Good success a –2 bonus, and an Amazing success grants a –3 bonus.
*Cause Fear (3) – The psyker chooses one subject within 120 meters and instills uncertainty and
fear within the subject. The psyker’s skill check is modified by the subject’s Will resistance modifier, as
well as by range (15/30/120). If the skill check is successful, the subject receives a +1 penalty to all
Resolve skill checks for the rest of the scene.
? Multiple Targets: At rank 3, 6, 9, and 12 the psyker may effect one additional subject
to a maximum of 5 subjects at rank 12. Each subject beyond the first adds a +1 penalty to the psyker’s skill

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check and is rolled in a manner similar to Autofire rules for ranged weapons (each subject receives a
separate situation die).
*Battle Fury (3) – The psyker instills a battle rage into a willing subject within 60 meters. The
subject receives a –2 bonus to all action checks for the rest of the scene. The psyker’s skill check is
modified by range to the subject (10/20/60).
? Multiple Targets: At rank 3, 6, 9, and 12 the psyker may effect one additional subject
to a maximum of 5 subjects at rank 12. Each subject beyond the first adds a +1 penalty to the psyker’s skill
check and is rolled in a manner similar to Autofire rules for ranged weapons (each subject receives a
separate situation die).
*Glory (3) – The psyker bolsters the courage of the subject, which must be willing and within 60
meters. The subject receives a –3 bonus to all Resolve skill checks if the psyker’s skill check is successful.
The psyker’s skill check is modified by range to the subject (10/20/60).
? Multiple Targets: At rank 3, 6, 9, and 12 the psyker may effect one additional subject
to a maximum of 5 subjects at rank 12. Each subject beyond the first adds a +1 penalty to the psyker’s skill
check and is rolled in a manner similar to Autofire rules for ranged weapons (each subject receives a
separate situation die).

Biokinesis
*Supernaturally Quick (3) – The psyker boosts his ability to react. A successful skill check grants
a –1 bonus to action checks for the rest of the scene.
? Increased Speed: At ranks 4, 8, and 12 the bonus increases by –1 to a maximum of –4
at rank 12.
Fleetfoot (2)– The psyker gives himself a momentary burst of speed, able to cover far more
ground than usual. The psyker recalculates his movement rate, however adding 5 to the STR+DEX
combination when determining movement rates. This boost of speed lasts one full round but can be
maintained.
? Increased Speed: At ranks 3, 6, 9, and 12 the character adds an extra +1 to the
STR+DEX combination for a maximum of 9+STR+DEX at rank 12.
Leap (2) – The psyker becomes able to jump extraordinary distances with a successful skill check.
The psyker increases all distances jumped by x2. The psyker also gains a –1 bonus to all Athletics-jump
skill checks while this ability is in effect. The power lasts until the end of the scene.
? Increased Distance: At rank 4 the distance the psyker can jump is increased by x3 and
all Athletics-jump skill checks gain an additional –1 bonus. The multiplier and the skill bonus increase by
1x and –1 again at ranks 8 and 12 (for a maximum bonus of x5 and –4).
*Iron Fist (3) – The psyker’s melee attacks become capable of dealing far more significant
damage. For the rest of the scene, the psyker’s Strength ability score is increased by +2. This does not
effect skill checks based on Strength.
? Increased Strength: At ranks 4, 8, and 12 the bonus to the psyker’s Strength is
increased by +1 to a maximum bonus of +5 at rank 12.
*Iron Arm (4) – The psyker’s unarmed attacks become capable of ripping open vehicles and
tearing apart even the most heavily-armed opponents. The psyker gains a –1 bonus to action checks while
the power is in effect. In addition, the psyker’s unarmed attacks deal d4+2w/d4+3w/d4+4w of Good-
quality damage, modified by the psyker’s Strength. This ability lasts for one full round.
? Increased Damage: At rank 3 the damage done by the psyker’s unarmed attacks
increases by +1. An additional +1 is added at ranks 6, 9, and 12 for a total bonus of +4 (dealing
d4_6w/d4+7w/d4+8w).
*Quickening (3) – The psyker amplifies the reaction time of someone in close proximity. The
subject must be willing and within 10 meters. While under the influence of this ability the subject receives
a bonus to their next action check. The bonus is determined by the psyker’s skill check: an Ordinary
success grants a –1 bonus, a Good success a –2 bonus, and an Amazing success a –3 bonus. Note this
applies only to the subject’s next action check. This ability is commonly used by the Librarians of the
Blood Angels Space Marine Chapter.
*Relentless (3) – The psyker instills the ability to move and fire on a single individual. The target
must be willing and within 60 meters and the psyker receives penalties to his skill check depending on the
range to the target (10/20/60). On an Ordinary success the target reduces penalties suffered due to moving

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by –1. A Good success grants a –2 reduction, while an Amazing success reduces penalties by –3. The
effects last one full turn.
? Multiple Targets: At ranks 3, 6, 9, and 12 the psyker can effect an additional target, up
to a maximum of five targets at rank 12.
*Warp Shifting (3) – The psyker begins to quickly shift in an out of warpspace, disrupting attacks
coming from those close to the psyker. This ability does not effect ranged attacks, only those made within
melee combat. Any close combat attacks on the psyker suffer a +2 penalty to hit while the ability is in
effect. The ability lasts for one full round.
? Increased Effect: At rank 4 the penalty imposed on the attacker increases by one to +3.
This penalty is again increased by one at ranks 8 and 12 to a maximum penalty of +5 at rank 12.
*Shield (4) – Sheathing himself in biokinetic energy, the psyker becomes impervious to all but the
most violent attacks. A psyker under the effects of this ability gains protection of 2d4+1 versus light and
high impact (LI/HI) and 2d4 versus energy attacks (En). This is considered Ordinary quality toughness.
The ability remains in effect for one full turn.

Telekinesis
Thunderclap (2) – The psyker sends out a loud clap towards an enemy. The victim must be within
120 meters and the psyker receives a penalty to their skill check depending on the range to the target
(15/30/120). If successful, the subject receives a +2 penalty to their next action check as a result of the
force of the clap. Victims with special protection against loud noise may, at the GM’s option, make a
Constitution feat check to resist these effects.
? Multiple Targets: At ranks 3, 6, 9, and 12 the psyker can effect an additional target, up
to a maximum of five targets at rank 12.
*Force Bubble (4) – Sheathing himself in biokinetic energy, the psyker becomes impervious to all
but the most violent attacks. A psyker under the effects of this ability gains protection of 2d4+1 versus
light and high impact (LI/HI) and 2d4 versus energy attacks (En). This is considered Ordinary quality
toughness. The ability remains in effect for one full turn.
*Protect (3) – Using a powerful field of kinetic energy, the psyker protects a single individual
within 120 meters. The psyker receives a penalty to their skill check depending on the range to the target
(15/30/120). If successful, the target is protected by a field of energy that provides d4-1 protection against
light and high impact attacks (LI/HI) and d4-2 protection against energy attacks (En). This protection is
considered Good quality, meaning many attacks against the target will downgrade the damage. This
protection lasts for one full round.
? Multiple Targets: At ranks 3, 6, 9, and 12 the psyker can effect an additional target, up
to a maximum of five targets at rank 12.
*Holocaust (4) – Bringing down a rain of fire and energy, the psyker inflicts damage to all those
near him. Everyone within 5 meters are struck by fire and energy inflicting damage to them based on the
success of the psyker’s skill check. An Ordinary success delivers d4+1w, Good success d6+1w, and an
Amazing success deals d4+1m to all within the area of effect. The damage is considered En/O. The psyker
is immune to the effects of the holocaust.
? Increased Damage: At rank 4 the damage inflicted by the psyker increases to
d6w/d6+2w/d6m. The damage increases again at rank 8 to d6+2w/d8+2w/d6+2m, and finally to
2d4+2w/d4+1m/2d4m at rank 12.
*Flamewall (3) – The psyker raises a wall of fire that rises into the sky, burning all those that cross
it. The wall can be up to 10 meters long, one meter thick and rises up to 3 meters high. Anyone passing
through the wall takes damage (d6+1w, En/O). The wall remains up for the duration of the scene.
? Increased Area: At rank 4 the size of the wall can double (to a maximum length of 20
meters, height of 6 meters, and width of 2 meters). The size of the wall can double once again at rank 8
and once more at rank 12.
*Blessing of the Machine God (2) – With this ability the psyker hones his equipment to become
far more accurate. This ability can be used on any piece of equipment including melee and ranged
weapons. By reinforcing the item’s substance and components the item becomes easier to use, granting
anyone using the item a –1 bonus when using the item. Armor gains a +1 bonus to all protection rolls,
weapons gain a –1 bonus to their accuracy. This effect lasts for the scene.

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? Increased Effect: At rank 4 the bonus increases by –1. The bonus increases once more
at rank 8 and again at rank 12.
Tangle (3) – Using any number of methods (thickening the air, increasing gravity, manipulating
legs, etc) the psyker can inhibit the target’s ability to move. If the skill check is successful, the target can
only walk, slowed by the psyker’s ability. The ability remains in effect for one full round, during which the
target may move no quicker than a walk.
? Multiple Targets: At ranks 3, 6, 9, and 12 the psyker can effect an additional target, up
to a maximum of five targets at rank 12.
*Smite (4) – By manipulating kinetic energy in a small area, the psyker unleashes a massive wave
of energy that rips through anything in its area of effect. The psyker can create the blast up to 180 meters,
but suffers penalties to their skill check depending on range (20/45/180). The psyker chooses a point
within range and anything within 3 meters of that point suffer damage depending on the psyker’s skill
check. An Ordinary success deals d4+1w, a Good success deals d6+1w, and an Amazing success indicates
d4+1m damage. The damage is considered En/G.

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Mutants
Despite the constant assaults by aliens and the incessant civil wars which rack the Imperium, one of the
greatest threats to the long-term survival of the human race is the growing instability of the human gene-
pool. Since the Twentieth Century mankind has suffered constant mutation as a result of exposure to
various types of genetically damaging radioactive and chemical pollution. Nuclear wars ravaged many
worlds during the Dark Age of Technology and the ensuing Age of Strife. As a result, the human gene-
stock is far less stable then it was during the pre-atomic age and mutation is common. Families with no
record of mutation might reasonably expect to run a 5% risk of mutated offspring. Amongst mutant parents
the chances are over 90%.

Perhaps the greatest threat to mankind is from Chaos. The Dark Powers inhabiting the Warp bless their
followers with gifts in the form of chaos attributes or mutations. These gifts can be anything from increased
strength, to a bestial face, to brightly patterned skin: fickle are the ways of these Gods and no one can
predict their mood or what they will do next with their playthings. An attribute can be immensely powerful
or utterly useless, such is the nature of Chaos.

Mutation is widely regarded as a mark of deviance that should be suppressed. The Inquisition ruthlessly
hunts down mutants and slaughters them on sight. This harsh treatment is entirely justified: how else is the
Imperium going to survive otherwise? Despite the attempts to destroy mutants some slip through the net,
either the mutation can easily be covered or the mutants band together in gangs and successfully evade the
authorities. Chaos is slowly encroaching on the Imperium.

Mutants are a fact of life in the Imperium. From the genetically altered Space Marines, to the engineered
Navigators, to random mutations mutants exist all throughout the galaxy. Mutants are created as stated in
the PHB (Chapter 13), however players and GM’s shouldn’t be limited to those mutations listed there (the
mutations found in the Gamma World setting can also be used). A certain number of fixed genotypes exist,
see below.

Sisters of Battle – Sisters of Battle are not genetically altered to the extent their male brethren are.
However, a special mutation must be added to allow them access to the powerful Mark 7 power armor. As
such all Sisters of Battle will have the following mutations.

Mutant Abilities
?? Black Carapace
?? Minor Physical Change (White lock of hair)

Navigators – Navigators are mutants of a very special kind, and although their appearance can vary a great
deal they always have the power to navigate through warp space. Although this is a psychic ability,
navigators never have other psychic powers and are no more vulnerable to psychically attuned warp
creatures than any normal human. The origin of navigators goes back to the Dark Age of Technology, to a
time of genetic experimentation when many kinds of mutants were engineered to fulfill roles envisaged by
their creators. Whether navigators were created deliberately or by accident matters little in the Age of the
Imperium, they are a fact of life and an important resource.
The mutation is a consistent one and is passed down from generation to generation. The gene is
only transferable when both parents are navigators, so navigators tend to intermarry, forming a number of
powerful and influential navigator families. These families are mostly resident on Earth. There is no
imperial control over navigators, and many pursue civilian careers as traders. Most gravitate into the ranks
of the imperial network however, for these families have a long history of service to humanity. Many past
Masters of the Adeptus Terra have come from their ranks, and they occupy positions throughout the
Imperium as members of the priesthood, Inquisition, army, fleet, etc. It is in the fleet that their powers can
be put to full use, working aboard spacecraft as warp pilots.
The physical appearance of navigators can vary a great deal, although families tend to resemble
each other. Some are identical to ordinary humans and cannot be told apart. However, there is a tendency
for navigators to be tall and spindly, and their flesh may have a peculiar transparent quality which is rather
disturbing. Eyes may be extremely large and may lack the iris, while other facial features are often small

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and under developed. Hands and feet can appear ridiculously large and are frequently webbed. Body hair is
commonly absent altogether. Only an extreme form of navigator would exhibit all of these characteristics,
but most have some traits.
As well as the standard personality types, navigators may also be Space Marines. Navigators
never have psychic powers.

Mutant Abilities
?? Navigator’s Eye
?? Minor Physical Change (third eye)

Genestealer Hybrids – The vanguard of the tyranid hivefleets, Genestealers have the capability to infect
humanoids with their genetic traits creating groups of hybrids. When infected with Genestealer DNA, the
host’s own genetic makeup is subverted to produce more alien offspring. Unfortunately for Mankind,
human DNA is easily twisted by the alien mutagens and quickly gives rise to Hybrids. The first generation
Hybrid offspring from an infected host greatly resembles the Purestrain form of a Genestealer, with at least
one extra arm, purplish skin tone, and misshapen head. Each successive generation though grows more &
more to resemble the parent host race, until by the 4th generation they are almost identical. These hybrids
are important also for the cult, as they can more readily mix with the host population and serve as
functionaries in the Cult organization. After the 4th generation, the next generation though produces more
Purestrain Genestealers thus continuing the cycle anew.
Below are templates for each generation of Genestealer hybrid. It is possible that individuals can
have additional mutations than those presented below, and those below represent the most common traits
found among hybrids of each generation.

4th Generation (Magus) – Mutant Abilities


?? Increased Reflexes
?? Hive Mind
?? Psionic Powers: Receive Will x1.5 to determine energy points, gain Telepathy as a free broad
skill (replaces Athletics)
3rd Generation – Mutant Abilities
?? Increased Dexterity
?? Increased Strength
?? Increased Reflexes
?? Hive Mind
?? Minor Physical Change
?? Reduced Ability Score, Slight (Personality)
2nd Generation – Mutant Abilities
?? Enhanced Dexterity
?? Increased Strength
?? Increased Reflexes
?? Extra Limb
?? Hive Mind
?? Major Physical Change
?? Reduced Ability Score, Slight (Intelligence)
?? Reduced Ability Score, Moderate (Personality)
1st Generation – Mutant Abilities
?? Enhanced Dexterity
?? Enhanced Strength
?? Enhanced Reflexes
?? Dermal Reinforcement
?? Extra Limb
?? Natural Attack
?? Hive Mind
?? Major Physical Change

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?? Reduced Ability Score, Moderate (Intelligence)


?? Reduced Ability Score, Extreme (Personality)

Space Marines – Members of the Adeptus Astartes represent the perfectly engineered human being. By
utilizing ancient secrets now hidden to all but themselves and the Adeptus Mechanicus, the Space Marines
suffer from very few mutant drawbacks while gaining massive benefits far above those of normal mutants.
Listed below are the various mutations gained by all Space Marines and the phase of genetic manipulation
the mutant ability corresponds with. Any character playing a Space Marine will receive the following
mutations:

Mutant Abilities
?? Redundant Vital Organs

Phase 1 - Secondary Heart


?? Toxin Tolerance
Phase 14 -- Oolitic Kidney
Phase 7 – Preomnor
Phase 15 – Neuroglottis
?? Radiation Tolerance
Phase 13 -- The melanochrome
?? Night Vision
Phase 10 – Occulobe
?? Environmental Adaptation
Phase 9 - Multi-lung
Phase 16 – Mucranoid
Phase 14 -- Oolitic Kidney
?? Increased Strength
Phase 3 – Biscopea
?? Enhanced Senses
Phase 10 – Occulobe
Phase 11 -- Lyman's Ear
?? Hibernation
Phase 12 -- Sus-an Membrane
?? Increased Constitution
Phase 2 – Ossmodula
Phase 4 – Haemastamen
?? Enhanced Healing
Phase 5 -- Larraman's Organ
?? No Sleep
Phase 6 - Catalepsan Node
?? Acid Touch (bite only)
Phase 17 - Betcher's Gland
?? Black Carapace
Phase 19 – Black Carapace
?? Minor Physical Change (large size)
In addition to these mutations, certain individuals or foundings (usually the cursed foundings) will
suffer from additional drawbacks. These however can be balanced with an additional beneficial mutation.
At their option, characters playing Space Marines may take an additional d4 mutation points, but those
must be balanced by a similar number of drawback points (that is, whatever was rolled on the d4
determines both mutation and drawback points). The individual will undoubtedly be ‘different’ from the
rest of his kind and may be persecuted for these differences.
Space Marines that are members of the traitor legions, those that have fallen to Chaos, may roll d8
to determine additional mutation and drawback points. Their drawbacks tend to be more grotesque and
abnormal such as extra arms and limbs.

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New Mutations
A number of new mutations are available in the Warhammer 40,000 universe. These mutations and their
specifics are listed below.
?? Hive Mind (Good Mutation) – This mutation links other creatures with the mutant with a form of
telepathy. The mutant is connected to others with this mutation and together they form a hive mind.
With this ability, all members of the hive mind instinctively know each other’s thoughts and feelings.
Detailed memories can only be shared through normal communication, however basic thoughts,
feelings, and information such as location can all be sent through the hive mind. Usually a single
being controls the hive and this being can exert control over all members of the hive. This mutation is
always present among Genestealer hybrids.
?? Black Carapace (Good Mutation) – The Black Carapace is the name given to a subdermal mutation
granted primarily to members of the Adeptus Astartes and the Adeptus Sororitas. It serves two
primary purposes: first to protect the mutant from small arms by providing protection equivalent to
light armor (d6+1/d6+1/d6, Ordinary Quality, no DEX reduction). Second, the Black Carapace
provides a link between the mutant and special power armor. Without this mutation, Mark 7 Power
Armor cannot be used. The secrets of this mutation are held by the Adeptus Mechanicus, the
Ministronum, the Adeptus Astartes and few traitor space marine legions.
?? No Sleep (Good Mutation) – This mutation allows the mutant to go without sleep indefinitely. Instead
of sleep the mutant requires only a few minutes of light rest each day.
?? Navigator’s Eye (Good Mutation) – A mutation solely available to mutants of the Navigator genotype,
this grants the ability to navigate the Warp. For humans, this mutation is represented by a third eye
through which the mutant can perceive the Warp currents and flows allowing them to guide vessels
through the Immaterium. Characters with this mutation must purchase the Astropathy psionic broad
skill as well as the warp navigation specialty skill. Note that human characters cannot gain access to
the warp navigation specialty skill without this mutation.
?? Hibernation (Good Mutation) – This mutation allows the mutant to shut down all bodily functions,
using only the minimum amount of energy needed to survive. Through this mutation they can enter a
state of suspended animation. In this state they do not need to eat or otherwise require sustenance and
can ignore mortal injuries until revived. The mutant still requires air (assuming they needed it in the
first place) and can succumb to environmental hazards (if appropriate). The mutant cannot revive
themselves and must be awoken through a successful Medical Science-surgery skill check. While in
the state of suspended animation, the mutant never needs to make a Stamina-endurance skill check for
the purposes of mortal damage. This ability can be activated consciously or unconsciously depending
on the training the mutant has received.

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Cybernetics
Combat in the 41st Millennium is a deadly affair. Weapons are extremely powerful and can burn flesh,
mangle and dismember limbs. Some injuries are so terrible that a loss of a limb and/or eye is inevitable. In
most cases a replacement can be implanted and the recipient left none the worse. But everything comes at a
price. Not only does a cybernetic replacement cost money but there is the implantation process and finding
someone with the necessary skills to perform the operation.

Availability of Cybernetics
Most types of cybernetics should be considered very rare, but this can be left to the GM's discretion
depending on the circumstances, i.e. no cybernetics will be available on a medieval world. Also cybertics
are controlled by the Techs of the Adeptus Mechanicus and they might refuse a character a bionic
replacement if they feel like it.

Within the Imperium, most cybernetic implants are either of Military or Restricted availability. Special
groups such as the Adeptus Astartes , the Inquisition, and the Adeptus Sororitas will undoubtedly have
access to cybernetics. However, for the typical citizen of the Imperium cybernetic replacement is only
available on large hive worlds. Most cyberneticists are members of the Adeptus Mechanicus though
underground or black market cyberneticists also exist.

Cybernetics for humans focus less on appearance and more on functionality. They tend to be large, gaudy
and intrusive. Indeed, many people get implants designed to make their appearance less human and more
monstrous. This is in stark contrast to the simple, elegant implants found among some alien cultures,
specifically the Tau.

Among some non-human cultures cybernetics also exist. While some races, such as the Eldar, despise
cybernetic implants, others like the Tau and Orks make great use of them. The Tau have developed their
own cybernetics designed to provide more subtle enhancements to their abilities. While the Orks use
devices similar to humans except most implants will be related to combat.

All cybernetics found in the PHB (Chapter 15) are available and use the same statistics and rules found
there. GM’s are encouraged to alter the availability and cost of implants as they see fit. All rules
governing cybernetics are used, including skill point cost and cybernetic tolerance found in the PHB
(Chapter 15). Some new cybernetic devices exist and are presented below.

New Cybernetics

Tau Cybernetics
Name Mass Size Cost/Quality (O/G/A)
*Multitracker 2 1 1000
*Drone Controller 1 1 1000/2000/3000
*Target Lock 1 1 500/1000/1500
**Blacksun Filter - 1 250/500/750
* Requires a nanocomputer to use.
**Does not require skill points to use.

Multitracker – The multitracker is used by the Tau to track multiple targets. Through a link to the Tau’s
nanocomputer, the multitracker follows and targets up to five separate individuals as long as they
remain within the Tau’s field of vision. This link allows the Tau to fire at multiple targets with no
need to adjust fire from one target to another, the multitracker does this instinctively. The
multitracker eliminates one step of penalties for auto-fire weapons.
Drone Controller – The Tau use robotic drones for many dangerous or difficult duties. While these drones
can be controlled from small computers or even linked with other drones to form simple
intelligences, many Tau prefer to directly control them with a mere thought. A drone controller
provides a wireless link to a drone or drones that have been slaved to the individual using the
controller. The quality of the controller determines how many drones can be controlled by the

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user (one, two, or three for an Ordinary, Good, or Amazing quality drone controller). Drones
slaved to a particular controller cannot receive orders from another controller unless re-
programmed to receive such signals. The drone controller has a range of 100km.
Target Lock – The target lock is used by the Tau to more accurately fire their weapons. The target lock is
linked to the Tau’s nanocomputer to provide a ‘lock’ onto a target and track that target more
accurately. This is the Tau version of a rangefinder. It grants a one, two, or three step bonus to
attack rolls. See the Star*Drive A&EG (pg __) for more information.
Blacksun Filter – The blacksun filter is designed to eliminate harsh glare as well as amplify light when
there is little available. The blacksun filter eliminates one, two, or three steps of penalties due to
bright or low-light conditions.

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FX
FX Adepts and Talents exist in Warhammer 40k. Two different types of FX can be used: Faith
and Magic. Both draw upon the mystical energies of the Warp, however the type of effect intended defines
the nature of that energy.
Magic is defined as those abilities that draw energy directly from the Warp and allow the
individual using such powers to shape that energy as they see fit. To follow such a path is to draw power
from the Chaos Gods themselves and only the mad or corrupt learn such powers. FX Talents may choose
one of the four Sorcerous broad skills. Adepts may purchase two, one of which may only be the Chaos
Undivided broad skill (i.e. Adepts may purchase the Undivided broad skill and one other).
Powerful individuals who call upon their faith and shape that faith into miracles can gain access to
Faith FX. There are very few Adepts of Faith, unlike sorcerers. However a large number of Talents exist
throughout the galaxy with the largest concentration being in the Ministronum of the Imperial Cult.

Note: Some FX found in the Beyond Science book are very appropriate for the Warhammer 40,000 setting.
GM’s are free to use any and all of these in their games and it is up to their discretion if any of these
should be altered to better fit the setting. Where these directly affect new FX they have been mentioned
above. GM’s should keep in mind the general idea that Arcane Magic FX draw power directly from the
Warp and are almost entirely the purview of the Chaos gods and that Faith FX are aligned with a
particular ‘good’ deity or belief system.

Perils of the Warp –


Any being using psychic or magical powers runs the risk of failing to properly manipulate energy
being drawn from the Warp. When this happens, the Warp energy discharges in a random explosion that
could have numerous possibilities. In game terms, anyone using mindwalking or FX powers rolling a
critical failure (natural 20) suffers from the ‘Perils of the Warp’ and GM’s should consult the items below
for possible effects (GM’s are free to generate other effects as it suits them):
?? Fatigue damage – The rigors of using the Warp wear down the user, who takes 1d4 fatigue.
?? Physical damage – More appropriate for FX, tapping into the raw Warp fries the user’s mind,
dealing 1d4 points of wound damage that cannot be blocked by armor.
?? Psionic/FX Energy cost – As described in Beyond Science and the PHB, the power fails and
simply uses more psionic or FX energy points.
?? Daemonic possession – By far the worst possible result, the psyker or sorcerer draws the
attention of a powerful Warp entity who decides to use the subject’s body as a way into the
material world. Both the subject and the entity (which could comprise any one of the
daemons presented in the Bestiary) enter into a contest of wills, each making a Resolve-
mental resolve complex skill check. The GM determines the number of successes needed and
whichever being reaches this number first succeeds in controlling the subject’s mind. During
this time the subject cannot act. Daemons that succeed in taking control of the subject
manifest, using the subject’s body and mind to fuel its own entrance into the material world.
The subject becomes the daemon and may attempt to regain control, needing to succeed on
another complex Resolve-mental resolve skill check. If the daemon is killed, so is the subject.
?? Daemonic Summoning – Like daemonic possession, above, however a portal to the Warp
opens and something vile comes out.
?? Warp Storms – Warp storms form around the area, disrupting Warp travel, communications
and psionic/FX abilities. All attempts to use any of these results in penalty to skill checks
ranging from +1 to +3 at the GM’s discretion.

Note: Spells/Miracles/Powers marked below with a * may not be used untrained. The skill point costs and
related ability for each skill is listed in parenthesis immediately following the skill name.

Arcane Magic FX
All arcane magic falls under the purview of chaos and the chaos gods. The ability to manipulate
the Warp and bend it to one’s will is inherently chaotic and even the most well-meaning sorcerer is still in
the grasp of chaos. The primary differences between arcane magic and mindwalking abilities are the
method by which the user of the power manifests the ability. Psykers and those with mindwalking powers

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use the force of their own will to harness energies within themselves to affect the world around them, while
sorcerers and users of arcane use ancient rituals to draw power from the Warp itself, manipulating the raw
power found there. The effects of mindwalking abilities, while potent, tend to be less flashy and subtler
than those used with arcane magic. The power to conjure daemons, call down rains of fire, and other
world -shattering effects can only be achieved by tapping into the energies of the Warp directly. While this
may make arcane magic seem superior to psychic abilities, these arcane powers draw the attention of the
chaos gods themselves and will immediately result in the user of such powers to be labeled a heretic and
condemned to death by the Imperium

Powers of Change – Tzeentch (12)


Tzeentch is the master of change and the holder of all arcane knowledge. Those that follow the
paths of the Master of Fortune will wield magics far beyond those of other beings and have access to spells
and powers that are superior to those of other gods. The spells of Tzeentch focus primarily on two things:
change and divination. Sorcerers of Tzeentch are often disguised as seers or oracles who read the strands
of destiny, however when their wrath is unleashed they can call upon the raw energy of magic to do their
bidding. Spells other than those presented below can be found, however most will be either divination
spells or spells that change their victim in some terrible way.
*Bolt of Change (WIL, 5) – Conjure Spell, 3 FX Energy points
The sorcerer projects a massive bolt of blue energy that hurls to the target. When the bolt
strikes its target it causes immediate, massive physical distortion causing immense pain and severe damage.
Victims killed by the bolt of change are left nothing more than an undulating blob of twisted flesh. The
bolt of change has a range of 60/120/480 and uses the following damage profile: d8w/d8+2w/d8-1m, En/G.
Pink Fire of Tzeentch (WIL, 4) – Conjure Spell, 1 FX Energy point
Calling upon his patron god, the sorcerer unleashes a torrent of Warp fire upon his foes.
The sorcerer may make an attack as if they possessed the Daemonic Fire gift. Rather than using the
Athletics-throw skill, the sorcerer uses his skill in this spell to determine success.
*Daemonic Summoning (WIL, 5) – Summon Spell, 1 or 2 FX Energy points
As per ‘Daemonic Summoning’ spell description below, except only daemons of
Tzeentch may be summoned with this spell (i.e. Horrors of Tzeentch).
*Greater Daemonic Summoning (WIL, 5) – Summon Spell, 3 FX Energy points
As per ‘Greater Daemonic Summoning’ spell description below, except only daemons of
Tzeentch may be summoned with this spell (i.e. Lord of Change).
Psychic Duel (WIL, 3) – Transform Spell, 1 FX Energy point
Reaching with his mind across the battlefield, the sorcerer seeks to undermine the
concentration of enemy psykers. Use of this skill imposes a 1, 2, or 3 step penalty on another FX user or
mindwalker’s skill checks for the following turn, depending on the level of success when casting this spell
(Ordinary success imposes a +1 penalty, Good a +2, and Amazing success gives a +3 penalty). This spell
has a range of 240 meters and lasts one full round.
Reckoning of Tzeentch (PER, 3) – Transform Spell, 1 FX Energy point
The sorcerer has received Tzeentch’s blessings, reading the strands of fate as they unravel
before him. The sorcerer and any friendly beings within 10’ gain a special Last Resort Point, which can
only be used in the following round (during any phase). After the last phase of the round following the
casting of the spell, the Last Resort Point is lost if it hasn’t been used.
Weaver of Fates (INT, 3) – Transform Spell, 1 FX Energy point
Tzeentch is often called the master of deceit, and his followers will try to gain his
blessing when planning an attack. The sorcerer receives a 1, 2, or 3 step bonus to all Tactics skill checks
for the next hour depending on the result of his skill check (Ordinary success grants a –1 bonus, Good a -2,
and Amazing success gives a –3 bonus).
Withering Gaze (WIL, 3) – Transform Spell, 1 FX Energy Point
The sorcerer’s eyes burn with a portion of Tzeentch’s own baleful gaze, causing enemies
to avert their own eyes as they attempt to engage him. The sorcerer forces anyone looking at him to make a
Resolve-mental resolve skill check in order for them to come closer than 30’ of the sorcerer. This check is
penalized depending on the success of the sorcerer’s skill check when casting the spell (an Amazing
success imposes a +3 penalty, Good a +2, and Ordinary a +1). The spell lasts for one full turn.

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? Increased penalty: At rank 4, 8, and 12 the penalties imposed by the sorcerer increase
by 1. That is, at rank 4 the penalty subjects receive to their Resolve skill check increase to +2/+3/+4 to a
maximum of +4/+5/+6 at rank 12.

Powers of Chaos United – Undivided (11)


Sorcerers not aligned with one particular chaos god use the power of chaos undivided to form their
spells. These spells and those that use them are far more flexible than those focused by a particular god.
Those magic users that do not yet understand where their abilities come from often begin by using these
spells and powers. Sorcerers of other gods also sometimes gain these abilities to compliment their more
specialized spells granted by their chosen god.
*Doom Bolt (WIL, 5) – Conjure Spell, 1 FX Energy point
This spell shorts forth bolts of black energy that burn the subject causing extreme pain
and injury. The spell is cast using the following profile: d6w/d6+2w/d6m, En/O, 45/90/360.
? Extra Bolts: At rank 4 the caster may throw an additional bolt per casting. This second
bolt is fired at a +1 penalty and is resolved following the autofire rules for firearms (PHB, pg. 74). At
ranks 8 and 12 the caster gains an additional bolt.
*Winds of Chaos (WIL, 3) – Conjure Spell, 1 FX Energy point
This spell takes a different form depending on the caster. Worshippers of Nurgle project
a stream of bilious acidic slime that burns and infects the target. Sorcerers of Slaneesh create a golden
cloud that sets every nerve end alight with rapturous agony. The caster projects a thin cloud with a
diameter of 10 meters up to 30 meters away. Any being within the area of effect suffers d6w/d8w/d6m
damage, determined by the level of success of the caster. The mystical winds seep in through armor and
crawl under the skin making any form of armored protection useless.
*Gift of Chaos (WIL, 4) – Transform Spell, 2 FX Energy points
Victims of this spell are transformed by the powers of Chaos into mewling, grotesque
spawns that become totally loyal to the caster. The effects are permanent and irrevocable. The victim is
allowed a Resolve-physical resolve skill check to resist. Any success prevents the change, though subjects
will be in immense pain as their bodies resist the massive transformation. The statistics for Chaos Spawn
can be found in the Bestiary section.
*Daemonic Summoning (WIL, 5) – Summon Spell, 1 or 2 FX Energy points
The caster of this spell calls forth from the Warp a daemon that will do his bidding as
long as it remains in the material world. Unlike greater daemons, these lesser daemons can exist in the
material world without the need to inhabit a human host. The daemo n remains until killed or exorcised
whereby it returns to the Warp. Once the spell has been cast, the daemon is inclined to serve the will of its
master. The daemon will do everything it can to serve its summoner, but many daemons maliciously twist
the intentions of their master purposely taking commands literally or ambiguously as it suits them.
However, the daemons will, for the most part, do as they’re told.
The caster of the spell calls forth the daemon to be summoned as the spell begins. This
determines the complexity and difficulty of the skill check, as well as how many FX energy points are
spent during the casting. A complex skill check is necessary to cast this spell. Each half-hour of casting
allows the caster one skill check. Bonuses to the caster’s skill check can be gained by using magic items
(such as Daemonic Icons), sacrifices (up to a –3 bonus), additional casters (-1 bonus per two additional
casters to a maximum bonus of –3), and knowing the daemon’s true name (-1 bonus). Consult the
following chart to determine the difficulty, complexity, and energy points necessary to summon a specific
daemon:
Daemon Complexity Bonuses/Penalties FX Energy Cost
Nurgling 3 successes -1 1
Horror of Tzeentch 5 successes +/-0 1
Daemonette 6 successes +1 2
Plaguebearer 6 successes +1 2
Bloodletter 7 successes +2 2
Flesh Hound 6 successes +1 2
Screamer 5 successes +/-0 1
Fury 5 successes +1 2
Flamer of Tzeentch 6 successes +1 2

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Daemonic Steed 6 successes +2 2


*Greater Daemonic Summoning (WIL, 5) – Summon Spell, 3 FX Energy points
Upon casting this spell, the caster brings a greater daemon into being from the Warp.
The daemon is unable to maintain its form for long periods of time and thus is placed inside a willing host,
possessing them until such a time that the greater daemon is unleashed to wreak terror upon the galaxy.
The host, referred to as a daemonhost houses the spirit of the daemon, which grants the host supernatural
strength. The daemon exists inside the host until such a time that it should decide to come into being or
until the host dies. At that time the daemon erupts from the host, destroying it and using its organic matter
to craft its own form, which quickly deteriorates.
The daemon summoned has a will of its own and will often enforce its ideals on its host. The host
can attempt to resist the daemon when it chooses to come forth. Doing so requires a Resolve- mental
resolve skill check. Success means the daemon remains bound inside the host, failure means the daemon
may control the host and choose to come forth, destroying the host. The daemon may make an attempt
every turn. The hosts Resolve check may be modified by a Resolve- mental resolve check made by the
daemon, with success on the part of the daemon imposing a +1,+2, or +3 step penalty (in the case of an
Ordinary, Good, or Amazing success). Should the host die, the daemon always comes forth the phase after
the host loses its last point of mortal damage.
The caster of the spell chooses upon whom to lay the summoning. The potential host must be a
willing vessel and must posses a Mark of Chaos. The Mark must be of the Chaos God with whom the
daemon being summoned is aligned or must be of Chaos Undivided.
The daemon may reside within the host for as long as it likes with no limit on the amount of time
it may spend in a host. However, daemons tend not to like residing in a host for very long and, depending
on the individual daemon, could want to come forth sooner than the host would like. Khornate daemons
are especially known for their impetuousness and lack of desire to remain in a host. While inside the host,
the daemon grants its host supernatural strength roughly equivalent to its own. As long as it remains in the
host, the host uses the daemon’s STR score for all purposes except skill checks (feat checks, damage
bonuses, throwing distances, resistance modifiers, etc).
A complex skill check is necessary to cast this spell with the number of successes and any
penalties to the check determined by the GM. The complexity should vary depending on the daemon being
summoned and the willingness of the daemon to enter the body of the host. Each hour of casting allows the
caster one skill check. Bonuses to the caster’s skill check can be gained by using magic items (such as
Daemonic Icons), sacrifices (up to a –3 bonus), additional casters (-1 bonus per two additional casters to a
maximum bonus of –3), and knowing the daemon’s true name (-1 bonus).
*Mass Mutation (CON, 3) – Transform Spell, 1 FX Energy point
The powers of Chaos warps and transforms the subject as daemons rush forth from the
Warp to temporarily inhabit the body of the subject. This spell grants a willing target a single beneficial
mutation for a brief period of time. Success on skill check determines level of mutation (Ordinary success
give an Ordinary mutation, etc.). The exact mutation granted is always determined randomly. The spell
lasts one full round after which the daemons depart and the subject reverts to its normal form.
? Multiple Targets: Rank 3 of this spell allows the caster to affect up to two willing
individuals at once. For every 3 ranks after this, another willing subject may be affected up to a maximum
of 5 subjects at rank 12.
*Individual Mutation (CON, 6) – Transform Spell, 3 FX Energy points
Similar to Mass Mutation, this spell differs in that the subject does not have to be willing
and the effects are permanent. The mutating effects of Warp energy surround the subject and begin to twist
the individual. The subject (willing or not) gains a randomly determined mutation. The subject must be
within 10 meters of the caster at the time of casting. Success on skill check determines level of mutation
(Ordinary success give an Ordinary mutation, etc.). The subject is entitled to a Resolve-physical resolve
skill check in order to reduce the type of mutation gained (on an Ordinary success the mutation type is
downgraded from Amazing to Good, Good success downgrades two steps, and Amazing eliminates the
mutation altogether). The exact mutation granted is always determined randomly. When casting the
sorcerer determines if the mutation will be beneficial or a hindrance. The mutation is permanent and can
only be removed by extraordinary means.

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Power of Pleasure – Slaneesh (11)


Slaneesh is the Keeper of Secrets; the Lord of Pleasure and the spells granted to his followers
reflect this. The magic his sorcerers utilize bombards the senses with painful pleasure and warps the mind
with visions of beauty. The spells of Slaneesh are less potent than those of other gods, however their
ability to cause pain and confuse those around them should not be underestimated.
*Daemonic Summoning (WIL, 5) – Summon Spell, 1 or 2 FX Energy points
As per ‘Daemonic Summoning’ spell description above, except only daemons of
Slaneesh may be summoned with this spell (i.e. Daemonettes).
*Greater Daemonic Summoning (WIL, 5) – Summon Spell, 3 FX Energy points
As per ‘Greater Daemonic Summoning’ spell description above, except only daemons of
Slaneesh may be summoned with this spell (i.e. Keeper of Secrets).
Fuelled by Pain (CON, 2) – Transform Spell, 1 FX Energy point
While this spell is in effect, the sorcerer’s combat prowess is heightened the more pain he
is subjected to. Any penalty suffered due to excessive damage becomes a bonus to all actions and action
checks for as long as the spell is in effect. Thus, a character fa lling below half its stun would receive a 1
step bonus rather than a penalty. If the same character suffered an additional mortal point of damage, their
bonus would be increased by another 1 step. Anytime a penalty would be imposed on the character for
excessive damage, it becomes a bonus (i.e. see what actions are penalized for high damage and only these
actions are given the bonus). The spell lasts for one minute.
? Increased effect: At rank 4 all step penalties imposed by damage give the caster a 2
step bonus to all actions and action checks. At rank 8 this increases to a 3 step bonus and finally to a 4 step
bonus at rank 12.
Siren (PER, 2) – Transform Spell, 1 FX Energy point
The sorcerer casting this spell appears to everyone as a beloved individual, close to those
viewing it. Hence, all that look upon her will think of the sorcerer as a different person, someone they
could never harm. Creatures affected by this power may make a Resolve- mental resolve skill check to
disbelieve this powerful illusion. This check is penalized depending on the success of the sorcerer’s skill
check when casting the spell (an Amazing success imposes a +3 penalty, Good a +2, and Ordinary a +1).
The spell lasts for one full round. During that time, beings failing their Resolve skill check may not harm
the sorcerer in any way and will react poorly to those bringing harm to the caster.
Beam of Slaneesh (WIL, 3) – Conjure Spell, 1 FX Energy point
The sorcerer unleashes a beam of dazzling colors that disorients and beguiles those struck
by it. The beam extends from the caster to a range of 180 meters. Beings struck by the beam must make a
Resolve- mental resolve skill check or suffer a penalty to their next action check. The penalty is
determined by the success of the skill check when casting the spell (Amazing success casting the spell
imposes a 3 step penalty, Good a 2 step penalty, and Ordinary a 1 step penalty). The effects last for one
full round.
? Resolve Penalty: Every 3 ranks the caster possesses in this skill imposes a +1 penalty
to the subject’s Resolve-mental resolve skill check to resist the effects of the spell. This penalty reaches its
maximum at rank 12 for a +4 penalty.
Touch of Slaneesh (WIL, 3) – Transform Spell, 1 FX Energy point
Anyone nearing a sorcerer under the effects of this spell has their physical senses
amplified to painful levels; every scratch becomes a blinding pain. Beings within two meters must make a
Resolve- mental resolve skill check or suffer a penalty to their actions while near the sorcerer. The penalty
is determined by the success of the skill check when casting the spell (Amazing success casting the spell
imposes a 3 step penalty, Good a 2 step penalty, and Ordinary a 1 step penalty). This spell lasts for one
minute.
? Resolve Penalty: Every 3 ranks the caster possesses in this skill imposes a +1 penalty
to the subject’s Resolve-mental resolve skill check to resist the effects of the spell. This penalty reaches its
maximum at rank 12 for a +4 penalty.
She Who Thirsts (WIL, 4) – Transform Spell, 2 FX Energy points
The sorcerer can remove the soul from a dying being and send it to Slaneesh. Doing so
requires the spell be cast on any being that has suffered more than half its total mortal points. When the
spell is cast, the victim’s soul is removed and the victim is dead with no chance of coming back. The
sorcerer must touch the dying individual. Especially hearty beings may be allowed a Resolve- mental
resolve skill check in order to resist the spell. This check is penalized depending on the success of the

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sorcerer’s skill check when casting the spell (an Amazing success imposes a +3 penalty, Good a +2, and
Ordinary a +1). Anyone witnessing this act of depravity must make a Resolve- mental resolve skill check
or be stunned and lose their next available action.

Power of Decay – Nurgle (11)


The magics of sorcerers of Nurgle bring about horrible disease and pestilence upon the world and infect
those subjected to them with terrible plagues and wretched illnesses. The secrets of these spells breed
decay and filth and those that practice this craft are doomed to eternal sickness. Nurgle’s magic focuses on
causing disease and spreading illness.
Note: Characters or beings with the Mark of Nurgle are immune to the effects of plagues and
diseases created by sorcerers of Nurgle.
*Daemonic Summoning (WIL, 5) – Summon Spell, 1 or 2 FX Energy points
As per ‘Daemonic Summoning’ spell description above, except only daemons of Nurgle
may be summoned with this spell (i.e. Plaguebearers).
*Greater Daemonic Summoning (WIL, 5) – Summon Spell, 3 FX Energy points
As per ‘Greater Daemonic Summoning’ spell description above, except only daemons of
Nurgle may be summoned with this spell (i.e. Great Unclean One).
Nurgle’s Dance (WIL, 5) – Transform Spell, 2 FX Energy points
Everyone witnessing the sorcerer’s cavorting and dancing must make a Resolve- mental
resolve skill check or begin moving towards the sorcerer to join the dance. This check is penalized
depending on the success of the sorcerer’s skill check when casting the spell (an Amazing success imposes
a +3 penalty, Good a +2, and Ordinary a +1). The spell lasts for as long as the sorcerer continues to dance.
Characters will do nothing but dance with the sorcerer, however if attacked or harmed in any way may
attempt another Resolve check to snap out of the spell.
Nausea (WIL, 4) – Transform Spell, 1 FX Energy point
The target of the spell, which must be within 50 meters of the caster, becomes sick and
suffers penalties to all actions, action checks and rolls. The victim must make a Resolve- physical resolve
skill check or suffer a 1, 2, or 3 step penalty to all actions for the next full round.
? Resolve Penalty: Every 3 ranks the caster possesses in this skill imposes a +1 penalty
to the subject’s Resolve-physical resolve skill check to resist the effects of the spell. This penalty reaches
its maximum at rank 12 for a +4 penalty.
Affliction (CON, 4) – Conjure Spell, 1 FX Energy Point
This spell afflicts a terrible disease upon the subject, a disease that could ultimately kill
the victim. The victim is allowed a Constitution feat check to attempt to resist the disease before it invades
their system. This check is penalized depending on the success of the sorcerer’s skill check when casting
the spell (an Amazing success imposes a +3 penalty, Good a +2, and Ordinary a +1). This penalty is only
imposed on the subject when first exposed to the disease and does not penalize the subject after exposure.
Treat this as a disease with an immediate onset (no incubation period); consult the Gamemaster’s Guide
(pg. 57) to determine the effects the disease will have on the subject.
? Increased Potency: Every 4 ranks the caster possesses of this skill increases the
strength of the contagion. At rank 4 the subject gains a +1 penalty to all attempts to resist or fight the
disease. Note that this penalty is cumulative with any penalties for casting success. At rank 8 the penalty
increases by +2 and at rank 12 the penalty rises a final time to +3.
Miasma of Pestilence (WIL, 4) – Conjure Spell, 1 FX Energy point
With this spell, the sorcerer summons forth a cloud of pestilent flies and decay up to 200
meters away. Anyone within the cloud or entering the cloud must attempt a Resolve- physical resolve skill
check. This check is penalized depending on the success of the sorcerer’s skill check when casting the
spell (an Amazing success imposes a +3 penalty, Good a +2, and Ordinary a +1). If the check fails, those
within the cloud must move as quickly as possible out of the cloud or, for those attempting to enter the
cloud, may not enter. The cloud covers a total area of 10 cubic meters and remains in place for one full
minute or until dispersed by high winds.
Aura of Decay (WIL, 3) – Conjure Spell, 1 FX Energy point
This spell surrounds the sorcerer with a powerful aura forcing all within reach to vomit
and become nauseous. Anyone within 2 meters of the caster suffers a penalty to all actions, action checks
and rolls as long as they remain within the area of effect. The penalty is determined by the caster’s success
when casting the spell. On an Amazing success those within the aura suffer a +3 penalty to all actions, on a

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Good success a +2 penalty is imposed, and on an Ordinary success the penalty is +1. As soon as a subject
leaves the area of effect, the spell effects wear off. The aura remains in effect for one minute.
? Increased Penalty: Every 3 ranks held in this skill gives an additional +1 penalty up to
a maximum increase of +4 at rank 12.

Faith FX
Not every being within the Warp is horrible and evil. There are very rare exceptions. Some
beings, powerful god-like beings can grant powers to those that worship them the same way the chaos gods
affect their corrupt followers. The sources of Faith FX vary, and many in the Warhammer 40,000 setting
still debate as to their true nature. Some believe powerful beings, like the Emperor of Man, grants his
devout abilities to do his bidding. Others believe that spirits and Warp creatures opposed to the chaos gods
hear the calls of those in the material world and bring power to them. And some believe that the sheer will
of worshippers is sometimes enough to conjure miracles, their devotion and strength of heart is what brings
about these divine powers. Whatever the cause, Faith FX are used by those that follow a system of beliefs
that grant them abilities to perform miracles. These miracles are seen as acts of gods and spirits and are
(usually) easily discernable as different than arcane magic.

Light of the Emperor – Imperial Cult (11)


The beliefs and teachings of the Ministorum are variously termed the Cult Imperialis, Imperial
Cult or Imperial Creed. The main body of the Imperial Creed deals with the veneration of the Emperor, but
it deals also with the rightful expansion of the Imperium as the Emperor’s domain. Additionally, it is the
duty of every Imperial citizen to protect the Imperium from outside forces and fight alien subversion. The
Imperium must be kept pure from the inside also, Heresy, unsanctioned cults, mutation and unsanctioned
psykers must all be controlled if order is to be kept in the Imperium.
The Imperial Creed teaches that all citizens, whether high or low born, have a place in the Imperial
hierarchy, to which role they must perform to the best of their ability. A respect for authority and their
elders and betters, the ultimate authority being the Emperor himself, is the basis for this hierarchy. Like all
belief systems, the Creed is open to interpretation, and people disagree on minor points of faith, but
generally it works and everyone stays more or less pointed in the same direction.
Light of the Emperor (WIL, 4) – Transform Miracle, 1 FX Energy point
By blessing an individual, the user of this power brings upon them the Emperor’s light,
granting a spiritual calm. This inner strength gives the subject a bonus to all Resolve skill checks. The
subject gains a -1/-2/-3 bonus on all Resolve skill checks, depending on the success of the caster (Amazing
success grants a –3 bonus, Good success a –2 bonus, and Ordinary a –1 bonus). This inner strength lasts
for ten minutes. All subjects must be willing and within 30 meters of the caster.
? More Subjects: At rank 3 and every three ranks after the individual performing this
ritual can effect multiple people, bringing the Emperor’s light to one more person. At rank 12 the user of
this ability can effect up to five individuals.
Spirit of the Martyr (WIL, 5) – Conjure Miracle, 2 FX Energy points
The protection of the God-Emperor is granted to a single individual, protecting them
from harm. This protection gives the individual armor with a protection of d6+1/d6+1/d6 with Good
toughness. The protection lasts for one full round, after which the armor vanishes. The subject must be
willing and within 30 meters of the caster.
? More Subjects: At rank 3 and every three ranks after the individual performing this
ritual can effect multiple people, bringing the Emperor’s light to one more person. At rank 12 the user of
this ability can effect up to five individuals.
Divine Guidance (WIL, 4) – Transform Miracle, 1 FX Energy point
The spirit of the Emperor guides the weapons of the affected subject, enabling them to
find the weak spots in their enemies’ armor. For the duration of the miracle all those affected by it will
automatically ignore armor on any Critical Hit. Enemies suffering a Critical Hit may make no armor
checks by anyone under the influence of this miracle. The subject must be willing and within 30 meters of
the caster. The miracle lasts for one full minute.
? More Subjects: At rank 3 and every three ranks after the individual performing this ritual can
effect multiple people, bringing the Emperor’s light to one more person. At rank 12 the user of this ability
can effect up to five individuals.
The Passion (WIL, 4) – Transform Miracle, 1 FX Energy point

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This miracle invokes a sense of passion and religious fervor in the subject, making them a
zealous agent of the Emperor. A willing subject within 30 meters of the caster is filled with zeal and rushes
forward towards their enemies with a speed granted by the Emperor. The phase following the casting of
this miracle, the subject must perform a charge maneuver towards the nearest enemy. The subject also
gains a –3 bonus to their next action check.
? More Subjects: At rank 3 and every three ranks after the individual performing this
ritual can effect multiple people, bringing the Emperor’s light to one more person. At rank 12 the user of
this ability can effect up to five individuals.
Exorcism – This ability functions exactly as described in Beyond Science (pg. 46).
Demon Ward – This ability functions exactly as described in Beyond Science (pg. 45).
Cure – This ability functions exactly as described in Beyond Science (pg. 45).
Aura – This ability functions exactly as described in Beyond Science (pg. 45).
Blessing – This ability functions exactly as described in Beyond Science (pg. 45).

Note: The Imperial Cult and its associated Faith FX are the only primary examples of faith powers I could
find in the Warhammer 40,000 setting. Other Faith FX undoubtedly exist and two prime examples could be
kroot shamanism and the Cult of the Machine God. Both these powers could be created with ease and in
the case of the kroot, could use existing FX powers presented in the Beyond Science tome. As the intention
of this project is a conversion of already existing Warhammer 40,000 material I will not, as of yet,
extrapolate on these abilities and leave them to imaginative GM’s.

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Money and Equipment


Money, it was said toward the end of the second millennium, makes the world go round. In the fortieth
millennium, it may not make the galaxy go round per se, but it certainly helps. The standard currency
throughout the galaxy is the Credit ('cred'). Every race uses it except for the obvious ones, such as the Orks
and Eldar. They use their own currency (Orks are said to use teeth!) and are quite independent from
Imp erial trade (as is expected!).

The credit system is mostly decimalized in that an item, for example, might cost 1.25 creds. In cases of
very small fractions, a more convenient unit called the 'corona' is used, equal to 1/1000th of a Credit (so
that 0.005 creds = 5 coronas). In the Warhammer 40,000 galaxy, the players must find ways of making
money. All equipment costs and the sophisticated items are quite expensive.

Progress Level

Alternity presents technology levels for various science fiction settings called ‘progress levels’. These
levels give players a general idea of the technology to be found in the time and setting they are playing in
as well as giving GM’s a general idea of how advanced a group of beings is within a particular setting.
Typical science fiction settings take place during PL 7 (Star*Drive) while more advanced settings use up to
PL 9 technology (Star Trek). The Warhammer 40,000 setting is unique because humanity, at one time, had
risen to a vast level of technological understanding only to lose the majority of this knowledge during the
Dark Age of Technology. The current timeline (M41) places the Imperium at a progress level somewhere
around 7. This level varies greatly throughout the Imperium as places like Mars (home of the Adeptus
Mechanicus) can reach up to PL 8, while many backwater worlds lost to the Imperium can go as low as PL
2. GM’s are free to use any progress level they like when designing their campaigns, however it should be
considered that the majority of the Imperium is currently at PL 7.

Alien technology can also vary the progress level of a campaign greatly. Alien races such as the Eldar are
technologically more advanced that humanity and will undoubtedly have access to items from at least one
progress level higher. Some races, such as the Tau, are on par with the Imperium, however despite being at
the same progress level, use slightly different technology that humanity may have not developed. Finally,
other races, like the orks have technology that is typically inferior to that of humanity and may use items
from one progress level lower than that of the Imperium. As with location, non-human progress levels can
vary greatly.

Finally, lost technology abounds in the Warhammer 40,000 setting. Technology lost during the Age of
Barbarism can turn up anywhere, giving those that find it a powerful advantage against their enemies (any
may pit them against the Adeptus Mechanicus). Devices reaching all the way to PL 9 can be found
throughout the galaxy and entire campaigns can revolve around the recovery of just one such item
(especially for the Adeptus Mechanicus). GM’s are free to throw in items from higher progress levels
should the campaign warrant it and the discovery of lost technology can be an important part of any
Warhammer 40,000 story.

The Adeptus Monetorum

The Adeptus Monetorum is the branch of the Imperial organization that deals with all things fiscal, from
regulating the value of the Credit to collecting tithes from Imperial worlds all over the Galaxy. While the
Office of Imperial Outlays keeps a check on Imperial spending, the Office of Imperial Tithes makes sure all
Imperial worlds pay their financial dues. Anyone consistently not paying their tithes earns a visit by first
an Inquisitor and, if heresy is discovered, a cluster of Space Marines or one of the covert agents of the
Officio Assassinorum.

The Adeptus Monetorum is ruled over by one of those non-permanent High Lords of Terra, the Chancellor
of the Imperial Fortune, or simply the Chancellor. As such, the Adeptus Monetorum is known more
commonly as the Chancellery or, alternately, the Treasury. The Treasury keeps a firm grip on the Imperial

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purse strings, regulating all aspects from the minting of the Imperial visage of his Most Beneficent Emperor
to the control of the plasteel cards used to electronically carry large amounts of money. The main minting
location of the Imperial coinage is, of course, Terra, the base of the Treasury. Other lesser worlds are given
the privilege of minting it. The electronic cards used alternately are manufactured on many worlds, and can
be charged at the bank of virtually any civilized Imperial world. They are redeemable at many shops on
such worlds, though not all.

Of course, not all Imperial worlds use purely the Credit as coinage. Many also locally mint their own,
custom currencies. Often the two can co-exist, and the Chancellery chafes but lets things lie as long as the
Imperial tithes continue to flow in. Those worlds that cease to accept the Imperial coinage are deemed to
have committed the Heresy of seceding from the Emperors light, and therefore marked for Inquisitorial
attention.

Living Costs

Each character must spend at least 3 to 6 creds a day to live healthily, 3 creds being the absolute minimum.
Food and drink is not plentiful on some planets, the hive worlds for example measure food and wealth by
how high up the hive you are. If you are in the lower levels food and drink will be less available because
everything has to be recycled again and again and again, even the air has to be recycled. Clean, breathable,
drinkable and edible supplies will be that much harder to acquire.

Xenotech

Non-human technology is very hard to come by within the Imperium. Xenos technology is both rare and
usually very illegal, so acquiring it is rather difficult. Costs and availability for non-human items listed
below are considered to be those of items found in their native environment. On Imperial worlds, increase
the availability of all non-human items to Restricted and increase the costs accordingly (GM’s are free to
use their own discretion, however cost increases of 50 to 100 times the items original value is to be
expected).

Unlike most Restricted and Military-grade weapons and equipment, Xenos technology brings with it fear
and trouble. Humans using or attempting to purchase such equipment will often times find themselves in
trouble with local law enforcement. Trading in Xenos technology is a serious crime within the Imperium
and those caught using or even possessing such technology may run afoul of local Arbites or worse, the
Inquisition. Imperial agents may have more leeway that independent characters, however even Inquisitors
or Rogue Traders using alien technology will be looked upon with disdain by most of their peers. Like all
things non-human, the Imperium has little tolerance for outside technology.

Adeptus Mechanicus

It is the Adeptus Mechanicus who furnish the technical knowledge of the Imperium, preserve the scientific
secrets of former times, and who explore the new sciences of the 41st millennium. Nearly all technology
flows from Mars to various forge worlds throughout the Imperium and into general use. Many items found
throughout the Imperium can be traced using various techniques to the forge world of its manufacture. In
the end, all human technology in use today is accessible to the Adeptus Mechanicus.

Three important items must be mentioned here regarding the Adeptus Mechanicus. First is item
availability. To the Tech-Priests of Mars, there is little in the way of technology that they do not have
access to. Only ancient or alien technologies are beyond their reach and if either crosses the path of a
Tech-Priest, he or she will seek it out in an attempt to discover its secrets. With this in mind, item
availability (Common, Controlled, etc.) is not an issue for those of the Adeptus Mechanicus. The only
limiting factor when it comes to gaining access to a particular item is the Priest’s superior who may or may
not allow an individual to use a particular item. Any member of the Adeptus Mechanicus should make an
Administration – bureaucracy skill check (modified by rank, item availability, location, etc.) to try and
acquire any item.

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Another item to mention here is the issue of servitors. Servitors are mindless slave machines of living flesh
and metal, creatures with no individual mind who obey their programming without question. Servitors
make up a huge bulk of the Martian population; there are many kinds from heavy mini cyborgs to holomats
(holographic recorders). The most severe punishment for a criminal is to be turned into a servitor: mind
wiped and reprogrammed to perform some rudimentary function. Ex wrongdoers wear a brass plaque round
their necks proclaiming their crime as a warning to all that would cross the tech priests of mars. Despite
being part living tissue, for ease of play servitors should be created using the Robot rules found in the
Dataware supplement to the Alternity system. All the rules regarding robots apply and the only primary
difference will be the general description of robotic parts and components. Servitors can be used as PC’s
and GM’s may feel free to develop new perks and flaws specific to the Warhammer 40,000 setting. At this
time, no conversions will be made, as the Dataware rules should suffice. Listed below are some examples
of some more common servitors.

Finally, artificial intelligences exist in the Warhammer 40,000 setting, however the nature of AI’s differs
slightly from that found in other settings. The Tech-Priests of Mars create ‘machine spirits’, or a
mechanical intelligence that occupies certain items (specifically vehicles) giving the item a certain degree
of independence and intelligence. I can think of no easier way to represent these machine spirits than using
the artificial intelligence rules found in the Dataware supplement. For simplicity’s sake, assume all the
rules presented there governing AI’s can be used to generate machine spirits or other forms of mechanical
intellects. Presented below is an example of a typical machine spirit. Keep in mind that the general
progress level will limit high-powered AI’s and that most should be nothing more than simple intelligences
designed to boost the capabilities of machines.

Availability

To reiterate the rules on availability found in the PHB (pg. 174), the meanings and game effects of the
different availability classes are listed here as they pertain to Alternity: Warhammer 40k.
?? Common – Common items are those that can be found and purchased just about anywhere. These
items are not controlled, monitored, or otherwise restricted and characters should be able to find and
use as many of these items as they like on most civilized worlds. Weapons with a ‘Common’
availability are usually only controlled on worlds with very stringent legal systems, but in most of the
Imperium anyone can carry these weapons.
?? Controlled – Controlled items are rationed or tracked in some way. Most people will be able to get a
hold of Controlled items with little difficulty, but may be forced to apply for a license to use the item,
have a permit to use or purchase the item, or pay stiff fines to be able to use the item. In some way the
item’s use is controlled however these items should be relatively easy to come by for most characters.
?? Military – Military-grade items are not available to the public, except through the black market or
other illicit means. The items are illegal for all those not sanctioned to use them and anyone caught
using such items without the proper authority could be in for some serious trouble. Some Imperial
groups able to gain access to such items are the Inquisition, Adeptus Astartes, Adeptus Sororitas,
Imperial Guard, Arbites, and Rogue Traders.
?? Restricted – Restricted items are difficult to come by even for those with access to most military-grade
equipment. These items are rare and expensive and it usually takes a great deal of authority or money
to get such items. Items of this availability found on the black market usually sell for many times over
what they’re typically worth and those using such items without proper permission can face severe
punishment. Of the various Imperial groups able to use such items, only the Inquisition, Adeptus
Astartes and Adeptus Sororitas can easily gain access to Restricted items.

Note: The equipment found below represents the basic items found in most Warhammer 40k books. It is by
no means a complete list and GM’s are encouraged to add to this list. The various Alternity books (PHB,
Stardrive A&EG, Dark Matter A&EG) contain more than enough items to cover most things not found
here. Items specific to Warhammer 40k that cannot be found in any Alternity books and that have not been
converted below can be easily converted following the examples given here. Please look through the
various Alternity books for missing items before converting, I’m sure you’ll find most items can be found.

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Weapons of the Imperium

Autopistol
Imperium of Man
Availability: Common
Cost: $200
Mass: 1kg
Length: 20cm
Payload: Slug
Accuracy: 0
Actions: 2
Mode: F
Type/Firepower: HI/O
Damage: d4w/d6w/d4m
Range: 15/30/120
Hide: +2
Clip Size: 20
Clip Cost: $50
Skill: Modern Ranged Weapons – pistol

The Autogun, and its smaller cousin the Autopistol, is a rapid firing automatic weapon which
shoots short bursts of caseless ammunition. Both forms of the weapon are cheap and easy to construct,
easy to use and especially popular with hive gang members, low tech frontiers-men and Gretchin. The
Autogun is similar to a 20th century machine gun in appearance, while the Autopis tol is a pistol form of the
weapon.
The Autopistol is capable of firing various types of ammunition. See below for different
ammunition types and description.

Autogun
Imperium of Man
Availability: Controlled
Cost: $600
Mass: 4kg
Length:
Payload: Slug
Accuracy: 0
Actions: 3
Mode: F
Type/Firepower: HI/O
Damage: d4w/d6w/d4m
Range: 15/30/120
Hide: -
Clip Size: 30
Clip Cost: $60
Skill: Modern Ranged Weapons – rifle

The Autogun, and its smaller cousin the Autopistol, is a rapid firing automatic weapon which
shoots short bursts of caseless ammunition. Both forms of the weapon are cheap and easy to construct,
easy to use and especially popular with hive gang members, low tech frontiers-men and Gretchin. The
Autogun is similar to a 20th century machine gun in appearance, while the Autopistol is a pistol form of the
weapon.
The Autogun is capable of firing various types of ammunition. See below for different
ammunition types and description.

Autocannon

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Imperium of Man
Availability: Military
Cost: $5000
Mass:
Length:
Payload: Slug
Accuracy: 0
Actions: 3
Mode: F/B
Type/Firepower: HI/O
Damage: d8w/d8+2w/d8m
Range: 120/240/960
Hide: -
Clip Size: 30 (10 bursts)
Clip Cost: $100
Skill: Heavy Weapons – direct fire

The Autocannon is a much larger version of the Autogun, used in a support role with a longer
range.

Bolt Pistol
Imperium of Man
Availability: Common
Cost: $300
Mass: 1.5 kg
Length: 30cm
Payload: Explosive Shell
Accuracy: 0
Actions: 2
Mode: F
Type/Firepower: HI/O
Damage: d4+1w/d6+1w/d4+1m
Range: 15/30/120
Hide: +1
Clip Size: 10
Clip Cost: $50
Skill: Modern Ranged Weapons – pistol

The Bolt Pistol is a smaller version of the Bolt Gun, with the same ammunition. It lacks the range
of the Bolt Gun but is a more handy weapon with the same penetrating power, popular with the street gangs
of hive worlds and pirate raiders - individuals that prefer ugly, cumbersome weapons that make a lot of
obvious noise and damage.
The Bolt Pistol uses a standard-issue explosive (see Explosive Ammunition, below) shell though
can be equipped with various types of ammunition. The statistics listed above are for standard ammunition.
See below for different ammunition types and description.

Boltgun (Bolter)
Imperium of Man
Availability: Controlled
Cost: $1200
Mass: 5kg
Length:
Payload: Explosive Shell
Accuracy: 0
Actions: 3

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Mode: F
Type/Firepower: HI/O
Damage: d4+1w/d6+1w/d4+1m
Range: 60/120/480
Hide: -
Clip Size: 20
Clip Cost: $100
Skill: Modern Ranged Weapons – rifle

The Boltgun or Bolter is the standard armament of Space Marines. It is a short, compact weapon
that fires a small missile or bolt considerably larger than an ordinary bullet. The bolt contains an armor
piercing tip, an explosive, and a mass reactive detonator. It is shot from the barrel under low velocity, its
own propellant igniting once the missile is clear of the barrel. The explosive detonates only when it has
pierced armor. Any sudden increase in local mass activates the explosive and blows the target apart from
the inside. Bolt guns are noisy and their effects are visibly devastating. Effective range is not great, and
they are ideally suited to a shock/assault role.
The Bolt Gun uses a standard-issue explosive (see Explosive Ammunition, below) shell though
can be equipped with various types of ammunition. The statistics listed above are for standard ammunition.
See below for different ammunition types and description.

Storm Bolter
Imperium of Man
Availability: Military
Cost: $5000
Mass:
Length:
Payload: Explosive Shell
Accuracy: 0
Actions: 3
Mode: F/B
Type/Firepower: HI/O
Damage: d4+1w/d6+1w/d4+1m
Range: 60/120/480
Hide: -
Clip Size: 30 (10 bursts)
Clip Cost: $200
Skill: Modern Ranged Weapons – rifle

The Storm Bolter is a specially modified pair of bolt guns which have been re-designed for use by
Terminator squads of the Space Marines. Terminators wear very bulky, powered suits, and any equipment
they use has to be specially adapted to fit their armor. The Storm Bolter consists of two ordinary Bolt Guns
fastened together so that they fire in unison. The weapon is clumsy, but in the servo-assisted hands of the
Terminators such considerations are of no concern as the powered suits make light work of such
cumbersome equipment.
The Storm Bolter uses a standard-issue explosive (see Explosive Ammunition, below) shell
though can be equipped with various types of ammunition. The statistics listed above are for standard
ammunition. See below for different ammunition types and description.

Heavy Bolter
Imperium of Man
Availability: Military
Cost: $10,000
Mass:
Length:
Payload: Explosive Shell

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Accuracy: 0
Actions: 4
Mode: F/B/A
Type/Firepower: HI/O
Damage: d6w/d8w/d6m
Range: 90/180/720
Hide: -
Clip Size: 60 (20 bursts)
Clip Cost: $500
Skill: Heavy Weapons – direct fire

The Heavy Bolter is a larger form of the Bolt Gun, which packs more punch but is heavy and very
cumbersome, used primarily in a support role. It is usually carried by Space Marines with their powered
armor, or stood on a tripod and used from a stationary position.
This is a larger, more powerful version of the Storm Bolter with a much higher rate of fire. It can
use the same types of ammunition as other bolt weapons. The Heavy Bolter uses a standard-issue explosive
(see Explosive Ammunition, below) shell though can be equipped with various types of ammunition. The
statistics listed above are for standard ammunition. See below for different ammunition types and
description.

Shotgun
Imperium of Man
Availability: Common
Cost: $300
Mass: 3kg
Length:
Payload: Scattershot
Accuracy: -1
Actions: 3
Mode: F/B
Type/Firepower: HI/O
Damage: d4w/d6w/d4m
Range: 30/60/240
Hide: 0
Clip Size: 12 (4 bursts)
Clip Cost: $50
Skill: Modern Ranged Weapons - SMG

The Shotgun, or smooth-bore combat shotgun, fires a massive low velocity shot which fragments
in flight into several pieces of spinning metal or plastic. Although the weapon has only a short range it is
quite dangerous against unarmored targets. Combat shotguns have magazines of shells and rarely need to
be reloaded. They are strongly made, simple weapons ideally suited to brave or not very intelligent troops.
A special feature of the shotgun is its ability to fire different kinds of special shot, including solid shells and
loose scatter shot. It is closely related to the smaller Stubgun.
The stats listed here reflect the use of scattershot, which sprays a large number of small projectiles.
Other ammunition types can be used. See below for different ammunition types and description.

Assault Cannon
Imperium of Man
Availability: Military
Cost: $10,000
Mass:
Length:
Payload:
Accuracy: 0

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Actions: 4
Mode: F/B/A
Type/Firepower: HI/O
Damage: d6+1w/d8+1w/d6+1m
Range: 60/120/480
Hide: -
Clip Size: 60 (20 bursts)
Clip Cost: $500
Skill: Heavy Weapons – direct fire

The Assault Cannon is a self-loading machine used by Terminator Space Marines. It has six
separate barrels, which are rotated by a motor, allowing the weapon to spit out a hail of shells that can
easily tear a man-sized target apart and throw it several meters. The Assault Cannon combines high
penetrating power with a fast rate of fire. The astoundingly loud noise it makes is enough to encourage any
sensible troops to keep their heads down. Although made from a special heat resistant ceramite alloy, the
hundreds of shells fired every second can eas ily cause the weapon to overheat. This high rate of wear has
little initial effect, but quickly leads to weapon jams if the weapon is kept in service.
The Assault Cannon can only be fired from a tripod mount or by someone with a 16 STR. If fired
from the hip, the shooter suffers a +2 penalty without the mount or STR requirement. On a critical failure
when using the weapon, the Assault Cannon has overheated becoming useless for d4 minutes until it cools
down.

Laspistol
Imperium of Man
Availability: Common
Cost: $200
Mass: 1kg
Length: 20cm
Payload: Coalesced Light
Accuracy: -1
Actions: 2
Mode: F
Type/Firepower: En/O
Damage: d4w/d6w/d4m
Range: 15/30/120
Hide: +2
Clip Size: 20
Clip Cost: $50
Skill: Modern Ranged Weapons – pistol

The Laspistol is a smaller version of the Lasgun, and enjoys the same reputation for ease of
manufacture, use and reliability. It is one of the most common of all weapons carried by the Adeptus on
Earth. However, along with its larger cousin, it has the problem that the laser energy is rapidly dispersed
into the atmosphere, an effect exacerbated by environmental conditions such as mist, fog and rain. This
means that at long range shots tend to be much less accurate than short range fire.
Laspistols may be ‘hotshotted’. This increases the power of the weapon, but significantly reduces
the range and uses far more ammunition. Hotshotted laspistols are commonly called Hellpistols. Altering
the weapon is a permanent modification requiring a Technical Science- juryrig skill check. Once this is
done the weapon gets +3 to all damage rolls, however the weapon’s categories are cut in half and each shot
uses triple the charge of a normal laspistol (3 charges per shot).

Lasgun
Imperium of Man
Availability: Controlled
Cost: $700

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Mass: 3kg
Length:
Payload: Coalesced Light
Accuracy: -1
Actions: 3
Mode: F
Type/Firepower: En/O
Damage: d4w/d6w/d4m
Range: 60/120/480
Hide: -
Clip Size: 20
Clip Cost: $50
Skill: Modern Ranged Weapons – rifle

The Lasgun (or laser gun) is the standard armament of the Imperial Guard and the most popular
weapon among human forces. It fires an explosive energy blast, or laser shell, with a similar effect to a
bullet or small shell. A lasgun may not be the most effective weapon in the Galaxy, but it is easy and cheap
to manufacture, easy to maintain, and very reliable even under the toughest battlefield conditions, largely
because of its lack of moving parts. The Lasgun is powered by rechargeable batteries, but carries a residual
supply and can be recharged using its own solar conductor.
Lasguns may be ‘hotshotted’. This increases the power of the weapon, but significantly reduces
the range and uses far more ammunition. Hotshotted lasguns are commonly called Hellguns. Altering the
weapon is a permanent modification requiring a Technical Science- juryrig skill check. Once this is done
the weapon gets +3 to all damage rolls, however the weapon’s categories are cut in half and each shot uses
triple the charge of a normal laspistol (3 charges per shot).

Lascannon
Imperium of Man
Availability: Military
Cost: $5000
Mass:
Length:
Payload: Coalesced Light
Accuracy: 0
Actions: 2
Mode: F
Type/Firepower: En/ G
Damage: 2d4+2w/d6+1m/2d4+2m
Range: 120/240/960
Hide: -
Clip Size: 20
Clip Cost: $100
Skill: Heavy Weapons – direct fire

The Lascannon is a larger support version of the Lasgun. The laser chamber is larger, the power-
builder heavier, and the shot a single cannon blast rather than a machine-gun like hail of lower intensity
laser blasts. It is designed to knock out armored vehicles and in this role it is so effective that it is often
known as the 'tank buster' or simply 'buster'. Lascannons are often carried by infantry squads to deal with
attacking tanks and Dreadnoughts. Many Imperial vehicles such as Predators and Land Raiders mount
Lascannons as their main armament for fighting in tank battles where its massive armo r piercing punch is
invaluable. It can also be used against single heavily armored foot troopers where the laser will easily
penetrate armor. However, its tight focus and slow recharge capacity make it a poor anti-personnel weapon
compared to a Heavy Bolter or Autocannon.

Hand Flamer

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Imperium of Man
Availability: Common
Cost: $400
Mass: 2.5kg
Length: 30cm
Payload: Fire
Accuracy: -1
Actions: 2
Mode: F/B/A
Type/Firepower: En/O
Damage: d4w/d6w/d8w
Range: 5/15/40
Hide: +1
Clip Size: 20 (6 bursts)
Clip Cost: $60
Skill: Modern Ranged Weapons – SMG

Flamers come in three sizes: the Flamer, Hand Flamer and Heavy Flamer. Apart from their size,
all three operate in a similar fashion. A spray of volatile liquid is fired, which ignites on contact with the
air, with the result that it sprays a wide cone of liquid flame at the enemy. The Flamer family of weapons
are also known as Burners. The Flamer is the main version used, while the Hand Flamer is a smaller more
compact pistol version and the Heavy Flamer used in a support role.

Flamer
Imperium of Man
Availability: Common
Cost: $600
Mass: 5kg
Length:
Payload: Fire
Accuracy: -1
Actions: 2
Mode: F/B/A
Type/Firepower: En/O
Damage: d4+1w/d6+1w/d4+1m
Range: 15/30/120
Hide: -
Clip Size: 30 (10 bursts)
Clip Cost: $75
Skill: Modern Ranged Weapons – rifle

Flamers come in three sizes: the Flamer Hand Flamer and Heavy Flamer. Apart from their size,
all three operate in a similar fashion. A spray of volatile liquid is fired, which ignites on contact with the
air, with the result that it sprays a wide cone of liquid flame at the enemy. The Flamer family of weapons
are also known as Burners. The Flamer is the main version used, while the Hand Flamer is a smaller more
compact pistol version and the Heavy Flamer used in a support role.

Heavy Flamer
Imperium of Man
Availability: Controlled
Cost: $2000
Mass: 10kg
Length:
Payload: Fire
Accuracy: -1

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Actions: 2
Mode: F/B/A
Type/Firepower: En/O
Damage: d6w/d8w/d6m
Range: 15/30/120
Hide: -
Clip Size: 30 (10 bursts)
Clip Cost: $100
Skill: Heavy Weapons – direct fire

Flamers come in three sizes: the Flamer, Hand Flamer and Heavy FlamerApart from their size, all
three operate in a similar fashion. A spray of volatile liquid is fired, which ignites on contact with the air,
with the result that it sprays a wide cone of liquid flame at the enemy. The Flamer family of weapons are
also known as Burners. The Flamer is the main version used, while the Hand Flamer is a smaller more
compact pistol version and the Heavy Flamerused in a support role.

Meltagun (Melta)
Imperium of Man
Availability: Restricted
Cost: $13,000
Mass: 6kg
Length:
Payload: Microwave Radiation
Accuracy: 0
Actions: 2
Mode: F
Type/Firepower: En/A
Damage: 2d4+1w/d6m/2d4+1m
Range: 30/60/240
Hide: -
Clip Size: 10
Clip Cost: $100
Skill: Modern Ranged Weapons – rifle

The Melta-gun is also known as the 'melter', 'cooker' or 'vape gun'. It works by sub-molecular
thermal agitation in a manner comparable to microwave irradiation. The target gets very hot and eventually
cooks melts or just evaporates. A Melta-gun can melt plasteel or plascrete, and its effects upon living
tissue are impressive to say the least. The weapon has only a short range, so it is used mostly for close
assault and support. It makes no noise when fired, but the super-heating of the air produces a distinctive
hiss, which becomes a roaring blast as living targets are hit and their bodies’ moisture vaporizes
explosively.

Multi-Melta
Imperium of Man
Availability: Restricted
Cost: $50,000
Mass:
Length:
Payload: Microwave Radiation
Accuracy: 0
Actions: 2
Mode: F
Type/Firepower: En/A
Damage: 2d4+1w/d6m/2d4+1m

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Range: 60/120/480
Hide: -
Clip Size: 20
Clip Cost: $200
Skill: Heavy Weapons – direct fire

The Multi-Melta or Thermal Cannon is a larger version of the Melta-gun, and named on account
of the multiple barrel-elements used on some models. It is also known as 'hotstuff', 'hells breath' and 'hells
halitosis' - its crewmen being noted for their sense of humor as well as the permanently stained condition of
their uniforms.

Sniper Rifle
Imperium of Man
Availability: Controlled
Cost: $2500
Mass:
Length:
Payload:
Accuracy: -2
Actions: 2
Mode: F
Type/Firepower: HI/O
Damage: d6w/d8w/d6m
Range: 90/ 180/720
Hide: -
Clip Size: 20
Clip Cost: $100
Skill: Modern Ranged Weapons – rifle

Exitus Long Rifle


Imperium of Man
Availability: Restricted
Cost:
Mass:
Length:
Payload:
Accuracy: -2
Actions: 2
Mode: F
Type/Firepower: HI/G
Damage: d6w/d8w/d6m
Range: 90/180/720
Hide: -
Clip Size: 20
Clip Cost:
Skill: Modern Ranged Weapons – rifle

Vindicare Assassins carry special armament in the form of the Exitus Long Rifle. The Exitus
Long Rifle is a heavily powered version of the standard Imperial Sniper Rifle. It is also designed to carry
special ammunition designed specifically for the Officio Assassinorum (see below).
This weapon falls entirely under the purview of the Officio Assassinorum and is almost never
found outside of their control.

Missile Launcher
Imperium of Man

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Availability: Military
Cost: $8500
Mass:
Length:
Payload: Fragmentation Missile
Krak Missile
Accuracy: 0
Actions: 2
Mode: F
Type/Firepower: (frag) HI/O
(krak) HI/G
Damage: (frag) d4+1w/d6+1w/d4+1m
(krak) 2d4+1w/d6m/2d4+1m
Range: 120/240/960
Hide: -
Clip Size: 10
Clip Cost: varies
Skill: Heavy Weapons – indirect fire

The missile launcher is capable of firing a number of various missile types. The two most
common are frag and krak missiles. Fragmentation missiles have an area of effect. For more information
on different missile types see below.

Plasma Pistol
Imperium of Man
Availability: Restricted
Cost: $6000
Mass: 2.5kg
Length: 30cm
Payload: Super-Heated Plasma
Accuracy: 0
Actions: 2
Mode: F
Type/Firepower: En/G
Damage: d8w/d8+2w/d8m
Range: 15/30/120
Hide: +1
Clip Size: 10
Clip Cost: $100
Skill: Modern Ranged Weapons – pistol

The Plasma Pistol is a smaller pistol version of the Plasma Gun.


Plasma weapons are dangerous to use and are very unstable. On a critical failure, the weapon
malfunctions and overloads, inflicting an Ordinary hit on the shooter (d8w).

Plasma Gun
Imperium of Man
Availability: Restricted
Cost: $15,000
Mass:
Length:
Payload: Super-Heated Plasma
Accuracy: 0
Actions: 3
Mode: F

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Type/Firepower: En/G
Damage: d8w/d8+2w/d8m
Range: 60/120/480
Hide: -
Clip Size: 10
Clip Cost: $100
Skill: Modern Ranged Weapons – rifle

The Plasma Gun fires energy shells of bright glowing plasma. When a plasma shell hits
tremendous heat and energy are released, destroying the target in an almighty explosion. A target hit by a
plasma shell suffers the dual effects of searing heat and exp losive shock as its substance is instantly
energized into boiling plasma. Though the plasma gun is highly effective, it loses accuracy over long
range, and requires a massive amount of energy to power it. This is provided by an internal rechargeable
battery pack. The Plasma Gun takes considerable time to recharge after firing, unless an external battery
pack is available or the user is prepared to use all the stored power at once without waiting a round or two
for the Gun to recharge, in which case the internal battery pack will quickly run out.
Plasma weapons are dangerous to use and are very unstable. On a critical failure, the weapon
malfunctions and overloads, inflicting an Ordinary hit on the shooter (d8w).

Plasma Cannon
Imperium of Man
Availability: Restricted
Cost: $80,000
Mass:
Length:
Payload: Super-Heated Plasma
Accuracy: 0
Actions: 2
Mode: F
Type/Firepower: En/G
Damage: d8w/d8+2w/d8m
Range: 90/180/720
Hide: -
Clip Size: 20
Clip Cost: $300
Skill: Heavy Weapons – direct fire

The Heavy Plasma Gun is a larger, support version of the Plasma Gun. It is also called a Sun Gun.
Plasma weapons are dangerous to use and are very unstable. On a critical failure, the weapon
malfunctions and overloads, inflicting an Ordinary hit on the shooter (d8w). The Plasma Cannon is an area
of effect weapon.

Ripper Gun
Imperium of Man
Availability: Military
Cost: $3000
Mass: 15kg
Length:
Payload: Slug
Accuracy: 0
Actions: 3
Mode: F/B
Type/Firepower: HI/O
Damage: d4+1w/d6+1w/d4+1m
Range: 30/60/240

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Alternity – Warhammer 40,000

Hide: -
Clip Size: 60/20 bursts
Clip Cost: $1500
Skill: Heavy Weapons – direct fire

The Ogryn Ripper Gun is a drum-fed automatic combat shotgun developed by the Imperium for
issue to Ogryn units in the Imperial Guard. The weapon is of suitably large dimensions and is constructed
as solidly as possible because Ogryns have a tendency to use their weapons as clubs. The trigger
mechanism incorporates a burst limiter that prevents the firer shooting off the entire drum at once - an
entertaining possibility that would appeal to Ogryns and very quickly leave them out of ammunition.

Executioner Pistol
Imperium of Man
Availability: Restricted
Cost: $5000
Mass:
Length:
Payload: Varies
Accuracy: -1
Actions: 3
Mode: F
Type/Firepower: HI/O
Damage: Bolter – d4+1w/d6+1w/d4+1m
Needle – d6w/d8w/d6m
Range: 15/30/120
Hide: +1
Clip Size: 20/20
Clip Cost: $200
Skill: Modern Ranged Weapons – pistol

The executioner pistol is the primary weapon of members of the Eversor Temple of the Officio
Assassinorum. It functions as a combi-weapon and can be fired in one of two modes. The first is that of a
typical bolt pistol. In this mode it can use any of the various ammunition types available to bolt pistols.
The second mode is a high-powered pistol that fires multiple razor-sharp needles at the target. Typically
the needler is used against lightly armored targets while the bolter (using special ammunition) is used
against those with some amount of protection.
This weapon falls entirely under the purview of the Officio Assassinorum and is almost never
found outside of their control.

Neural Shredder
Imperium of Man
Availability: Restricted
Cost: $7500
Mass:
Length:
Payload: Neural Distruptor
Accuracy: -1
Actions: 2
Mode: F/B/A
Type/Firepower: Special
Damage: Special
Range: 5/10/20
Hide: +2
Clip Size: 20
Clip Cost: $500

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Skill: Modern Ranged Weapons – pistol

Callidus Assassins also carry a Neural Shredder, a small device that interferes with the target’s
nervous system by some unknown means. It has a fairly short range but when hit, victims are forced to
make a Resolve-mental resolve skill check. The success of the check determines how much damage the
victim suffers. On an Amazing success any targets suffer d4 stun damage, a Good success deals d4 wound
damage, an Ordinary success deals d6 wound damage, a Failure results in d4 mortal damage and a Critical
Failure deals d6 mortal damage as the victim’s nervous system is fried by the attack. Armor does not block
against this attack.
This weapon falls entirely under the purview of the Officio Assassinorum and is almost never
found outside of their control.

Power Weapon
Imperium of Man
Availability: Military
Cost: $2250
Mass: Varies (3)
Length: Varies (65 cm)
Payload: Energy Blade
Accuracy: 0
Actions: 3
Type: En/G
Damage: d4w/d6w/d4m
Hide: -
Clip Size: 10
Clip Cost: $250
Skill: Melee Weapons – powered

The family of Power weapons includes the Power Sword, Power Axe, Power Glove, Power Fist,
Power Maul, and a host of other variants, such as the Crozius Arcanum carried by Space Marine Chaplains
as a mark of office and the Lightning Claws fitted to some close assault Terminator suits.
As a rule, each member of the Power weapon family incorporates a hazy blue power field,
crackling with energy and shaped by a magnetic field. When it gets to a surface, armour or flesh, small
lightning flashes of energy break away from the main energy field, crawling over the target and tearing it
apart, exposing and burning flesh as they go. The field also has the effect of disrupting the surface of solid
matter it comes into contact with, making it easier for it to inflict damage. In general game terms, this
means that depending on the weapon type, the weapon deals damage with a S equal to either 5 or the users
own strength, whichever is higher.
The Power Sword and Power Axe are similar in shape to their regular cousins, but as a rule larger.
The Power Axe in particular is usually a two-handed weapon.

Lightning Claws
Imperium of Man
Availability: Military
Cost: $1500
Mass: 4
Length: 50cm
Payload: Energy Blade
Accuracy: -1
Actions: 3
Type: En/G
Damage: d4w/d6w/d4m
Hide: -
Clip Size: 10
Clip Cost: $250

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Skill: Melee Weapons – powered

Lightning Claws are a special variant of the Power weapon family used by Space Marines in
Terminator armor. They consist of a pair of heavy armored powered gloves with long slashing talons
sheathed in a rippling blue power field. They are normally worn in pairs, and are a very difficult weapon to
master, requiring an individual style of fighting in which the long claws are used to cover against attacks as
well as to slash against the opponent. When the blades rake across armor or flesh they discharge crackling
energy like small lightning strikes over the target, tearing it apart and exposing flesh and bone to burns and
further assault.
Lightning Claws are often used in pairs and are designed to do so. When used in pairs, Lightning
Claws reduce the penalties imposed by using two weapons by –2.

Power Fist
Imperium of Man
Availability: Military
Cost: $3250
Mass: 10
Length: 1.5m
Payload: Energy Sheath
Accuracy: 0
Actions: 2
Type: En/G
Damage: d6+1w/d8+1w/d6+1m
Hide: -
Clip Size: 10
Clip Cost: $250
Skill: Melee Weapons – powered

The Power Fist takes the form of a heavy armored gauntlet. It is an awesome weapon and
amongst the most potent a warrior can carry, but the hand wearing the Power Fist cannot hold any other
item unless the power field is first switched off, lest the object be damaged. Most Terminator suits
incorporate a Power Fist as standard for their close assault weapon. It takes an action to reactivate the
energy field of the Power Fist once switched off.

Chainfist/Eviscerator
Imperium of Man
Availability: Military
Cost: $3500
Mass: 10
Length: 1.25m
Payload: Chain Blade
Accuracy: +1
Actions: 2
Type: LI/G
Damage: d6+1w/d8+1w/d6+1m
Hide: -
Clip Size: 10
Clip Cost: $100
Skill: Melee Weapons – powered
The Chainfist, a variant and combination of the Chain weapon family and the Power weapon
family, is designed for use by Terminator Space Marines. It is primarily used for cutting holes through
heavy bulkhead doors and walls, but it also an awesome weapon in close combat. The Chainfist is
essentially a Power Fist incorporating a Chainsword. The cutting edge is encased in a power field, which
crackles and glows with energy. This power field discharges energy as soon as the Chainfist strikes,

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striking the target with flashing bursts of energy. Crawling forks of blue lightning crawl over the targets
surface and shatter it, and the whirring teeth chew through armor and flesh with equal ease.
With three or four well placed cuts, a warrior can cut a hole in a bulkhead large enough for even
the bulk of a Terminator to step through. The weapon is no less deadly in combat against the enemy, and is
powerful enough to cut through vehicles and Dreadnoughts. Its only disadvantage is its considerable bulk,
but when fitted to Terminator armor this is compensated for by the power of the suit itself.
As a cutting weapon the Chainfist excels in ripping through the heavy armor of walls and vehicles.
Against such targets the Chainfist inflicts Amazing quality damage.

Neuro-Gauntlet
Imperium of Man
Availability: Restricted
Cost: $7500
Mass: 2
Length: 25 cm
Payload: Neuro-toxins
Accuracy: -1
Actions: 3
Type: LI/G
Damage: d4w/d4+2w/d6+2w
Hide: -
Clip Size: 10
Clip Cost: $750
Skill: Melee Weapons – powered

The neuro-gauntlet is the melee weapon of choice for the assassins of the Eversor Temple. This is
an exoskeleton hyper-alloy glove with neuro-toxin injectors fitted to the fingers. It injects lethal toxins that
make targets die in a highly painful manner. The damage listed above reflects the damage done by the
glove itself. Should a target suffer any amount of primary wound damage, the neuro-toxin is injected and
the target immediately feels the effects of the poison. The neuro-toxin has the following profile: injected,
+2 penalty, one round onset time, one hour duration.
This weapon falls entirely under the purview of the Officio Assassinorum and is almost never
found outside of their control.

Thunder Hammer
Imperium of Man
Availability: Military
Cost: $3250
Mass: 10
Length: 1.5m
Payload: Energy Sheath
Accuracy: +1
Actions: 2
Type: En/G
Damage: d6+1w/d8+1w/d6+1m
Hide: -
Clip Size: 10
Clip Cost: $250
Skill: Melee Weapons – powered

This is a weapon used by Terminator Space Marines. It is based on the Power weapon family of
weapons, and normally used in conjunction with a Storm Shield. It is a large hammer with a power
generator, which energizes only when the hammer strikes its target. This allows the weapon to store a
tremendous amount of energy and release it only at the moment of impact, producing a blast of energy and
a sound not unlike a crack of thunder.

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Anyone struck by a Thunder Hammer, regardless of taking any damage, must make a Constitution
feat check or be momentarily stunned by the release of energy from the weapon. If the check fails the
target suffers a +2 penalty to their next action check.

Force Weapons
Imperium of Man
Availability: Restricted
Cost: $7500
Mass: 10
Length: 1.5m
Payload: Energy Sheath
Accuracy: +0
Actions: 2
Type: En/G
Damage: d4w/d6w/d4m
Hide: -
Clip Size: 10
Clip Cost: $250
Skill: Melee Weapons – powered

The family of Force weapons includes the Force Sword, Force Axe, and other forms of the
weapon. All share the ability to channel psychic power into combat to cause extra damage. The weapons
behave like normal Power Weapons in the hands of a non-psyker. In the hands of a psyker, however, it is
able to cause extra damage depending to the number of Psionic Energy Points the psyker spends after the
strike is successful. The psyker may spend as many points as they like and these points translate into
whatever type of damage (wounds, mortal) was inflicted and modify the primary damage. Primary wound
damage is increased by one point per Psionic Energy Point spent, while mortal damage is increased by one
point per two Psionic Energy Points spent. Note that a psyker can only increase the mortal damage
inflicted if an Amazing hit was scored. This increase is made before any armor rolls are made.

Ammunition

Explosive
Availability/Cost: Military/x2
Payload: Auto and Bolt Rounds
The standard round of bolt weapons, explosive ammunition is designed to detonate after impact. If the
target suffers any amount of primary damage (after armor rolls are made) they suffer an additional d6-3
wounds that cannot be blocked by armor.

Armor Piercing
Availability/Cost: Military/x3
Payload: Auto and Bolt Rounds
Armor piercing ammunition uses a small shape-charge that helps the round penetrate heavy armor. All
armor rolls to resist damage from an armor piercing round are halved (round down).

Hellfire
Availability/Cost: Military/x3
Payload: Exitus, Auto and Bolt Rounds
Hellfire ammunition is made up of highly explosive shells that create a constrained blast. They differ from
standard explosive ammunition in that they are packed with a larger charge and designed to make a bigger
explosion. This makes them slightly less stable and harder to handle.

Shield Breaker
Availability/Cost: Restricted/x5
Payload: Exitus Rounds

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Weapons using Shield Breaker ammunition upgrade the firepower of the weapon to Amazing quality.

Armor of the Imperium

Mark 7 Power Armor


Imperium of Man
Availability: Restricted
Cost: NA
Mass: 30kg
Composition: Ceramite Plates
Environmental Tolerance:
Gravity: G0-G3
Radiation: R0-R4
Atmosphere: A0-A3
Pressure: P0-P3
Heat: H0-H4
Action Penalty: +1
Toughness: Ordinary
LI/HI/En: d8+1/d8+1/d8
Hide: -
Effective Strength: 15
Skill: Armor Operation- powered armor

The Mark 7 power armor includes powerful sensor suites and medical gear designed to make the wearer an
unstoppable killing machine.
The sensors of the helmet provide low-light and thermal vision, reducing all penalties imposed for
darkness by 1. The range finders included in the helmet sensors also reduce penalties imposed by range by
1. Finally, the helmet sensors provide a much wider range of peripheral vision, allowing the wearer to see
‘blind spots’. The effect of these added sensors gives the wearer a 1-step bonus to all Awareness-
perception tests involving sight when wearing the helmet.
Also included in the Mark 7 power armor is a powerful medical unit that monitors the wearer’s
life signs and injects drugs into the system of the wearer. This provides the wearer with a single Trauma II
pack (see the Player’s Handbook for information about the Trauma II pack).
Finally, the Mark 7 power armor includes a communication device providing the wearer a secure,
long-range way to communicate.
Mark 7 power armor is only worn by members of the Adeptus Astartes and Adeptus Sororitas. It
cannot be bought or acquired in any other way, unless special circumstances apply. In order to successfully
integrate the Mark 7 armor’s systems, allowing the wearer full use of the armor’s abilities, the suit must be
grafted directly onto the wearer. For Space Marines and Sisters of Battle this is done through the Black
Carapace mutation, given to them. Through this mutation the wearer is able to control the suit and utilize
its special abilities. Without this mutation, or some form of invasive surgery, the suit cannot be used or
even worn.

Carapace Armor
Imperium of Man
Availability: Controlled
Cost: $5000
Mass: 15kg
Composition: Armorplas or Ceramite Plates
Environmental Tolerance:
Gravity: -
Radiation: -
Atmosphere: -
Pressure: -
Heat: -

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Action Penalty: +1
Toughness: Ordinary
LI/HI/En: d6+1/d6+1/d6
Hide: -
Effective Strength: -
Skill: Armor Operation- combat armor

Carapace armor is simply made up of large rigid plates of armaplas or ceramite molded to fit parts
of the body. It may take the form of a complete armored suit like those worn by the Adeptus Arbites or
separate parts such as ches t plates, helmets, etc. It is commonly found in all the military arms of the
Imperium such as the Imperial Guard and Navy. Indeed, the Carapace breastplate worn by Imperial Guard
officers is as much a badge of rank as a piece of armor. Carapace armor offers good protection but can be
tiring to wear in extended battles.

Mesh Armor
Imperium of Man
Availability: Controlled
Cost: $3300
Mass: 5kg
Composition: Thermoplas Mesh
Environmental Tolerance:
Gravity: -
Radiation: -
Atmosphere: -
Pressure: -
Heat: -
Action Penalty: -
Toughness: Ordinary
LI/HI/En: d4+1/d4+1/d4
Hide: +2
Effective Strength: -
Skill: Armor Operation- combat armor

Mesh armor is formed from tens of thousands of individual pieces of thermoplas bonded together
to produce a tightly woven material rather like reptile scales or archaic chainmail. When struck the mesh
becomes momentarily rigid, spreading the impact across a larger area. The thermoplas material also
disperses heat very rapidly, giving reasonable protection against energy weapons.

Flak Armor
Imperium of Man
Availability: Common
Cost: $600
Mass: 5kg
Composition: Ablative Thermoplas
Environmental Tolerance:
Gravity: -
Radiation: -
Atmosphere: -
Pressure: -
Heat: -
Action Penalty: -
Toughness: Ordinary
LI/HI/En: d4-1/d4-1/d4-2
Hide: +1
Effective Strength: -

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Skill: Armor Operation- combat armor

Flak armor comprises several layers of different ablative and impact absorbent materials that
should absorb the majority of the energy from a shot or blow. The protection it offers against a direct hit is
somewhat questionable at the best of times but it is more effect against proximity blasts and the shrapnel
from explosions. Flak armor does have the advantage of being vastly cheap and easy to produce, requiring
a very low technological base.

Refractor Field
Imperium of Man
Availability: Military
Cost: $2000
Mass: 2kg
Composition: Energy Field
Environmental Tolerance:
Gravity: -
Radiation: -
Atmosphere: -
Pressure: -
Heat: -
Action Penalty: -
Toughness: Good
LI/HI/En: d4+1/d4+1/d4
Hide: +2
Effective Strength: -
Skill: None

A Refractor field is an energy field projected by a small generator no larger that a pistol holster. It operates
by dispersing the energy of incoming shots and blows over the total area of the field. One unfortunate side
effect is that when the field is switched on it produces a hazy band of light around the subject, which makes
it impossible to hide. All Stealth checks are at a +2 penalty when using a refractor field. The field can
remain powered on for one hour before requiring a ten hour recharge period.

Malcadon Hunting Rig


Imperium of Man
Availability: Restricted
Cost: $50,000
Mass: 25 kg
Composition:
Environmental Tolerance:
Gravity: G1-G3
Radiation: R0-R3
Atmosphere: A0-A3
Pressure: P1-P3
Heat: H1-H3
Action Penalty: 0
Toughness: Ordinary
LI/HI/En: d8/d8/d8-1
Hide: -
Effective Strength: 13
Skill: Armor Operation- powered armor

Spyrer Hunting Rigs are highly sophisticated pieces of equipment that require specialised training
to use. Spyrer aspirants spend months undergoing ritualistic training before they are even allowed to wear
the suits. As such, only Spyrers can use them or people that have undergone the same specialised training.

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The Malcadon rig is used by cunning hunters that catch their victims in webs of iron-hard silk before
tearing them apart with steely claws.
The Malcadon rig contains a number of built-in systems used by the Spyrer. It has the ability to
repair itself should it be damaged. This ability takes time depending on the amount of damage inflicted to
the suit, usually one day for minor damage and up to a week for any serious damage.
The Malcadon hunting rig contains a Trauma II pack that monitors the user’s life signs and injects
the appropriate drugs into the user should they require medical attention.
The rig boosts the wearer’s speed allowing them to move far faster than normal humans do.
Characters in the rig may increase their movement rates by 150% (a sprint of 20 becomes a sprint of 30).
Running also does not tire the wearer and they may move at this speed constantly for hours before
becoming fatigued.
While using the Malcadon hunting rig, users receive a –3 bonus to all use of the skill Athletics-
climb. The wearer can also attempt to climb sheer surfaces with the suit.
The Malcadon hunting rig is built with two unique weapon systems. The first is the wearer’s
primary means of attack, its razor-sharp claws. The claws on the suit attack using the skill Melee
Weapons-blade and use the following profile: LI/O, d4+2w/d4+4w/d4+1m, 3 Actions. The user of the suit
can attack with both blades (one on each arm) at the same time, reducing the penalty for using two weapons
by –2 (giving a +0/+2 penalty to attack or negating any penalties if the user is Ambidextrous). Any
Strength modifiers (from the user or the suit) apply to the damage listed above)
The second weapon of the Malcadon suit are its powerful web spinners. The spinnerets of a
Malcadon's web spinner spew out silky threads of gossamer, which harden with the strength of steel wires.
A victim of the web is left hopelessly ensnared and at the mercy of the Malcadon's ripping claws. The
Malcadon can also use its spinners to create threads with which it uses to climb vertical surfaces or lower
itself down sheer drops. The web spinners shoot using the skill Ranged Weapons Modern-pistol and attack
with the following profile: -1 Accuracy, 2 Actions, Range 10/40/60. Anyone struck by the webs are stuck
and may not move or act until free (simple actions such as speaking as well as actions that do not require
movement like mindwalking abilities may still be performed). In order to escape from the webs a victim
must make a Strength feat check with a penalty determined by the degree of success on the attack roll
(Ordinary gives a +1 penalty, Good a +2, and Amazing a +3 penalty to escape). Any degree of success
means the target has escaped. The target may make one attempt every phase they can normally act. While
restrained, victims receive a +2 penalty on all actions and action checks and count as prone for the purposes
of being attacked. They do not receive their Strength or Dexterity resistance modifiers when being attacked
while stuck.
The Malcadon suit also incorporates an advances sensor system that eliminates one step of
penalties due to range and darkness.

Storm Shield
Imperium of Man
Availability: Military
Cost: $3500
Mass: 5kg
Composition: Plasteel/Power Field
Action Penalty: +1
Toughness: Good
LI/HI/En: +2/+2/+2
Hide: -
Effective Strength: -
Skill: Armor Operation- combat armor

A Storm Shield is a large plasteel plate, which contains a small but potent Power field generator,
and because of this they are also known as Power Shields. Once activated, the Storm Shield is surrounded
by a glowing blue field of energy, which emits crackling lightning when it is used to parry a blow.
Terminator close assault squads often include Space Marines equipped with Storm Shields and Thunder
Hammers, an awesome combination, which makes them almost unstoppable in combat.

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Miscellaneous Equipment

Jump Pack
Skill: Daredevil
Drive: 0
Acceleration: 5
Cruising Speed: 20
Maximum Speed: 50
Type: Ordinary
Durability: 2/2/1
Availability: Military
Cost: $5,000
Armor: None
Weapons: None
Accessories: None

A Jump Pack is a small anti-gravity pack that negates some of the weight of the wearer and one or more
rocket motors or turbines that give the wearer an extra boost when s/he leaps in the air. The result is that
troopers wearing Jump Packs leap forward in long, bounded curved paths skimming over intervening
obstacles faster than a man can run. Though Flight Packs exist they are rarely used and it is almost
impossible to fly one and fight at the same time. It is relatively easy to train troops to use Jump Packs and
they are commonly used by assault troops throughout the Galaxy.

Melta Bombs
Type: En/A
Area of Effect: c/4/10
Damage: 2d4+1m/d6m/2d4+1w
Cost: $2000
Availability: Military
Specialist tank hunting troops are often equipped with melta bombs – fusion based thermic charges which
can reduce a battletank to a burnt-out wreck in milliseconds. However, melta bomb s must be clamped into
place before activating. Melta bombs can use any of the accessories found under Demolition Gear in the
Star*Drive Arms and Equipment Guide (pgs 23-24) and is considered a satchel charge.

Krak Grenades
Availability/Cost: Military/$300
Mass/Length: 0.5 kg/15cm
Payload: Directional Charge
Type/Firepower: En/G
Damage: d6-1w/d4m/d4+2m
Area of Effect: c/1/2
Some troops are equipped with krak grenades, a special type of grenade designed to implode, shattering
armor and (hopefully) stopping vehicles in their tracks. Troops equipped with krak grenades can use them
to assault vehicles. Krak grenades are treated as grenades and follow all appropriate rules.

Vehicles of the Imperium

Transport: Rhino
Skill: Land
Drive: +1
Acceleration: 20
Cruising Speed: 80
Maximum Speed: 120
Type: Good

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Durability: 17/17/8
Availability: Military
Cost: 125,000
Armor: Moderate (d6+1/d6+1/d6)
Weapons:
Weapon Acc Range Type Damage Ac/Rd Md Clip Dur Avail Cost
d4+1w/d6+1w 30
Storm Bolter 0 60/120/480 HI(p)/O 3 F/B 2 Mil 5000
/d4+1m (10)
Accessories:
Turreted Storm Bolter (2), Transport Capacity (2), may add up to 4 durability in additional systems.

On land and in battle, the principle transport used is the Rhino, flexible enough to quickly ferry a
squad of 10 Space Marines into battle. Every company of the Chapter has its fleet of Rhinos. Other
variants of the Rhino exist, with reduced or non-existent troop carrying capacity but armed with devastating
long range weapons, to provide the Chapter additional long-range fire support.

Transport: Razorback
Skill: Land
Drive: +1
Acceleration: 20
Cruising Speed: 80
Maximum Speed: 120
Type: Good
Durability: 17/17/8
Availability: Military
Cost: 150,000
Armor: Moderate (d6+1/d6+1/d6)
Weapons:
Weapon Acc Range Type Damage Ac/Rd Md Clip Dur Avail Cost
60
Heavy Bolter 0 90/180/720 HI(p)/O d6w/d8w/d6m 4 F/B/A 4 Mil $10,000
(20)
Accessories:
Turreted Twin-Linked Heavy Bolter (4), Transport Capacity (1), may add up to 3 durability in additional
systems.

The Razorback combines solid firepower with a modest troop-carrying capacity. While its guns
blaze, it speeds into position to deploy a combat squad into the heart of the enemy army.

Servitors
Servitors are supplied to the various governmental and military organizations throughout the Imperium
including the Administratum, Space Marines, and other parts of the Adeptus Terra. Typical Servitors are
Technomats who operate and service machines, Holomats who act as holographic recordists, Lexomats
who are like human computers with tremendous calculating powers, and Drones which are living robots -
stupid and essentially mindless slaves ideal for menial work and little else.

Servo-skull
A servo-skull is a done-like device created by the Adeptus Mechanicus from the skulls of pious Imperial
servants, so that they may continue to labor in the Emperor's cause, even after death. Fitted with small anti-
grav engines, they are able to float and perform whatever tasks have been given to them. There are several
different types of servo-skull. Some are fitted with weapons, some are fitted with slashing and cutting
blades, and others are used in a medical capacity. Regardless of their type, all servo-skulls may be
programmed to accompany a character and will always remains with 2 meters of him when possible.

Strength 7 +0 Action Check: 9+/8/4/2


Dexterity 10 +0 Actions per Round: 1
Constitution 6 -- Durability: 6//6/3/3

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Intelligence 8 +0 Defenses: d4-2/d4-2/d4-3


Will 8 +0 Movement Rates: Sprint : 14 ; Run : 10 ; Walk : 4, Glide: 14, Fly: 28
Personality 6 --
Processor
Marginal (3 active memory slots)
Actuators
Servo
Casing
Standard
Chassis
51cm to 1m
Data Port
Wireless, Encrypted
Manipulators
Claw
Propulsion
Gravitic
Sensor
Pickup/Voicebox, Holo
Tools
Varies (Trauma pack, weapons, scanning equipment, etc.)
Skills *
Melee Weapons (7), blade 1 (8); Modern Ranged Weapons (10), any skill 1 (11); Investigate (8), track 1
(9); Administration (8), bureaucracy 1 (9); Awareness (8), perception 1 (9); Law (8), court procedures 1
(9); Knowledge (8), language 1 (9); Knowledge (8), computer operations 1 (9); Knowledge (8), first aid 1
(9); Physical Science (8), any skill 1 (9); Medical Science (8), medical knowledge 1 (9); Technical Science
(8), technical knowledge 1 (9); Life Science (8), any skill 1 (9);

*A servo-skull typically has a single broad skill with one associated specialty skill at rank one loaded.
Unless the servo-skull has a better than average processor, choose one of the above broad and specialty
skills.

Artificial Intelligences

Machine Spirit
Machine spirits are artificial entities that occupy machines used to serve the Imperium. Created by the
Adeptus Mechanicus, these spirits are simp le intellects used to control many mechanical functions of life.
Usually only the Tech-Priests of Mars deal with the spirits that live within machines and these creatures
tend to be simple, lonely beings.
The example listed below is a machine spirit slaved to a vehicle such as a military transport.
Machine spirits slaved to larger machines such as starships will be much larger and much more complex
(increase the quality of the processor and relative level). Machine spirits use all the rules in the Dataware
supplement and many different types of machine spirits exist, allowing GM’s to create new kinds other
than that presented below. Machine spirits gain experience and levels as described and may use new skills
when they are gained. Usually it requires the supervision of a Tech-Priest to load new skills into a machine
spirit.

Ordinary Type Operating System, Level 3


INT – 12 +1 Action Check: 12+/11/6/3
WIL – 10 Actions per Round: 1
PER – 8

Physical Form
CPU Armor: Metal Casing Skill: None Armo r Value: d6+1/d8+1/d6
Weapon: Varies Skill: Varies Damage: Varies

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Systems
Proccessor: Marginal (PL 7)
Interface: Voice, Keyboard
Remotes: None

Skills *
System Operations (12), weapons 2 (14); Navigation (12)

*These skills are typical of a machine spirit slaved to a vehicle such as a Land Raider. More powerful
spirits (those with more advanced processors) and those with different roles will have different skills.

Xenotech

C’tan Phase Sword


Unknown
Availability: Restricted
Cost: Priceless
Mass:
Length:
Payload: Unknown
Accuracy: -1
Actions: 3
Type: En/A
Damage: d4+1w/d6+1w/d4+1m
Hide: -
Clip Size: NA
Clip Cost: NA
Skill: Melee Weapons – powered

The C'tan Phase Swords were originally found on one of the dead worlds of the C'tan. The
Adeptus Mechanicus found numerous examples of highly advanced technology, but of the C'tan there was
no sign. The blade of the Phase Sword is able to phase in and out of reality by molecular realignment, so is
capable of bypassing armor and protective fields.

Spirit Stone
Spirit stones are used to house the souls of Eldar after their mortal bodies are destroyed. They trap
the spirit of the Eldar and prevent them from entering the Warp and falling into the waiting clutches of the
Chaos god Slaneesh. Every Eldar carries one and to lose it means an afterlife of utter damnation. While
empty, they serve little purpose and are simple objects of art. When imbued with the soul of an Eldar they
can be tapped by those with psychic abilities to grant a boost to psychic and mystical powers.
A psyker or FX user can draw upon the spirit within the spirit stone to recharge psionic or FX
energy points. Each spirit stone can grant between one and four points and the number of points available
should be determined upon receiving the spirit stone. Points will regenerate at a rate of one every six
hours. Waystones will also grant a minor bonus to the use of any FX or mindwalking skill check while the
owner is carrying the stone. Anyone using an FX or mindwalking ability gains a –1 bonus to all skill
checks while in possession of the stone.
Waystones are priceless to the Eldar and carrying a full spirit stone without permission is
punishable by death. Non-Eldar carrying the stones will be killed on sight in an effort to regain the stone.
Despite their worth to the Eldar, an occasional stone will turn up on the black market where they can fetch
prices well into the tens of thousands of creds.

Shas (Fire) Armor


Tau
Availability: Military

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Cost: $5000
Mass: 10kg
Composition: Ceramite Plates and Thermoplas Weave
Environmental Tolerance:
Gravity: -
Radiation: -
Atmosphere: -
Pressure: -
Heat: -
Action Penalty: -
Toughness: Ordinary
LI/HI/En: d6+1/d6+1/d6
Hide: -
Effective Strength: -
Skill: Armor Operation- combat armor

This is the standard armor for Tau Fire Warriors. It is made up of large ceramite plates fixed to a
thermoplas mesh. The ceramite covers vital areas such as the legs, torso, and head while the thermoplas
covers areas less likely to be hit. This dual coverage provides good protection without sacrificing mobility.
Typically the helmet includes a powerful communication device and enhanced imaging tools, which help
the Tau to both coordinate with their team and more accurately survey their surroundings.

Weapons of the Eldar

Ranger Long Rifle


Eldar
Availability: Controlled
Cost: $2500
Mass:
Length:
Payload: Shuriken
Accuracy: -2
Actions: 2
Mode: F
Type/Firepower: HI/O
Damage: d6w/d8w/d6m
Range: 90/180/720
Hide: -
Clip Size: 20
Clip Cost: $250
Skill: Modern Ranged Weapons – rifle

The Ranger Long Rifle is equipped with highly sophisticated sights, allowing the firer to locate weak points
in an enemy’s armor. To reflect this, on a Critical Hit (a natural 1) the firepower is upgraded to HI/A. The
sights also work to reduce range penalties by 1.

Shuriken Pistol
Eldar
Availability: Common
Cost: $1500
Mass: 1kg
Length: 25cm
Payload: Shuriken
Accuracy: 0
Actions: 2

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Mode: F
Type/Firepower: HI/O
Damage: d4+1w/d6+1w/d4+1m
Range: 15/30/120
Hide: +2
Clip Size: 20
Clip Cost: $100
Skill: Modern Ranged Weapons – pistol

The Shuriken Pistol (Eldar: 'Murehk') is a pistol version of the larger Shuriken Catapult. Although
smaller, and less powerful, its missiles are the same as used in its larger cousin.

Weapons of the Tau Empire

Pulse Rifle
Tau Empire
Availability: Controlled
Cost: $1000
Mass:
Length:
Payload: Plasma Pulse
Accuracy: 0
Actions: 3
Mode: F
Type/Firepower: En/O
Damage: d6w/d6+2w/d6m
Range: 75/150/600
Hide: -
Clip Size: 20
Clip Cost: $100
Skill: Modern Ranged Weapons – rifle

The Pulse Rifle creates an induction field used to propel a particle. The particle reacts by breaking
down to create a plasma pulse as it leaves the barrel.

Pulse Carbine
Tau Empire
Availability: Controlled
Cost: $1250
Mass:
Length:
Payload: Plasma Pulse
Accuracy: 0
Actions: 2
Mode: F
Type/Firepower: En/O
Damage: d6w/d6+2w/d6m
Range: 45/90/360
Hide: 0
Clip Size: 20
Clip Cost: $100
Skill: Modern Ranged Weapons – rifle

The Pulse Carbine is similar to the Pulse Rifle, but sacrifices range for portability and the chance
to mount an underslung photon grenade launcher.

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Tau Drones

Tau Gun Drone


STR – 9 Action Check: 16+/15/7/3 (-d4)
DEX – 9 Actions per Round: 2
CON – 9 Durability: 9/9/5/5
INT – 7* Armor: d6+1/d6+1/d6
WIL – 7
PER – 7
Attacks
Pulse Carbine x2* 11/5/2 45/90/360 En/O d6w/d6+2w/d6m

Special Rules
*Linked Intelligence – The Tau drone operating system gains intellect when more than three drone
processors are linked. When this occurs, the drones act in unison, coordinating their movements and
actions with one another, increasing their overall intelligence. When four drones are linked in such a way,
their processor is treated as having a 15 INT. This applies to each and every drone in the link. Drones not
linked, or in a linked group with numbers below 4 suffer a 50% reduction in processing capacity, reducing
their INT to 7.

Sacrificial Dodge – Tau drones are designed not only to service the Tau, but to protect them as well. All
drones are specifically programmed to sacrifice themselves in order to save their Tau controllers. As such,
a drone may opt to make a sacrificial dodge allowing them to intervene on behalf of the Tau. When a Tau
controlling a drone is within four meters of a drone under its control and is attacked using either a melee or
ranged attack, the drone(s) under its control must make an Acrobatics-dodge skill check. If the check is
successful, the drone has moved itself into harm’s path and takes the hit for the Tau. Before damage is
rolled, but after the attack is made the drone must attempt to intervene if the attack was successful. Doing
so (whether successful or not) uses the drones’ next action. If the check succeeds and the drone has
intervened, it suffers the damage that would have been suffered by the Tau (with normal armor checks
made, etc).

*Twin-Linked Weapons – The Tau Gun Drone uses two pulse carbines that have been linked to fire
simultaneously. The two weapons fire as one, and must be fired at the same target. The two weapons use
separate skill checks to determine if they are successful in hitting the target (i.e. the drone makes two attack
rolls). Firing the twin-linked weapons requires only a single action.

Skills
Modern Ranged Weapons (9), rifle 2 (11); Acrobatics (9), dodge 4 (13);

Perks/Flaws
Lightweight Alloy (reduces overall weight by 25%)

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Gamemasters In Action
Campaign Types

Running a campaign in the Warhammer 40k setting can be a challenging but rewarding
undertaking. With so many possibilities for adventure, it sometimes seems daunting to decide where to
base your games. Here’s some advice that GM’s in need may find useful.
The universe of Warhammer 40k is based around the Imperium of Man. Indeed, the Imperial
perspective takes a primary role in everything 40k. Despite numerous intriguing alien races humanity is by
far the most important group of the 40k setting. While campaigns revolving around the Eldar or Tau could
prove successful, the Imperial campaign should be, by far, the most popular. Human-centric campaigns are
most typical and the possibilities (and background information) in the Imperium are far greater than those
of other campaign types.
Along these lines, it becomes important to consider the characters and their background. With so
many possibilities as to where they can come from, it may be necessary to unite the group under a common
goal or purpose. The easiest way to do this is to use an Imperial organization or individual that each
character has in common. Bringing the characters together under a single group or individual is an easy
way to begin a campaign. Below are a number of suggestions for possible campaign types.

?? Rogue Trader – The Rogue Traders fulfill a vital role within the Imperium as freelance explorers,
conquistadors and merchants. A Rogue Trader is a trusted Imperial servant; he is given a ship, a crew,
and a contingent of marines and carte blanche to roam the worlds beyond the Imperium. In a Rogue
Trader campaign, the characters take the role of those working for a Rogue Trader. This campaign
offers flexibility and freedom while uniting the characters under a common goal. Rogue Traders can
literally go anywhere and take on any number of assignments, leaving GM’s vast possibilities.
?? Inquisitor – Read the Eisenhorn Trilogy for a perfect example of an Inquisitorial campaign. Members
of the Inquisition often have vast retinues of retainers, servants, and underlings. The characters are
members of this retinue, serving a member of the Imperial Inquisition. They work with their patron
rooting out heretics, daemons, and aliens from the Imperium. Such a campaign is fraught with
adventure and intrigue and characters (and GM’s) can have fun throwing around the might of the
Inquisition.
?? Space Marine – The Adeptus Astartes are powerful, heroic figures. The elite fighting force of the
Imperium. A single space marine can severely disrupt a game as that character would be far more
powerful (physically) than most others. As such, a campaign where all characters are members of the
Adeptus Astartes can help even the playing field. Deathwatch kill teams, space marine scout squads,
or space marine squads attached to Inquisitors or Rogue Traders are all possible ways of bringing
together a group of these powerful warriors. Despite all of the characters being similar in design,
differing skills and personalities can vary things up enough and still give each character a sense of
individuality. Campaigns like this require the GM to be prepared to throw bigger and meaner
challenges upon the players, as space marines are one-man armies. Be prepared for a combat-heavy
campaign.
?? Imperial Guard – Like the Space Marine campaign (above), an Imperial Guard campaign focuses on a
group of soldiers. Each character is a member of the Imperial Guard, working together for a common
cause. The characters could be part of a unit, members of different units brought together for some
unknown reason, or any number of other possibilities. Two examples of Imperial Guard campaigns
can be found in the Gaunt’s Ghosts series of novels and the stories of Schaeffer’s Last Chancers.
?? Adeptus Mechanicus – A campaign where the characters are agents of the Adeptus Mechanicus could
be full of exciting potential as the characters work to help this mysterious and powerful organization in
their search for knowledge. Recovering lost technology, eliminating alien threats, or simply exploring
lost world are all possibilities that can be used for a successful campaign. Such a campaign could
make heavy use of robots and artificial intelligences.

Many other possibilities exist for campaigns. Anything found in the countless Alternity and
Warhammer 40,000 books can be used. Other examples include a merchant campaign where the characters
are part of a major merchant house, psychic campaigns could have the characters working for the Adeptus

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Telepathica, a campaign where the characters are members of the Adeptus Arbites , or the Officio
Assassinorum. In the setting of Warhammer 40,000, there are endless possibilities.

Additional Rules

Upgrading Damage
The universe of Warhammer 40,000 is a bleak one. As the saying goes “In the grim darkness of
the far future, there is only war”. The rules presented in the Alternity game make for some pretty
survivable heroes. Player characters can withstand most challenges thrown at them and well-equipped
characters (such as space marines) become nigh-unstoppable. These two differences don’t sit well and, as
such, the optional rules presented in the Alternity system for upgrading damage seem necessary.
If a weapon's Firepower rating exceeds the target's Toughness rating, the primary damage inflicted
is upgraded one class before secondary damage and armor are applied. Stun damage upgrades to wounds,
wounds upgrade to mortal, and mortal damage upgrades to double the listed die range for that weapon.
This rule replaces the optional rule for upgrading damage that appears on page 52 in the
Gamemaster's Guide. Previously there was no official rule for upgrading the effects of Good and Amazing
firepower weapons against weaker targets. Under this rule, a fragmentation grenade (Good firepower) that
inflicts 6 points of wound damage would upgrade to 6 points of mortal damage against a target wearing
armor of Ordinary toughness, such as a CF coat. Be warned: This rule makes weapons of Good firepower
exceedingly dangerous against lightly armored targets. (Unarmored targets are considered to be of Ordinary
toughness.)
To upgrade mortal damage, simply double the dice without doubling any added damage. For
instance, the tracer grenade would upgrade from d4+2 mortals to 2d4+2 mortals against a target of
Ordinary toughness. Exceeding the target's toughness by two firepower grades does not upgrade the
damage twice.
Gamemasters are free to ignore this rule and use the standard Alternity rules. This will increase
the life expectancy of the characters and ensure that some characters (space marine terminators) will be
very hard to kill. This rule is the same as the optional rule 1B in the ‘Upgrading Your Firefight” optional
rules set.

Warp Travel

Once a spacecraft activates its warp drives it is plunged into a dimension very different from our universe.
It is convenient to imagine warpspace as consisting of a relatively dense, almost liquid, energy which is
devoid of stars, light and life as we know it.
Once within warpspace a ship may move by means of its main warp drives, following powerful
eddies and currents in the warp, eventually reaching a point in the warp corresponding to a destination in
real space. The most difficult aspect of warp travel is that it is impossible to detect the movement of
warpspace once a ship is in the warp. The ship can only blindly carry on, its crew trusting that it is going in
the right direction. The longer a ship remains in warpspace the greater the chances of encountering some
unexpected current that can turn it unknowingly off-course.
Navigation of warpspace can be achieved in two ways: the calculated jump and the piloted jump.
All warp-drives incorporate navigational mechanisms. When the ship is in real space, these monitor the
ever-shifting movements of the part of the warp corresponding to the ship's current position. By observing
these movements in the warp it is possible to calculate a course, corrective maneuvers, and approximate
journey time to a proposed destination. Calculation relies on the assumption that the 'warp-currents
observed from real space don't change significantly during flight. This method is known as a calculated
jump. It is not safe to make a calculated jump of more than four or five light years at one go. The longer the
jump, the greater the chances of a significant change in warp current movement.
The second, and more efficient, form of warp-navigation is the piloted jump. This method relies
upon two factors: the human mutants known as Navigators and the psychic beacon called the
Astronomican. The Astronomican is centered on Earth and is not only controlled by, but is directed by, the
psychic power of the Emperor himself. The Astronomican is a beacon that, because it is psychic, penetrates
into warpspace. A Navigator on board a ship in the warp is able to pick up these signals and can steer a
spaceship through warpspace, compensating for current changes as he does so. A piloted jump can safely

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cover a far greater distance than a calculated jump. 5,000 light years would be the normal maximum jump,
but longer jumps have been made.

Calculated jump –
Making a calculated jump requires the use of equipment that monitors the warp flows and
calculates the best possible trajectory of the vessel through the warp. Once in warpspace, vessels without a
Navigator are helpless and must ride out the tides of the warp. Thus, calculated jumps are usually made to
locations within five light years.
To make a calculated jump, a character (or machine spirit) must make a successful Navigation-
warpspace skill check. The following modifiers should be taken into account before the roll is made: warp
storms in the area of the ship, the distance to be jumped, the quality of the vessel’s warp engines. Once the
total modifier is determined, the skill check is made and the results found on the chart below.
Skill Check Distance Off-course
Critical Failure +/- 100% distance traveled
Failure +/- 50% distance traveled
Ordinary +/- 10% distance traveled
Good On target
Amazing On target

Navigated jump –
Far more accurate than using mechanical calculations, a navigated jump uses a psyker’s ability to
plumb the depths of the warp and perceive the currents found there. For humans, only specially gifted
individuals with strange mutations called Navigators have the abilities to steer vessels safely through the
warp. The advantages of navigated jumps are better accuracy and further range. Part of the accuracy of a
Navigator’s abilities comes from the powerful Astronomican, a psychic beacon guiding those that can
perceive it. The other portion comes from the Navigator’s latent abilities, which only become stronger as
his skill increases.
Navigated jumps are made using the warp navigation psychic power. This power is only available
to certain individuals, among humans only those with the Navigator genotype. Before the skill check is
made, the total modifiers to the check are determined. Such modifiers include distance to be traveled, warp
storm conditions in the area of the ship, warp engine quality, distance from the Astronomican, and any
bonuses gained from rank benefits (see warp navigation in the Psychic Powers section). Once the
modifiers are determined, the skill check is made consulting the chart below to determine success.
Skill Check Distance Off-course
Critical Failure +/- 50% distance traveled
Failure +/- 10% distance traveled
Ordinary On target
Good On target
Amazing On target

Time Displacement –
The time differences between real space and warpspace are quite drastic. Not only does time pass
at different rates in both kinds of space, but it also passes at very variable rates. Until a ship finishes its
jump, it is impossible for a ship's crew to know exactly how long their journey has taken. Time passing in
real space is referred to as real time. Time passing on board a spacecraft is referred to as warp time. For
example, a 100 light year jump will seem to take from 234 to 934 hours to a spaceship's crew, but between
3 days and 3 weeks will have passed in real space. These times do not include journey times out to and
from jump points on the edge of the star systems. It takes from days to weeks of travel at sub-light speeds
to reach a drop from the spaceship's starting planet, and a similar time to re-enter the destination system.
The Imperium is approximately 75 thousand light years from edge to edge. A journey of this length would
take between 75 and 300 days in warp time, and between 6 years and 40 years real time.
DISTANCE OF JUMP
Distance Penalty
0-4 LY +0
5-10LY +1

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11-100 LY +2
101-1000 LY +3
1001-2500 LY +4
2501-5000 LY +5
5001+ LY +6
DISTANCE FROM TERRA
Distance Bonus
0-4 LY -6
5-10LY -5
11-100 LY -4
101-1000 LY -3
1001-2500 LY -2
2501-5000 LY -1
5001+ LY -0
WARP ENGINE QUALITY
Engine Quality Bonus/Penalty
Marginal +1
Ordinary 0
Good -1
Amazing -2
WARP STORM QUALITY
Warp Storm Quality Penalty
Marginal +1
Ordinary +2
Good +3
Amazing +4

Campaign Architecture

The Segmentae Majoris


The Imperium is divided into five fleet zones known as the Segmentae Majoris. Although intended
for purposes of fleet administration and shipping controls, the Segmentae have evolved into administrative
divisions of the Adeptus Terra.
All shipping is supervised within the jurisdiction of one of the five Segmentae. Each Segmentum
has an orbital headquarters called a Segmentum Fortress, which forms the base of fleet actions within the
Segmentum. The Segmentum Fortress is controlled directly by a high-ranking official of the
Administratum known as the Master of the Segmentum.

Zone Segmentum Fortress


Central Segmentum Sola Mars
North Segmentum Obscurus Cypra Mundi
South Segmentum Tempestus Bakka
East Ultima Segmentum Kar Duniash
West Segmentum Pacificus Hydraphur

Sectors
Each Segmentum is divided into sectors. The size of a Sector varies according to local demands
and stellar density. A typical sector might encompass 7 million cubic light years, equivalent to a cube with
sides almost 200 light years long.

Sub-Sectors
Sectors are divided into sub-sectors, usually comprising between 2 and 8 star systems within a 10
light year radius (some may encompass more systems - others only 1). This size is governed by the
practical patrol ranges of spaceships. Because sub-sectors are divisions of worlds (rather than volumes of
space) there are vast numbers of star systems within each sector which do not fall within a sub-sector.

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These are referred to as inter sectors - and are commonly known as wilderness zones, forbidden zones,
empty space and frontier space. Inter-sectors may contain gas or dust nebulae, inaccessible areas, alien
systems, unexplored systems, uninhabited systems and uninhabitable worlds.

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Bestiary
Orks

The Orks are the most savage and warlike race in the Galaxy. Orks live for war and are constantly striving
to defeat their neighbors whether they are human, Eldar, or other Orks. They are a tough, brutal, and
remarkably successful race, ranking among the most powerful warriors in the Galaxy. They control a
significant part of Known Space, but this sprawling territory is neither united nor cohesive, being split
amongst thousands of individual Warlords scattered all over the Galaxy, and all wanting to get one over on
rival Warlords.

The Power of the WAAAGH!


When a big mob of Orks charges, they form a solid mass, blazing away with their shootas and screaming
“WAAAGH!” at the top of their lungs. The sheer momentum of their charge is stunning and opponents are
in danger of getting bowled over by a scrum of Orks all trying to get into combat first.
To represent this any group of Orks larger than two that uses the charge maneuver gains a –2
bonus to action checks the round in which they charge. To do this, the Orks must declare the charge the
round before they will charge.

Ork Mob Rule


Orks individually are much more timid than those found in large groups. When with their comrades their
courage is bolstered, spurring them into battle. Orks found in large groups (more than ten) will never fall
back, never run, and rush towards the enemy with a frenzied rage. While this does not have an immediate
game effect, GM’s should consider this when Ork mobs begin to take casualties.

Most Orks encountered will typically fit into a variety of roles. For the most part, these individuals can be
from any of the professions found in the Alternity PHB. Using the statistics listed below for the average
Ork, the conversions found in the next section, and the Ork Codex, GM’s can readily ascertain the statistics
for any Orks encountered.

Gretchin
Gretchin are much like Orks, though not as brutal, strong or tough as their larger cousins.

Description – A Gretchin is simply a smaller version of an Ork. They typically stand one meter high and
share all the traits of Orks.

Encounter – Gretchin are nearly always encountered serving Orks. The idea of a Gretchin on its own is
laughable and they rely on the Orks for protection and bossing around. Gretchin are usually lead into
combat by an Ork slaver who pokes and prods at the Gretchin with a grotpole, forcing them into deadly
situations. Gretchin encountered away from Orks usually run and either hide or fetch their bosses.

Habit/Society – Though smaller, Gretchin are more clever and cunning. Orks are lazy and forgetful, and
organization is not their strong point. Only the preparation for war and the excitement of battle really bring
out an Orks innate talent. Most of the day to day running of Ork society - finding and preparing food,
taking messages, handling information, fetching and carrying things, virtually everything other than
fighting - is done by the Gretchin.

The stats below represent a 1st Level CombatSpec.

Gretchin
STR – 6 -1 Action Check: 9+/8/4/2 (+d4)
DEX – 7 Actions per Round: 1
CON – 6 Durability: 6/6/3/3
INT – 7 Armor: None
WIL – 7
PER – 7

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Attacks
Grot Blasta 9/4/2 60/120/480 HI/O d4+1w/d6+1w/d4+1m

Skills
Modern Ranged Weapons (7), pistol 2 (9); Knowledge (7), cooking 2 (9); Stamina (6), endurance 1 (7);

Ork
Orks are a savage, brutal race who loves war. They are the dominant element of a race of Orkoids that
includes Orks and their smaller cousins, Gretchin and Snotlings. The Orks are in charge because they are
the biggest, toughest, meanest and most warlike of their race.

Description – A typical Ork stands about the same height as a man, taller if he stood up straight. They have
robust and muscular frames, with strong, long arms that end in clumsy fingers capable of a vice-like grip.
Their skulls are thick with protruding brow-ridges shading their red eyes. The jaw is elongated, and lined
with an impressive array of long canine fangs. Orks heads are naturally hairless, and they have to use
special creatures called Squigs for hair or beards (as they like to do). Their hide is tough and green, and
bears the scars of many a fight.

Encounter – The Ork mind is peculiarly specialized, devoted wholly to the pursuit of power and war. Orks
are brave and tough, and their bodies have a natural resilience, which allows them to survive traumatic
injuries and the most primitive surgery. They feel very little pain and can keep fighting even if they lose a
limb or sustain a major body wound. Their blood, which is green, carries a symbiotic alga through their
veins, digesting and reconstituting damaged body tissue and even rebuilding major organs. This unusual
physique is common to Orks and their smaller cousins, Gretchin and Snotlings. In the case of Orks the
ability to survive is more highly developed than among the smaller Orkoids. A Gretchin’s instincts will
tend to carry him away from danger - usually as quickly as possible.

Habit/Society – It is noticeable that the more an Ork fights, and the more Orks are around him, several
effects result. He gets more aggressive; he gets taller and builds muscle mass. Conversely Orks in isolated
areas of the Galaxy are measurably less aggressive than those who are constantly fighting. Their muscle to
mass ratio is lower. They favor missile fire over hand to hand combat. For Orks, it is quite literally
strength in numbers. It is just one effect of the strange psychic bond that permeates all of Orkdom.

The stats below represent a 2nd Level CombatSpec.

Ork
STR – 9 Action Check: 11+/10/5/2 (+d4)
DEX – 7 Actions per Round: 2
CON – 12 Durability: 12/12/6/6
INT – 9 Armor: d4-1/d4-1/d4-2
WIL – 9
PER – 9
Attacks
Slugga 9/4/2 15/30/120 HI/O d4+1w/d6+1w/d4+1m
Shoota 9/4/2 60/120/480 HI/O d4+1w/d6+1w/d4+1m
Choppa* 13/6/3 LI/O d6+1w/d6+2w/d4+1m

* Because of their design and the Ork ability to wield these massive weapons, creatures being hit by a choppa halve all armor rolls.
Skills
Modern Ranged Weapons (7), pistol 2 (9), rifle 2 (9); Stamina (12), endurance 1 (13); Unarmed Attack (9),
brawl 4 (13); Melee Weapons (9), blade 4 (13); Heavy Weapons (9), direct fire 2 (11);

Squig
Squigs are somewhat dim (and usually small) creatures whose purpose appears to be to provide food, skin
and other services for the larger Orkoid races. Most are small and tasty acting as convenient snacks for the

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Orks. Others provide excellent skin, others (such as Face Squigs) are used in eating contests (eat the Squig
before the Squig bites your face off), while others still (such as Cave Squigs) are sometimes kept as
satisfactory, if rather savage, pets.

Description – Squigs have many different forms ranging from large, bulbous beasts will small, stubby legs
and massive fangs to tiny furry creatures used by the Orks as hair.

Encounter – In addition to Orks, Gretchin and Snotlings, there are many other smaller creatures that share a
similar metabolism, although they are for the most part completely lacking in intelligence. Wherever Orks
are found, these creatures also appear, although where they come from is a mystery. Orks are constantly
moving, and rarely live in the same place for long, but wherever they go these creatures seem to follow.
The Orks call these creatures Squigs.

Habit/Society – Probably not even the Orks know where Squigs come from, but they are vital to the Orks in
many ways. The larger Squigs are used for fur and food, or are kept as (rather fierce) pets, or even ridden
to battle. The smaller Squigs have many specialist uses, but one of the strangest is the Hair Squig, a
parasitic creature with tiny jaws and flowing hair-like gills. Orks fasten Hair Squigs to their skin, having
no hair of their own. It seems likely that Squigs are a feature of a natural and mobile ecosystem that
sustains the Ork race as it travels from world to world.

Squighound
STR – 9 Action Check: 9+/8/4/2 (+d4)
DEX – 9 Actions per Round: 2
CON – 9 Durability: 9/9/5/5
INT – 6 -1 Armo r: None
WIL – 6 -1
PER – 6 -1
Attacks
Bite 12/6/3 LI/O d4w/d4+1w/d4+2w

Skills
Stamina (9), endurance 1 (10); Unarmed Attack (9), brawl 3 (12); Awareness (6), perception 2 (8)

Attack Squig
STR – 9 Action Check: 11+/10/4/2 (-d4)
DEX – 11 +1 Actions per Round: 2
CON – 9 Durability: 9/9/5/5
INT – 7 Armor: d4-1/d4-1/d4-2
WIL – 7
PER – 7
Attacks
Bite 12/6/3 LI/O d4w/d4+1w/d4+2w

Skills
Stamina (9), endurance 1 (10); Unarmed Attack (9), brawl 3 (12); Awareness (7), perception 2 (9)

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Alternity – Warhammer 40,000

Necron

The Necrons, an alien race ancient beyond imagining, are awakening from their sixty-million year
dormancy to plague the living once more. Thousands of immortal, soulless warriors have risen from dusty
stasis -tombs, intent on preying on the teeming species of the galaxy. Their miraculous technology was far
in advance of any contemporary equivalent long before the Eldar, reckoned the oldest among races, had
even come into existence. Although the Imperium of Mankind has only recently acknowledged the
Necrons’ reappearance, their monstrous gods feasted upon colossal stars before the planets themselves
were even born.

“We’ll Be Back” – When a Necron (any being below with ‘Necron’ before its name) has suffered its last
point of mortal damage it may attempt to repair itself before vanishing completely. The Necron may make
a Stamina – endurance (without penalties for mortal damage) skill check after suffering its final point of
mortal damage. On any success the Necron has successfully repaired itself and may stand back up. On an
Ordinary success the Necron returns with one point of mortal damage remaining. On a Good success the
Necron returns with half of its mortal damage repaired (round down), and on an Amazing success the
Necron repairs all of the mortal damage taken. In any success the Necron gains back all of its stun and half
of its wounds. On any failure, the Necron is destroyed and vanishes, returning to its tombworld. Necron
will not be rendered unconscious.

Phase Out – Necron forces reduced in number to one quarter their starting force size will mysteriously
vanish from sight, leaving no trace of their presence. This weakness has helped many defeat a powerful
Necron force simply by withering away its smaller troops. Necron also phase out upon their destruction
leaving no weapons or remains to be recovered.

Necron Warrior
The skeletal form of a Necron warrior is a spine-chilling sight, as bullets and lasblasts bounce harmlessly
from its metallic limbs. The gauss flayer, which it wields is no less terrifying as it strips its target atom by
atom in a heartbeat it dissolves skin, muscle and then disintegrates bone until nothing remains.

Description – Necrons use artific ial, robotic, humanoid bodies and stand at between six and seven feet tall.

Encounter – From what little the other races have been able to put together, the Necrons are an ancient and
advanced race with incredibly advanced technology. Some hypothesize they are trying to rebuild their race
in organic form once more, others that the Necrons are no longer possessed of rational minds. Some say
that millions of years of stasis has degenerated the Necrons electronically encoded personalities so that only
crude instincts and half-remembered purposes remain to drive their metallic bodies.

Habit/Society – Millennia ago they ruled the Galaxy, but a catastrophe that caused a Galaxy -wide bio-
meltdown forced them to take up robotic bodies and transfer their minds to electronic storage. They hid
deep under the surface of planets to ride out the bio-meltdown. Now they are waking from their
suspension, the Necrons are once again active, and raid settlements taking off captives on which they are
known to perform grizzly experiments.

Necron Warrior
STR – 12 +1 Action Check: 12+/11/5/2 (+d4)
DEX – 9 Actions per Round: 3
CON – 12 Durability: 12/12/6/6
INT – 12 +1 Armor: d8+1/d8+1/d8
WIL – 12 +1
PER – 12
Attacks
Gauss Flayer 13/7/3 60/120/480 En/O d4+1w/d6+1w/d4+1m
Melee Attack (Gun) 16/8/4 LI/O d4+2w/d6+2w/d4+1m

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Alternity – Warhammer 40,000

Skills
Stamina (12), endurance 1 (13); Ranged Weapons Modern (9), rifle 4 (13); Melee Weapons (12), blade 4
(16); Awareness (12), perception 2 (14)

Necron Wraith
One of the vanguard units of the necron forces, wraiths are fast and deadly and can phase in and out of
reality.

Description – Grotesque floating killers, wraiths move like ghosts, shifting in and out of phase. A wraith’s
spinal cord is elongated and fluid, equipped with powerful shock lashes and blades. Wide, hunched
shoulders support a leering skull face, and long, whip-like arms wielding scalpel blades for fingers and a
nightmare assortment of arcane surgical equipment.

Encounter – Wraiths are usually encountered before other necron units, scouting the area ahead of the
primary forces. They move quickly to intercept the enemy, phasing through buildings and intervening
terrain before engaging enemy units. In combat, they quickly dissect victims using their bladed fingers and
massive strength to flay their opponent in seconds.

Habit/Society – Wraiths seem to be as mindless as necron warriors and occupy much the same rank in the
necron hierarchy. They are cold and calculating, but with a machine intelligence and logic. Wraiths
therefore have no habits or society other than that which the necron lords hand down to them.

Necron Wraith
STR – 18 +4 Action Check: 16+/15/7/3 (-d8)
DEX – 13 +2 Actions per Round: 3
CON – 12 Durability: 12/12/6/6
INT – 12 +1 Armor: d8+1/d8+1/d8 (Good)
WIL – 12 +1
PER – 12
Attacks
Unarmed Attack 22/11/5 LI/O d4+4w/d6+4w/d4+3m

Skills
Stamina (12), endurance 1 (13); Unarmed Attack (18), brawl 4 (22); Awareness (12), perception 2 (14);
Acrobatics (13), dodge 3 (16);

Special Rules
Phase Shift – Because they can phase in and out as they move, wraiths have Good quality protection. This
ability also allows them to move through walls, terrain, and even people. Wraiths are never slowed by
terrain or adverse conditions. Wraiths cannot stop moving “inside” objects.

Wraithflight – Wraiths fly and glide over and through terrain. Wraiths fly with a movement rate as
calculated in the PHB.

Necron Immortal
Larger, more powerful versions of the necron warrior, immortals serve as the fighting elite of the necron
armies.

Description – Implacable metal giants, the lustre of their gleaming bodies has been eroded by the ravages
of time. Fleshless metal skulls strike fear into the hearts of their foes and the eerie silence of their advance
is more unnerving than a bloodthirsty battlecry.

Encounter – Immortals are the elite of the necron warriors. They are able to withstand greater punishment
and are thus thrown up against stronger foes. When a battle or enemy requires a more stern reaction by the
necron, it is the immortals that are sent in to deal with the threat.

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Alternity – Warhammer 40,000

Habit/Society – The immortals were among the most favored Necrontyr servants of the C’tan and were the
first of their kind to give up their cursed, fleshy bodies to become the souless necron.

Necron Immortal
STR – 12 +1 Action Check: 12+/11/5/2 (+d4)
DEX – 9 Actions per Round: 3
CON – 15 Durability: 15/15/7/7
INT – 12 +1 Armor: d8+1/d8+1/d8
WIL – 12 +1
PER – 12
Attacks
Gauss Blaster 13/6/3 (-d4 burst) 60/120/480 HI/O d6w/d6+2w/d6m
Melee Attack (Gun) 16/8/4 LI/O d4+2w/d6+2w/d4+1m

Skills
Stamina (15), endurance 1 (16); Ranged Weapons Modern (9), rifle 4 (13); Melee Weapons (12), blade 4
(16); Awareness (12), perception 2 (14)

Necron Flayed One


Twisted and ghoulish terrors of the night, the flayed ones advance before the necron force, spreading fear
like a plague before them.

Description – Stooped yet terrifyingly agile beasts from man’s darkest nightmares, the flayed ones’ long
flensing blades can strip skin from their prey in seconds. Thin and wiry they adorn themselves with the
still-wet hides of their victims, leaving skinned corpses to sow fear and confusion amongst their enemies’
ranks.

Encounter – Flayed ones are encountered ahead of a necron force. They infiltrate enemy positions and
begin to spread terror and death. They move through the shadows, stalking their prey and then they strike.
They then use the skins of their victims to make their way into position.

Habit/Society – Flayed ones occupy a specific niche in necron society. While they are souless automotons
like most necron, they are still reserved special treatment due to their unique role.

Necron Flayed One


STR – 12 +1 Action Check: 12+/11/5/2 (+d4)
DEX – 9 Actions per Round: 3
CON – 12 Durability: 12/12/6/6
INT – 12 +1 Armor: d8+1/d8+1/d8
WIL – 12 +1
PER – 12
Attacks
Unarmed Attack 16/8/4 LI/O d4+2w/d6+2w/d4+1m

Skills
Stamina (12), endurance 1 (13); Unarmed Attack (12), brawl 4 (16); Awareness (12), perception 2 (14);
Stealth (9), sneak 3 (12), hide 3 (12), shadow 3 (12); Movement (12), trailblaze 1 (13);

Special Rules
Terrifying Visage – Flayed ones are so terrifying to look at up close that all those within 2 meters must
make a Will feat check or suffer a +2 penalty to all actions for the scene.

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Alternity – Warhammer 40,000

Daemons

Daemons are patterns of consciousness that either represent minor Chaos Gods or creations of the bigger
Chaos Gods whom the daemon serves. There are several classifications of daemons:
?? Greater Daemons are the most powerful agents of the Chaos God in question. They are generally
*VERY* big, *VERY* mean and *VERY* difficult to kill. You don't want to meet one on a dark
night. Or a light night for that matter...
?? Lesser Daemons are less powerful, but are capable of amazing acts of maimery and destruction
nonetheless. They are the rank and file troops in daemonic hordes.
?? Daemonic Creatures and Daemonic Steeds are utilitarian creations whose job is to variously act as
distractions, sow discord and panic, act as disease vectors (in the case of creations of Nurgle) and, if a
Daemonic Steed, act as a mount to a favored servant of the god.

Lord of Change
The Lord is blessed with the multi-layered cunning and timeless wisdom of Tzeentch himself, a deep and
subtle understanding of the mortal fears that drive the universe within its well-worn rut. How thoroughly
the daemon understands and how much he despises the entrapping comforts of stability and familiarity.
Nothing pleases more than to see the world broken and made anew, to redirect the course of a life or even
history itself, to spill mortal hopes upon the ground while raising the ambitions of others to an unexpected
pinnacle of power.

Description – A Lord of Change is winged and feathered, but its most memorable feature is its head and in
particular its eyes. For within the depths of its eyes lies all the wisdom and understanding of Tzeentch, so
that few mortals can withstand the scrutiny of its gaze. It is said that when a Lord of Change looks upon a
mortal it sees not only the creatures flesh and blood, but also all of its hopes and dreams as well as their
ultimate failure or realization.
The daemons craning neck sits on a narrow feathered body, and its wings spread out behind in
multi-colored splendor. Lords of Change are often blue or yellow, but individuals may change color if it
suits them, adopting the striking plumage of the rainbow. Lords of Change do not regard it as essential to
retain consistency of color or appearance unless it pleases them to do so.

Encounter – It is a playful and wreckful mind that lies behind the birdlike gaze of the Lord of Change,
deeply intelligent, yet as uncaring of consequence as it is fascinated by it. The Lord of Change is like a
child playing upon some gigantic anthill, poking with a stick at the inhabitants and laughing at the hopeless
antics of their defense.

Habit/Society – The Lord of Change is the supreme manipulator of the affairs of the living. His servants
move through the world at his bidding, undertaking whatever task he has set them: a killing, the raising of
some mortal to power, the destruction of potential rivals, and a thousand occurrences that might easily be
mistaken for chance. Yet all events are pieces which fall into a complex and ever changing plan - a plan
beyond the comprehension of mere mortals. This constant appraisal of the world and interference is not
always so subtle. Change can also be violent and quick, and the Lord of Change is not above waging war
to further its aims. The most potent weapon of Tzeentch is not brute force but magic and psionics. The
Lord of Change is a powerful psyker and magician as well as an erudite tactician. If the daemon prefers to
remain uncommitted in battle it is not through lack of courage or ferocity, but because it likes to direct its
forces and control the flow of the fighting.

Lord of Change
STR – 18 +4 Action Check: 16+/15/7/3 (-d8)
DEX – 13 +2 Actions per Round: 4
CON – 18 Durability: 18/18/9/9
INT – 12 +1 Armor: d6+1/d6+1/d6 (Good Toughness)
WIL – 14 +2 Psionic Energy Points: 14
PER – 12 FX Energy Points: 14
Attacks

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Alternity – Warhammer 40,000

Sorcerous Staff 26/13/6 LI/G d4+5s/d4+8s/d6+4w


Bolt of Change 20/10/5 60/120/480 En/G d8w/d8+2w/d8-1m
Pink Fire of Tzeentch 18/9/4 30/60/240 En/O d6w/d8w/d6-1m

Special Rules
Greater Daemonic Instability – Greater daemons, like their lesser kin, must struggle to maintain a hold on
this reality. However, due to their massive nature and powerful Warp presence, the ties that bind them to
this reality suffer greater strain than that of weaker daemons. As such, at the end of every turn a Greater
Daemon must make a Resolve- mental resolve skill check or suffer mortal damage. On a Good or Amazing
success, the daemon does not suffer any damage and may continue to function normally. On an Ordinary
success, the daemon suffers d4 points of mortal damage that cannot be blocked by armor. On a Failed roll,
the daemon suffers d6 points of mortal damage and on a Critical Failure suffers d12 points of mortal
damage.

Daemonic Visage – Greater Daemons are so fearsome to attempt to combat one drive even the bravest of
warriors mad. Anyone attempting to approach a Greater Daemon (in melee combat, casual conversation,
etc) must make a Resolve- mental resolve skill check. Failure means the attempting individual may not
approach the daemon, while any success means the individual is free to do as they please.

Skills
Melee Weapons (18), bludgeon 8 (26); Stamina (18), endurance 4 (22); Athletics (18); Acrobatics (13);
Knowledge (12); Awareness (14), perception 4 (18), intuition 6 (20); Interaction (12), bargain 2 (14),
charm 2 (14), intimidate 2 (14); Deception (12), bluff 4 (16); Leadership (12), command 4 (16), inspire 4
(16); Unarmed Attack (18), brawl 2 (20);

FX
Powers of Change: Tzeentch, bolt of change 6 (20), pink fire of Tzeentch 4 (18), gift of chaos 3 (17),
daemonic summoning 6 (20)

Perks/Flaws
Mark of Tzeentch

Chaos Spawn
Twisted and corrupted, the spawn of chaos are nothing more than mindless beasts under the command of
the dark powers of Chaos.

Description – Chaos spawn can appear in nearly any form, though all have similar traits. Most appear as
large, bulbous masses of flesh. Two short, stumpy legs sprout from the creature granting it mobility. Long,
muscled arms end in taloned claws, capable of ripping a man to pieces. A long snout extends from the
creature and a large toothed maw rests squarely in its center. No eyes are usually apparent on these
creatures.

Encounter – Chaos spawn are always encountered with other, more powerful minions of chaos. They act as
beasts, trained creatures bred for war or manual labor. They follow the bidding of their masters without
question and are single-minded in their purpose. In combat they are ferocious, rushing towards an enemy
and attempting to rip them apart.

Habit/Society – Chaos spawn occupy the bottom rung of the chaos hierarchy. Ranking below even
nurglings, chaos spawn are mindless creations of the chaos powers and live only to serve those they are
bound to.

Chaos Spawn
STR – 15 +3 Action Check: 14+/13/6/3 (+d4)
DEX – 10 Actions per Round: 3
CON – 15 Durability: 15/15/8/8
INT – 11 +1 Armor: d8+1/d8+1/d8

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Alternity – Warhammer 40,000

WIL – 11 +1
PER – 11
Attacks
Claws 18/9/4 LI/G d4+2w/d6+2w/d4+1m

Skills
Unarmed Attack (15), brawl 3 (18); Stamina (15), endurance 2 (17); Awareness (11), perception 1 (12);

Bloodletter of Khorne
The Bloodletters are the rank and file of Khornes daemonic armies. The greatest of the Blood Gods mortal
followers may become Bloodletters and the greatest of the Bloodletters may ultimately be 'elevated' to the
ranks of the Bloodthirsters.

Description – Bloodletters stand as tall as a man does but apart from their broad shoulders, their frames are
slender and wiry with long arms, elongated horned skulls and twisted crested backs. Their naked hides are
scaled, varying slightly in color from deep red to near orange. Their faces are pale and skull-like, with
milk-white pupil-less eyes. Their long black tongues are blackened and flecked with crimson. They wield
wickedly sharp magical Hellblades of red-stained iron and brass.

Encounter – Like all daemons of Khorne, the ferocity of the Bloodletters is boundless, and they will attack
almost any foe without fear or thought of the consequences. Bloodletters often ride Juggernauts, the Steeds
of Khorne, into battle, shrieking his praises as they do so.

Habit/Society – Bloodletters are the soldiers of the daemonic armies of Khorne. They constantly vie for
power amongst themselves, usually seeking the highest body count during battle. Outside of combat they
are combative, bloodthirsty monsters that whisper to those that revel in the throes of martial combat.

Khorne Bloodletter
STR – 15 +3 Action Check: 14+/13/6/3
DEX – 11 +1 Actions per Round: 2
CON – 12 Durability: 12/12/6/6
INT – 12 +1 Armor: d8+1/d8+1/d8 (Good Toughness)
WIL – 12 +1
PER – 12
Attacks
Hellblade 19/9/4 LI/G d4+5w/d6+5w/d4+3m

Special Rules
Khornate Daemon – As a daemon of Khorne, the Bloodletter must charge the nearest enemy if not already
engaged in melee combat. The daemon must move as quickly as possible towards the nearest enemy and
perform the charge combat maneuver when reaching its opponent.

Daemonic Instability – Not being from this world, daemons must struggle to maintain a hold on this reality.
When distracted from their task, a daemon may lose its grip on reality and slip back into the Warp from
whence it came. A daemon must make a Reslove-mental resovle skill check or suffer d4 mortal damage
resulting from losing their grip on reality; a critical failure results in d6 mortal damage. This check must be
made whenever the daemon suffers damage equal to half of its wounds, half of its stun, or any time it
suffers mortal damage (after armor rolls). Whenever any of these criteria are met, the daemon must
immediately test, making a check for each criteria that was met (a daemon suffering enough damage to
reduce it below half wounds and suffering mortal damage in the same shot would have to test twice). A
daemon must also test for Daemonic Instability when the duration of the summoning spell used to call them
is up; they must test at the end of every turn following the duration of the spell.

Skills
Stamina (12), endurance 1 (13); Melee Weapons (15), blade 4 (19); Resolve (12), mental resolve 2 (14),
physical resolve 3 (15); Athletics (15);

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Alternity – Warhammer 40,000

Horror of Tzeentch
The Lesser Daemons of Tzeentch are known as Horrors, taking two distinct forms, the Pink Horror and
Blue Horror. They start off as Pink Horrors, recognized by its glowing pink skin, high pitched squeals of
laughter. When "killed" a Pink Horror splits into two Blue Horrors, similar physically but glowing blue,
sullen and malicious like evil-tempered children.

Description – Both types are made purely from magical energy, racing about in a haze of pink and/or blue
light and cackling/grumbling incessantly.

Encounter – Horrors are used by minions of Tzeentch for all manner of tasks. Primarily used as battle
thralls, horrors are sent in waves to their deaths. They are reasonably unintelligent and use simple tactics
against their foes. Weak in close combat, horrors do their best to stay away from enemies, hurling their
mystical fire. Horrors are often encountered in groups of nine.

Habit/Society – Horrors are one of the lowest form of daemon. Being physically weaker than most other
daemons they are usually harassed and tormented by those stronger than themselves. Occasionally a horror
that has served Tzeentch very well will be promoted, elevated in status and power to the rank of Flamer. It
is only then that the daemon begins to earn the respect of its peers.

Horror of Tzeentch
STR – 12 +1 Action Check: 10+/9/4/2
DEX – 8 Actions per Round: 2
CON – 9 Durability: 9/9/5/5
INT – 10 Armor: d4+1/d4+1/d4 (Good Toughness)
WIL – 10
PER – 10
Attacks
Claws 14/7/3 LI/O d4+1w/d4+2w/d4+3w
Daemonic Fire 15/7/3 15/30/120 En/O d4+1w/d6+1w/d4+1m

Skills
Unarmed Attack (12), brawl 2 (14); Stamina (9), endurance 1 (10); Resolve (10), mental resolve 2 (12);
Athletics (12), throw 3 (15);

Daemonic Gifts
Daemonic Fire

Flamers
Horrors can also appear as Flamers. Their attributes and abilities remain the same, however their
appearance changes dramatically. Flamers are granted more power and are able to use the FX ability
Doom Bolt (with three ranks).

Daemonettes
The Daemonettes are the most numerous of Slaanesh’s daemonic followers, and serve his purposes in a
number of ways.

Description – They stand nearly as tall as a man, and are wh ite skinned with deep green saucer like eyes.
Their figures and faces are something like those of Human women, but they have only one breast. They
often decorate their bodies and their long flowing white hair with a variety of bizarre designs, painted or
tattooed onto their skins in the pastel shades of Slaanesh. Slaanesh’s symbol, endlessly repeated, is the
most popular motif. Their arms end in chitinous crab-like claws, and they have two-toed, clawed feet and
razor edged tail. They sometimes wear elaborate chain mail armor.

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Encounter – They fight as troops on the battlefield, and are occasionally granted as companions to mortal
followers of Slaanesh. Like Slaanesh, the Daemonettes are beautiful, but their beauty is perverse and
unnatural, and causes loathing rather than admiration. They often ride into battle on Mounts of Slaanesh.

Habit/Society – Daemonettes, while physically capable in combat, specialize in far more subtle methods to
dispose of their enemies. They are used to seduce and torment those that delight in hedonistic pleasures
and corrupt those that are prone to such delights.

Daemonette
STR – 12 +1 Action Check: 13+/12/6/3 (-d4)
DEX – 10 Actions per Round: 2
CON – 9 Durability: 9/9/5/5
INT – 10 Armor: d4+1/d4+1/d4 (Good)
WIL – 10
PER – 12
Attacks
Claws 16/8/4 LI/O d4+1w/d6+1w/d4+1m

Skills
Unarmed Attack (12), brawl 4 (16); Stamina (9), endurance 1 (10); Awareness (10), perception 1 (11);
Interaction (12), charm 2 (14), seduce 4 (16)

Special Rules
Daemonic Talons – Daemonettes have the Daemonic Talons Daemonic Gift, and as such any attack rolls
resulting in a critical success ignore all armor rolls.

Warp Scream – Peculiar to the followers of Slaneesh, they can emit a piercing scream, which blurs the
barriers between real space and the warp. This has a disorienting effect on their enemies who receive a +2
penalty on their next action check. Beings with this ability may scream at any time and doing so does not
require an action.

Daemonic Instability – Not being from this world, daemons must struggle to maintain a hold on this reality.
When distracted from their task, a daemon may lose its grip on reality and slip back into the Warp from
whence it came. A daemon must make a Reslove-mental resovle skill check or suffer d4 mortal damage
resulting from losing their grip on reality; a critical failure results in d6 mortal damage. This check must be
made whenever the daemon suffers damage equal to half of its wounds, half of its stun, or any time it
suffers mortal damage (after armor rolls). Whenever any of these criteria are met, the daemon must
immediately test, making a check for each criteria that was met (a daemon suffering enough damage to
reduce it below half wounds and suffering mortal damage in the same shot would have to test twice). A
daemon must also test for Daemonic Instability when the duration of the summoning spell used to call them
is up; they must test at the end of every turn following the duration of the spell.

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Tyranids
The Tyranids are without a doubt the most alien race encountered by humanity. They have been likened to
a galactic locust swarm, remorselessly hungry and too numerous to stop. They are a nomadic, space-
dwelling race which has migrated from beyond our galaxy in search of new resources to assimilate. These
they have discovered in abundance in the Imperium of Man and the assorted alien races now in their path.
Tyranids only descend onto planets to totally strip them of bio-mass before moving on, leaving nothing but
a ball of scoured rock in their wake.

Tyranid Bio-weapons – Tyranid ranged weapons are a part of their bodies, symbiotic organisms melded to
them from inception. To represent this, the weapon’s base damage (even for ranged weapons) is modified
by the user’s strength. Weapon statistics listed below under each individual Tyranid creature have already
taken this modification into account, however the addition of any Tyranid bio-morphs or mutations may
alter the using creature’s strength, which may adjust the weapon’s damage.

Scything Talons (brawl) LI/O d4+2w/d6+2w/d4+1m


Claws (brawl) LI/O d4w/d4+1w/d4+2w
Rending Claws* (brawl) LI/O d4+1w/d6+1w/d4m
Lash Whips** (melee ) LI/O d4w/d6w/d4m
Fleshborer (rifle) 30/60/240 HI/O d4+1w/d6+1w/d4+1m F
Spinefist (pistol) 30/60/240 HI/O d4w/d6w/d4m F
Devourer (rifle) 30/60/240 HI/O d4-1w/d6-1w/d4-1m F/B/A
Deathspitter (rifle) 45/90/360 En/O d4+1w/d6+1w/d4+1m F (AOE: 3-meter radius)
Barbed Strangler (indirect) 60/120/480 HI/O d4-2w/d6-2w/d4-2m F (AOE: 6-meter radius)
Venom Cannon (direct) 90/180/720 HI/O d6w/d6+2w/d6m F
*Rending Claws ignore all armor rolls when a critical hit is rolled.
**Any being struck by a lash whip must make a Stamina-endurance skill check or suffer a +1 penalty to
action checks on the following round.

Tyranid Monstrous Creatures – The massive Carnifex and ferocious Hive Tyrant are but two of the larger
and more powerful Tyranid creatures. These beasts, referred to as Monstrous Creatures, are generally
bigger, meaner, and nastier than most other Tyranids. As such, they inflict slightly more damage in close
combat, making them even deadlier than their smaller brethren do. All Tyranid Monstrous Creatures inflict
Good quality damage with any close combat attack they make.

Instinctive Behavior – Beyond the immediate reach of the hive mind, lesser Tyranid creatures will often
revert to their basic, often animalistic instincts. To represent this, any group of Tyranid creatures that is not
within range of a synapse creature must make a Resolve-mental resolve skill check whenever presented
with a threat or other strong stimulus (make one check for any brood of Tyranids). Success indicates the
creatures act as intelligent creatures, with any failure meaning the brood reverts to its animalistic instincts
and begins to act in a random behavior. The exact details of this rule is left to the GM, however when
suffering from Instinctive Behavior Tyranids tend to either run away, seek cover, or throw themselves
recklessly towards a threat.

Note: This rule is designed to reflect the Instinctive Behavior rules found in the Tyranid Codex (pg 6).
GM’s are left to their own devices to determine exactly how any given brood will act, however the rule
presented above should be a rough idea of how Tyranids outside the hive mind should behave.

Hive Tyrant
The Hive Tyrant is a large and massively powerful Tyranid creature, the closest thing to a leader of a
battlefield swarm yet seen. Like many Tyranids, they seem able to mutate rapidly, and several different
physical characteristics have been reported.

Description – The Hive Tyrant is a large and massively powerful creature. It resembles a Tyranid Warrior
in a similar way that the Genestealer Patriarch is a larger and more powerful Genestealer, though whether

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they were deliberately created this way or merely evolved to a higher form is uncertain. Like all Tyranids,
they seem able to mutate rapidly, and several different physical characteristics have been reported.

Encounter – Hive Tyrants are most often found at the heart of a large Tyranid swarm. They act as leaders
and nodes for the Tyranid hives and are a focal point of any Tyranid force. After centuries of constant
battle against the races of the galaxy, many have come to recognize the Hive Tyrants as vital cogs in the
Tyranid war machine and thus, smart warriors will take every opportunity to remove the Hive Tyrant
causing chaos among the lesser Tyranids.

Habit/Society – The Hive Tyrant is highly psychic, and its relationship to the hive mind is closer than even
that of the Tyranid Warriors. Little is known for certain about the complex relationships between these
creatures, but some of the Imperial Techno-magi believe the Hive Tyrants are the consort-minds of the hive
queen that forms the repository of the hive fleets own collective consciousness. If this is true, the Hive
Tyrants embody the hive mind completely, but their destruction does not diminish it in any way.

Tyranid Hive Tyrant


STR – 15 +3 Action Check: 15+/14/6/3 (-d4)
DEX – 11 +1 Actions per Round: 3
CON – 18 Durability: 18/18/9/9
INT – 12 +1 Armor: d8+1/d8+1/d8
WIL – 12 +1 Psionic Energy Points: 12
PER – 12
Bio-Weapons
A Tyranid Hive Tyrant may have up to two of the following weapons.
?? Venom Cannon – 18/9/4 90/180/720 HI/O d6+3w/d6+5w/d6+3m
?? Barbed Strangler – 18/9/4 60/120/480 HI/O d4+1w/d6+1w/d4+1m
?? Deathspitter – 14/7/3 45/90/360 En/O d4+4w/d6+4w/d4+4m
?? Devourer – 14/7/3 30/60/240 HI/O d4+2w/d6+2w/d4+2m
?? Spinefists – 14/7/3 30/60/240 HI/O d4+3w/d6+3w/d4+3m
?? Scything Talons – 20/10/5 LI/G d4+5w/d6+5w/d4+4m
?? Lash Whips – 20/10/5 LI/G d4+3w/d6+3w/d4+3m
?? Rending Claws – 20/10/5 LI/G d4+4w/d6+4w/d4+3m

Skills
Unarmed Attack (15), brawl 5 (20); Stamina (18), endurance 4 (22); Awareness (12), perception 1 (13),
intuition 3 (15); Modern Ranged Weapons (11), rifle 3 (14), pistol 3 (14); Heavy Weapons (15), direct 3
(18), indirect 3 (18); Melee Weapons (15), bludgeon 5 (20), blade 5 (20); Athletics (15), climb 3 (18), jump
1 (16); Investigate (12), track 2 (14), search 2 (14); Resolve (12), mental 4 (16), physical 4 (16); Stealth
(11), sneak 3 (14), hide 3 (14);

Hive Mind Powers


A Tyranid Hive Tyrant always possesses the following Mindwalking powers.
?? Telepathy – synapse creature: This ability functions continuously and does not require the expenditure
of psionic energy points nor a skill check to use (except where noted below). Tyranid creatures within
120 meters of the synapse creature fall under the control of the synapse creature. Controlled beings
automatically pass any Resolve skill checks as long as they remain within synapse range. Controlled
creatures will not fall back due to excessive casualties and no longer act using ‘Instinctive Behavior’.
Synapse creatures may also detonate spore mines within 240 meters, however this requires a skill
check and the expenditure of psionic energy points.
?? Telepathy – the horror: This ability functions continuously and does not require the expenditure of
psionic energy points nor a skill check to use. Any being wishing to engage a creature with this power
in close combat must make a Resolve – mental resolve skill check or suffer a penalty to all actions. On
an Amazing success no penalty is applied, a Good success imposes a +1 penalty, an Ordinary success
gives a +2 penalty, and a Marginal success (failure) imposes a +3 penalty. On a Critical Failure the

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being is paralyzed with fear and may not act until they pass a Resolve – mental resolve skill check (any
success, 1 check per turn).
And may possess any of the following Mindwalking powers.
?? Telepathy – catalyst: If the skill check is successful, all tyranid creatures within 180 meters of the
creature using catalyst may still make a single attack despite suffering their last point of mortal
damage. Any creatures killed before being able to act that are within the area of effect may make a
final action before succumbing to their wounds. Note this only applies to creatures killed and has no
effect on wounded creatures.
?? Telepathy – psychic scream: This ability functions continuously and does not require the expenditure
of psionic energy points nor a skill check to use. Psychic scream imposes a +1 penalty to all Resolve –
mental resolve skill checks for all non-tyranid beings within 120 meters. In addition, anyone
attempting to use Mindwalking powers while within the area of effect of the psychic scream suffer a
+1 penalty to all Mindwalking skill checks and any failed skill check requires the Mindwalker to suffer
‘Perils of the Warp’ (see Mindwalking for more information).
?? Telepathy – warp blast: The creature can make an attack with its mind using one of two methods. The
first has the following profile: 60/120/480, En/G, d6w/d6+2w/d6m and has a 3 meter radius area of
effect. The second is a more focused bolt and uses the following profile: 45/90/360, En/G,
d8+3w/d12+1w/d8+3m but affects only a single target.
?? Telepathy – warp field: Grants the creature using this power 2d4+1/2d4+1/2d4 armor with Ordinary
quality protection in addition to its normal armor (see rules for stacking armor).

Mindwalking
Telepathy (12), the horror 3 (15), synapse creature 6 (18), catalyst 3 (15), psychic scream 3 (15), warp
blast 3 (15), warp field 6 (18);

Mutations
A Tyranid Hive Tyrant may have up to one of the following mutations, which may modify its
characteristics or abilities as listed below. Note that these mutations are rare, even among highly mutable
Tyranids and should not be common throughout a brood.
?? Exceptional Size: The mutant is a giant amongst its kind, the dominant beast of the brood. The
mutant’s Strength and Constitution are increased by +3 each.
?? Acid Blood: The mutant has a powerful and unpleasant bio-acid instead of normal ichor. If the mutant
suffers mortal damage, all non-Tyranid items and beings within 3 meters must make a Constitution feat
check or suffer damage as listed under the ‘Hazards’ section of the GMG (pg 57). This check is made
at a +1 penalty due to the potency of the acid.

Biomorphs
A Tyranid Hive Tyrant can have any number of the following biomorphs, which modify its characteristics
and abilities as listed below. No biomorph can be selected more than once.
?? Wings: Allows the creature flight, determine flying movement as per the PHB (pg 39)
?? Adrenal Glands: Increase all close combat specialty skills by one rank (brawl, blade, etc.)
?? Enhanced Senses: Increase Dexterity by +1
?? Toxic Sacs: Increase Strength by +3
?? Adrenal Glands: Increase Dexterity by +1 and gain an additional – 1 bonus to action checks
?? Extended Carapace: Increase Armor to 2d4+1/2d4+1/2d4 (Ordinary toughness)

Biomorph-Enhancements
A Tyranid Hive Tyrant can have any number of the following biomorph-enhancements, which modify its
characteristics and abilities as listed below.
?? Flesh Hooks: Flesh hooks allow a Tyranid to climb much more successfully than most others of its
kind. They give the creature a –3 bonus to all climb skill checks. They can also be used to snare
victims, giving the creature a –3 bonus on all attempts to grapple or pin opponents.
?? Implant Attack: Any successful attack (one that at least primary wound damage penetrates armor)
except bio-plasma, by the Tyranid implants a toxin or parasite that quickly begins to destroy the victim
from within. At the end the round following a successful attack the victim must make a Stamina-

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endurance check (or Constitution feat check). On a Critical Failure, the victim suffers an additional
d6m; a Failure results in an additional d4m; Ordinary success brings d6w; while Good success means
the victim suffers d4w. On an amazing success the victim suffers no additional damage.
?? Bio-plasma Attack: This enhancement allows the Tyranid an extra attack against anything within 3
meters. By spewing forth a vile bio -plasma, the Tyranid can inflict damage on its enemies. This
ability can be used once per round and does not use an action (but can’t be used until the Tyranid’s
first action). The Tyranid rolls to hit using a Dexterity feat check (taking into account any Dexterity
resistance modifiers). Damage inflicted is d4w/d6w/d4m modified by the creature’s Strength and is
En/O.

Genestealer
No firm connection was made between the Genestealers and the Tyranids until Genestealers were reported
amongst the forces of Hive Fleet Behemoth at the battle of Macragge. There the Genestealers attacked in
unstoppable waves, time and again overwhelming the defenders with their sheer speed and ferocity. An
extended investigation by the Inquisition has since made it clear that the Genestealers are the Tyranids
vanguard, shock troops and guerilla fighters, sent ahead of the hive fleets to scout out and infiltrate the
enemy.

Description – Genestealers possess the six-limbed body of all Tyranid creatures with powerful ripping
claws and taloned hands. They are incredibly fast and dangerous opponents in hand-to-hand combat but
never use ranged weaponry or other devices, despite their obvious intelligence. Genestealers can operate
independently of the hive mind, having a gestalt brood intelligence of their own.

Encounter – Genestealers are usually encountered in one of three ways: at the fore of a Tyranid hive acting
as infiltrators and front-line shock troops, at the center of a Genestealer cult on a planet being subverted
from within by the hive fleets, or aboard a drifting space hulk patiently waiting for someone to disturb
them. In any case, Genestealers represent a vicious yet subtle weapon of the Tyranids.

Habit/Society – Genestealers appear to be an important part of the fighting forces of the hive fleets, where
their speed and power make them devastating shock troops. More insidiously, they are implanted aboard
drifting space hulks encountered by the hive fleet in the Warp. By this means they are allowed to spread
ahead of the Tyranid hive flee, prepare the way for planetary invasion and discover the richest sources of
genetic material. It seems unlikely that such monsters could conceal themselves from humans for long but
by lurking aboard space hulks the Genestealers are able to ensnare and infect explorers that come aboard by
implanting them with their genetic material.
Once infected a victim can be controlled by the psychic brood intelligence of the Genestealer, and
becomes completely dedicated to their cause. The implanted germ cell grows inside its host until it is ready
to emerge. The Genestealers genetic attributes are passed on in part to the offspring, creating monstrous
Genestealer Hybrids whose own spawn will either be pure-strain Genestealers or more human-seeming
hybrids. As the hybrid brood grows in strength it generates a psychic signal that the hive fleets can follow,
drawing the Tyranids on to rich feeding grounds.

Genestealer
STR – 12 +1 Action Check: 15+/14/7/3 (-d8)
DEX – 13 +2 Actions per Round: 3
CON – 12 Durability: 12/12/6/6
INT – 12 +1 Armor: d4-1/d4-1/d4-2
WIL – 12 +1
PER – 12
Attacks
Rending Claws 18/9/4 LI/O d4+2w/d6+3w/d4+1m
Scything Talons 18/9/4 LI/O d4+3w/d6+3w/d4+2m

Skills
Unarmed Attack (12), brawl 6 (18); Stealth (13), sneak 3 (16), hide 2 (15); Athletics (12), climb 4 (16),
jump 2 (14); Awareness (12), perception 2 (14), intuition 2 (14);

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Special Rules
Brood Telepathy – Genestealers have their own brood telepathy, which allows them to function
independently without the influence of the hive mind. Because of this, Genestealer broods outside the
range of any synapse creatures do not use the Instinctive Behavior rules.

Mutations
A Genestealer may have up to one of the following mutations, which may modify its characteristics or
abilities as listed below. Note that these mutations are rare, even among highly mutable Tyranids and
should not be common throughout a brood.
?? Weapon Beast: The creature can carry a weapon not normally used by a creature of its type. Any
weapon from the Bio-Weapons chart (above) can be used by the mutant.
?? Exceptional Size: The mutant is a giant amongst its kind, the dominant beast of the brood. The
mutant’s Strength and Constitution are increased by +3 each.
?? Acid Blood: The mutant has a powerful and unpleasant bio-acid instead of normal ichor. If the mutant
suffers mortal damage, all non-Tyranid items and beings within 3 meters must make a Constitution feat
check or suffer damage as listed under the ‘Hazards’ section of the GMG (pg 57). This check is made
at a +1 penalty due to the potency of the acid.

Biomorph-Enhancement
A Genestealer may have up to one of the following biomorph enhancements.
?? Scything Talons: See above profile
?? Flesh Hooks: Flesh hooks allow a Tyranid to climb much more successfully than most others of its
kind. They give the creature a –3 bonus to all climb skill checks. They can also be used to snare
victims, giving the creature a –3 bonus on all attempts to grapple or pin opponents.
?? Implant Attack: Implant Attack: Any successful attack (one that at least primary wound damage
penetrates armor) except bio-plasma, by the Tyranid implants a toxin or parasite that quickly begins to
destroy the victim from within. At the end the round following a successful attack the victim must
make a Stamina-endurance check (or Constitution feat check). On a Critical Failure, the victim suffers
an additional d6m; a Failure results in an additional d4m; Ordinary success brings d6w; while Good
success means the victim suffers d4w. On an amazing success the victim suffers no additional
damage.
?? Toxic Sacs: Increase Strength by +3
?? Extended Carapace: Increase Armor to d4+1/d4+1/d4 (Ordinary toughness)

Gaunt
Gaunts are by far the most common form of Tyranid found today. Employed as core troops in the Tyranid
hives, Gaunts move across the battlefield in large broods dragging down all life that gets in their way. Lead
by synapse creatures the Gaunts make up the bulk of the Tyranid armies.

Description – Although smaller in size than many other Tyranids, the Gaunt is fast, cunning and deadly.
The Gaunt’s powerful body swoops low to the ground for speed, and enables it to follow the narrow arterial
passages of the hive ships. Like Tyranid Warriors and Genestealers it has six limbs and a chitinous outer
shell which glistens with sticky secretion.

Encounter – Gaunts can be found anywhere the Tyranid hive fleets are. They are one of the lowest forms
of Tyranid and, as such, are sent into combat ahead of the larger Tyranid monsters. Gaunt broods sweep
across enemy lines in massive waves numbering in the hundreds. Onboard hive ships, Gaunts form the first
line of defense against boarding parties and emerge from arteries and crevices in massive numbers to
protect the hive.
Gaunts are one of the most varied creatures when it comes to species. Gaunts have been found in
numerous forms, each designed to fit a specific need. There are nearly limitless possible variations on the
main Gaunt genus, the two most common are the Termagant and Hormagaunt. Gaunts with similar
mutations and biomorphs are found in broods ranging in size from eight to 32.

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Habit/Society – Gaunts are nearly the lowest form of Tyranid. They function only to serve the hive mind,
and without its control are little more than animals . Independently they revert to their animalistic nature
and behave like any other wild beast. But under the control of the hive mind they are a powerful weapon
used to destroy those that would stop the Tyranids.

Gaunt
STR – 9 Action Check: 11+/10/5/2 (-d4)
DEX – 10 Actions per Round: 2
CON – 9 Durability: 9/9/5/5
INT – 7 Armor: d4-1/d4-1/d4-2
WIL – 7
PER – 7
Attacks
Claws 12/6/3 LI/O d4w/d4+1w/d4+2w

Skills
Stamina (9), endurance 1 (10); Athletics (9), climb 3 (12), jump 3 (12); Unarmed Attack (9), brawl 3 (12);
Awareness (7), perception 1 (8); Modern Ranged Weapons (10), pistol 3 (13), rifle 3 (13); Resolve (7),
mental resolve 1 (8);

Special Rules
Fleet of Claw – Gaunts move quicker than normal. When determining a Gaunt’s move, add 5 to their
DEX+STR.

Bio-Weapons
A Gaunt may also be armed with one of the following weapons.
?? Spinefists – 13/7/3 30/60/240 HI/O d4w/d6w/d4m
?? Devourer – 13/7/3 30/60/240 HI/O d4-1w/d6-1w/d4-1m
?? Fleshborer – 13/7/3 30/60/240 HI/O d4+1w/d6+1w/d4+1m
?? Scything Talons – 12/6/3 LI/O d4+2w/d6+2w/d4+1m

Mutations
A Gaunt may have up to one of the following mutations, which may modify its characteristics or abilities as
listed below. Note that these mutations are rare, even among highly mutable Tyranids and should not be
common throughout a brood.
?? Hive Node: The mutant is especially receptive to the imperatives of the hive mind, such that it can
sense commands even if synapse creatures are not nearby. This mutation gives the Tyranid, and any
members of its brood a –3 bonus to all Resolve skill checks, including those related to Instinctive
Behavior.
?? Weapon Beast: The creature can carry a weapon not normally used by a creature of its type. Any
weapon from the Bio-Weapons chart (above) can be used by the mutant.
?? Exceptional Size: The mutant is a giant amongst its kind, the dominant beast of the brood. The
mutant’s Strength and Constitution are increased by +3 each.
?? Acid Blood: The mutant has a powerful and unpleasant bio-acid instead of normal ichor. If the mutant
suffers mortal damage, all non-Tyranid items and beings within 3 meters must make a Constitution feat
check or suffer damage as listed under the ‘Hazards’ section of the GMG (pg 57). This check is made
at a +1 penalty due to the potency of the acid.

Biomorphs
A Gaunt can have any number of the following biomorphs, which modify its characteristics and abilities as
listed below. No biomorph can be selected more than once.
?? Leaping: Gives the creature a –3 bonus to any Athletics-jump skill check.
?? Wings: Allows the creature flight, determine flying movement as per the PHB (pg 39)
?? Adrenal Glands: Increase all close combat specialty skills by one rank (brawl, blade, etc.)

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?? Enhanced Senses: Increase Dexterity by +1


?? Toxic Sacs: Increase Strength by +3
?? Adrenal Glands: Increase Dexterity by +1 and gain an additional – 1 bonus to action checks
?? Extended Carapace: Increase Armor to d4+1/d4+1/d4 (Ordinary toughness)

Biomorph-Enhancements
A Gaunt can have any number of the following biomorph-enhancements, which modify its characteristics
and abilities as listed below.
?? Flesh Hooks: Flesh hooks allow a Tyranid to climb much more successfully than most others of its
kind. They give the creature a –3 bonus to all climb skill checks. They can also be used to snare
victims, giving the creature a –3 bonus on all attempts to grapple or pin opponents.
?? Implant Attack: Any successful attack (one that at least primary wound damage penetrates armor)
except bio-plasma, by the Tyranid implants a toxin or parasite that quickly begins to destroy the victim
from within. At the end the round following a successful attack the victim must make a Stamina-
endurance check (or Constitution feat check). On a Critical Failure, the victim suffers an additional
d6m; a Failure results in an additional d4m; Ordinary success brings d6w; while Good success means
the victim suffers d4w. On an amazing success the victim suffers no additional damage.
?? Bio-plasma Attack: This enhancement allows the Tyranid an extra attack against anything within 3
meters. By spewing forth a vile bio -plasma, the Tyranid can inflict damage on its enemies. This
ability can be used once per round and does not use an action (but can’t be used until the Tyranid’s
first action). The Tyranid rolls to hit using a Dexterity feat check (taking into account any Dexterity
resistance modifiers). Damage inflicted is d4w/d6w/d4m modified by the creature’s Strength and is
En/O.

Lictor
Lictors rove ahead of Tyranid ground swarms seeking out pockets of enemy resistance to be eradicated and
native life forms to be absorbed. Lictors are often referred to by Imperial troops as Spooks or Mantis
Stalkers because of their unnerving behavioral patterns and combat techniques. Lictors are intelligent and
possess highly developed sensory organs so they can see, smell, hear and taste their prey long before it
becomes aware of their presence.

Description – Lictors are well adapted for dealing death with a whole arsenal of bio-weaponry, which
includes mantis -like upper cla ws, venomous talons, feeder tentacles and barbed flesh hooks. The Lictors
feeder tentacles are tipped with sharpened bony plates and are used to lobotomize victims so that the Lictor
can absorb their genetic data and immediate memories by consuming their brains. The exceptionally
powerful upper claws are edged with fractal chitin and the lower talons have venom channels containing a
deadly haemotoxin.

Encounter – Lictors are used as scouts and ambush creatures roving ahead of larger Tyranid swarms.
Lictors are usually encountered in the hours before a major Tyranid assault, though sometimes Lictors will
be dispatched by the hive mind to infiltrate and eliminate specific enemy targets. Lictors are also deployed
behind the front lines, hidden and guarding key Tyranid targets such as Biovores or spawning pools.

Habit/Society – Lictors appear to be a specialist mutation of Tyranid Warriors that are highly adapted to
survival in hostile environments and a predator/stalker role. Stalking Lictors exude a pheromone trail,
which draws other Tyranid creatures in their wake. A larger concentration of prey stimulates a stronger
pheromone response and brings a larger group of trailing Tyranids.

Lictor
STR – 18 +4 Action Check: 13+/12/6/3 (-d8)
DEX – 13 +2 Actions per Round: 3
CON – 12 Durability: 12/12/6/6
INT – 12 +1 Armor: d4+1/d4+1/d4
WIL – 12 +1
PER – 12

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Attacks
Scything Talons 24/12/6 LI/O d4+5w/d6+5w/d4+4m
Rending Claws 24/12/6 LI/O d4+4w/d6+4w/d4+3m

Skills
Stamina (12), endurance 3 (15); Athletics (18), climb 3 (21); Unarmed Attack (18), brawl 6 (24);
Awareness (12), perception 1 (13); Resolve (12), mental resolve 1 (13); Stealth (13), sneak 6 (19), hide 6
(19), shadow 3 (16);

Special Rules
Flesh Hooks: Flesh hooks allow a Tyranid to climb mu ch more successfully than most others of its kind.
They give the creature a –3 bonus to all climb skill checks. They can also be used to snare victims, giving
the creature a –3 bonus on all attempts to grapple or pin opponents.

Fearless: Lictors are driven by the implacable alien will of the hive mind. A Lictor receives a –3 bonus to
all Resolve skill checks.

Chameleon Skin: Lictors have scales and skin that changes color to fit its surroundings. This extremely
successful camouflage makes the Lictor difficult to spot or hit with ranged weapons. Treat this ability
exactly as the ‘Chameleon Skin’ mutation found in the Alternity PHB (pg. 220).

Mutations
A Gaunt may have up to one of the following mutations, which may modify its characteristics or abilities as
listed below. Note that these mutations are rare, even among highly mutable Tyranids and should not be
common throughout a brood.
?? Exceptional Size: The mutant is a giant amongst its kind, the dominant beast of the brood. The
mutant’s Strength and Constitution are increased by +3 each.
?? Acid Blood: The mutant has a powerful and unpleasant bio-acid instead of normal ichor. If the mutant
suffers mortal damage, all non-Tyranid items and beings within 3 meters must make a Constitution feat
check or suffer damage as listed under the ‘Hazards’ section of the GMG (pg 57). This check is made
at a +1 penalty due to the potency of the acid.

Carnifex
A Carnifex is a living engine of destruction evolved for use in shock assaults, space ship boarding actions
and massed battles where it can smash through almost any obstacle, whether it is a defensive line, enemy
tanks or a fortified position. The assault of these creatures is terrifying to behold a primeval and irresistible
force, which smashes men and vehicles aside like children’s toys.

Description – Carnifexes are typically armed with four great sicle-shaped claws of diamond hard chitin,
bone and cartilage. The combined assault of these mighty scythes is powerful enough to rip even through
amourplas and ceramite with ease. Its massive, rounded body is extremely tough, having a chitinous hide,
which protects it from damage, and a shape that allows it to withstand tremendous pressures.

Encounter – Carnifexes are nearly always encountered amidst a large brood of Tyranids. They act as the
heavy artillery of the Tyranid swarms and are used primarily to destroy vehicles and heavily fortified
structures. In combat, Carnifexes lumber slowly towards their enemies, focusing their attention on the
largest threat to the hive. When entering close combat, a Carnifex is capable of tearing nearly anything to
ribbons.

Habit/Society – Carnifexes are typically found at the rear of large Tyranid broods. Backing up the smaller
Tyranids, these massive creatures function in more of a support role than more typically encountered
Tyranids. As such, they usually follow the orders of the Hive Tyrant that controls the brood, though unlike
most Tyranids, the Carnifex is capable of acting outside the hive mind with little difficulty.

Carnifex
STR – 27 +5 Action Check: 12+/11/5/2 (+d6)

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DEX – 6 -1 Actions per Round: 3


CON – 18 Durability: 18/18/9/9
INT – 12 +1 Armor: d8+1/d8+1/d8
WIL – 12 +1
PER – 12
Bio-Weapons
A Carnifex may have up to two of the following weapons.
?? Venom Cannon – 29/14/7 90/180/720 HI/O d6+5w/d6+7w/d6+5m
?? Barbed Strangler – 29/14/7 60/120/480 HI/O d4+3w/d6+3w/d4+3m
?? Deathspitter – 8/4/2 45/90/360 En/O d4+6w/d6+6w/d4+6m
?? Devourer – 8/4/2 30/60/240 HI/O d4+4w/d6+4w/d4+4m
?? Scything Talons – 30/15/7 LI/G d4+7w/d6+7w/d4+6m
?? Lash Whips – 30/15/7 LI/G d4+5w/d6+5w/d4+5m
?? Rending Claws – 30/15/7 LI/G d4+6w/d6+6w/d4+5m

Skills
Stamina (12), endurance 3 (15); Athletics (18), climb 3 (21); Unarmed Attack (27), brawl 3 (30);
Awareness (12), perception 1 (13); Resolve (12), mental resolve 1 (13); Modern Ranged Weapons (6), rifle
2 (8); Heavy Weapons (27), direct 2 (29), indirect 2 (29);

Mutations
A Carnifex may have up to one of the following mutations, which may modify its characteristics or abilities
as listed below. Note that these mutations are rare, even among highly mutable Tyranids and should not be
common throughout a brood.
?? Exceptional Size: The mutant is a giant amongst its kind, the dominant beast of the brood. The
mutant’s Strength and Constitution are increased by +3 each.
?? Acid Blood: The mutant has a powerful and unpleasant bio-acid instead of normal ichor. If the mutant
suffers mortal damage, all non-Tyranid items and beings within 3 meters must make a Constitution feat
check or suffer damage as listed under the ‘Hazards’ section of the GMG (pg 57). This check is made
at a +1 penalty due to the potency of the acid.

Biomorphs
A Carnifex can have any number of the following biomorphs, which modify its characteristics and abilities
as listed below. No biomorph can be selected more than once.
?? Adrenal Glands: Increase all close combat specialty skills by one rank (brawl, blade, etc.)
?? Enhanced Senses: Increase Dexterity by +1
?? Toxic Sacs: Increase Strength by +3
?? Adrenal Glands: Increase Dexterity by +1 and gain an additional – 1 bonus to action checks
?? Extended Carapace: Increase Armor to 2d4+1/2d4+1/2d4 (Ordinary toughness)

Biomorph-Enhancements
A Carnifex can have any number of the following biomorph-enhancements, which modify its
characteristics and abilities as listed below.
?? Flesh Hooks: Flesh hooks allow a Tyranid to climb much more successfully than most others of its
kind. They give the creature a –3 bonus to all climb skill checks. They can also be used to snare
victims, giving the creature a –3 bonus on all attempts to grapple or pin opponents.
?? Implant Attack: Any successful attack (one that at least primary wound damage penetrates armor)
except bio-plasma, by the Tyranid implants a toxin or parasite that quickly begins to destroy the victim
from within. At the end the round following a successful attack the victim must make a Stamina-
endurance check (or Constitution feat check). On a Critical Failure, the victim suffers an additional
d6m; a Failure results in an additional d4m; Ordinary success brings d6w; while Good success means
the victim suffers d4w. On an amazing success the victim suffers no additional damage.
?? Bio-plasma Attack: This enhancement allows the Tyranid an extra attack against anything within 3
meters. By spewing forth a vile bio -plasma, the Tyranid can inflict damage on its enemies. This
ability can be used once per round and does not use an action (but can’t be used until the Tyranid’s

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first action). The Tyranid rolls to hit using a Dexterity feat check (taking into account any Dexterity
resistance modifiers). Damage inflicted is d4w/d6w/d4m modified by the creature’s Strength and is
En/O.

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Dark Eldar
The Eldar were once united. At around the time of the great cataclysm that all but destroyed their rulership
of the Galaxy, they split. A number of them established a realm in the furthest reaches of the Eldar
Webway, called Commoraugh. These Eldar became warped, reveling in pain and suffering, and began
raiding Human settlements for captives to enslave and torture. They became known as the Dark Eldar, to
the other Eldar at least. They revel in killing, pain, suffering and fear, and are one of the few races in the
Galaxy that can truly be called evil.

Description – Dark Eldar are similar in technology and physical form to the mainstream Eldar, but tend to
be somewhat paler skinned.

Encounter – Dark Eldar revel in all kinds of pain, torture and agony. Many are expert torturers. The
natural hyper-sensation the Light Eldar possess is every bit as potent in the Dark Eldar, and focussed quite
specifically in the infliction of pain, agony, fear and outright terror in their victims. They drink deep of the
pain and fear they cause, and it somehow makes them stronger, faster, and more deadly. The affliction of
fear and agony is like a drug to a Dark Eldar - an addictive one.

Habit/Society – Dark Eldar are aligned loosely into groups called Kabals. In the world of the Dark Eldar,
fellow Kabal members are the closest thing to friends you're likely to find, and even they can't be trusted.
Dark Eldar society is rife with wanton skullduggery, bloodshed and murder. Deceit, poisoning, blackmail,
assassination and bloody coups are standard fare in Dark Eldar polit ics, and a Dark Eldar leader has more
to fear from his close subordinates than any external forces. Dark Eldar thrive on domination and power,
and those who are vicious, ruthless and cunning enough will quickly rise to positions of authority.
A Kabal Lord rules Kabals, often many centuries old. He/she employs a Hierarch, the second
most powerful individual in the Kabal, who acts as the Lords eyes and ears and his main advisor. The
Hierarchy is responsible for sniffing out plots and ploys arrayed against the Kabal Lord, and ones not good
at their job tend to die quickly - usually as a part of an ambitious underlings attempt to take over the Kabal.
Below this is an ever-changing political map of Archons, and below them Dracons. Some of the most
talented Dark Eldar are titled Incubi and help form the elite combat forces.

Fleet of Foot – Dark Eldar, like their light counterparts are naturally quick. As such, any Dark Eldar adds
five for the purposes of determining their movement (i.e. their movement rates are determined by
STR+DEX+5 and consulting the PHB pg 39).

Most Dark Eldar encountered will typically fit into a variety of roles. For the most part, these individuals
can be from any of the professions found in the Alternity PHB. Using the statistics listed below for the
Dark Eldar Warrior, the conversions found in the next section, and the Dark Eldar Codex, GM’s can
readily ascertain the statistics for any of the Dark Eldar.

Dark Eldar Warrior


The most commonly encountered of the Dark Eldar are the warriors, sent out into the galaxy to perform
raids and collect slaves.

The stats below reflect a typical 2nd -level CombatSpec.

Dark Eldar Warrior


STR – 9 Action Check: 15+/14/7/3 (-d6)
DEX – 12 +1 Actions per Round: 2
CON – 9 Durability: 9/9/5/5
INT – 10 Armor: d4+1/d4+1/d4
WIL – 10
PER – 10
Attacks
Splinter Rifle – 16/8/4 60/120/480 HI/O d4w/d6w/d4m
Shredder 16/8/4 30/60/240 HI/O d6+1w/d8+1w/d6+1m (AOE: 3 meter radius)

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Splinter Pistol 16/8/4 15/30/120 HI/O d4w/d6w/d4m


Blaster 16/8/4 30/60/240 En/G 2d4+1w/d6+1m/2d4+1m
Melee Weapon – 13/6/3 LI/O d4w/d4+1w/d4m

Skills
Stamina (9), endurance 1 (10), endure pain 1 (10); Athletics (18), climb 3 (21); Unarmed Attack (9), brawl
4 (13); Awareness (10), perception 1 (11); Resolve (10), mental resolve 1 (11); Modern Ranged Weapons
(12), rifle 4 (16), pistol 4 (16); Melee Weapons (9), blade 4 (13);

Warp Beast
Warp Beasts are, according to the best Imperial sources, "spawned from the bloody nightmares of mortals",
death and pain embodied.

Description – Warp Beasts are canine-like quadrupeds with dark reddish-brown skin. They have massive
claws and razor-sharp teeth, capable of rending even the strongest of armors. Full grown, they average
nearly two meters long, with long serpentine tails. Their eyes burn a hideous yellow.

Encounter – Warp Beasts are raised for combat in the arenas of the Dark Eldar. They are controlled by
special wyches called beastmasters who control the Warp Beasts as best they can. They are usually
brought into combat alongside groups of wyches and are commonly used to quickly reach enemies and
begin to tear them to pieces before the wyches arrive.

Habit/Society – Warp Beasts live only to serve their Dark Eldar masters. They are bred to fight in the
arenas of Commorragh and are not found outside the service of the Dark Eldar. Unless the beastmaster
controlling a pack of Warp Beasts has been killed, they will not be found without some form of Dark Eldar
controller.

Warp Beast
STR – 12 +1 Action Check: 12+/11/5/2 (-d6)
DEX – 12 +1 Actions per Round: 2
CON – 9 Durability: 9/9/5/5
INT – 5 Armor: d4-1/d4-1/d4-2
WIL – 5
PER – 5
Attacks
Claws 12/6/3 LI/O d4+1w/d4+2w/d4+3w

Skills
Stamina (9), endurance 1 (10); Unarmed Attack (12), brawl 4 (16); Awareness (5), perception 3 (8);

Special Rules
Fast: Warp Beasts are incredibly fast, even by Dark Eldar standards. Warp Beasts add ten for the purposes
of determining their movement (i.e. their movement rates are determined by STR+DEX+5 and consulting
the PHB pg 39).

Grotesque
The need to inflict pain and suffering can become obsessive, and the results are Grotesques, those who have
turned on their own bodies. Others become Grotesques in a less voluntary manner, those who have fallen
victim to Haemonculi, whether for some past misdeed, or merely happening to be in the wrong place at the
wrong time.

Description – Grotesques are hideous humanoid monstrosities, corrupted human, Eldar, or Dark Eldar who
have succumbed to the pain and suffering of the Dark Eldar. Their humanoid forms are twisted, with pale
skin and elongated limbs. Any spark of sentience in their eyes has been replaced by only a faint glimmer of

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madness. Their hands end in long, sharp claws that tear into their enemies. They typically wear only the
tattered remains of whatever clothes they wore before being corrupted.

Encounter – Grotesques are controlled by the Dark Eldar and used to rip holes in enemy lines. They are
fielded in small groups usually lead by a Haemonculi or other important member of the Dark Eldar.
Individually they are solitary hunters, preying on the weak and torturing those they capture before
devouring them. Unless driven by a Dark Eldar master, they are without direction or motivation and only
act when provoked.

Habit/Society – Grotesques are not usually noted for their intelligence or rational reasoning. Many have
suffered such mutilation their sanity has completely snapped. Grotesques are completely dependent on
their Dark Eldar masters for direction. Independent of their masters they are crazed lunatics, butchering
and murdering as they see fit. They serve no role within the Dark Eldar society save as slaves and cannon
fodder.

Grotesque
STR – 12 +1 Action Check: 11+/10/5/2
DEX – 10 Actions per Round: 2
CON – 9 Durability: 9/9/5/5
INT – 7 Armor: None
WIL – 7
PER – 7
Attacks
Claws 16/8/4 LI/O d4+1w/d4+2w/d4+3w

Skills
Stamina (9), endurance 2 (11), endure pain 5 (14); Unarmed Combat (12), brawl 4 (16); Athletics (12),
climb 2 (14);

Special Rules
Feel No Pain: Grotesques are inured to pain and shrug off minor wounds that would leave another creature
writhing in agony. Because of this they never receive penalties resulting from damage suffered (stun,
wound, mortal, or fatigue damage). Grotesques can never be rendered unconscious as a result of heavy
damage (losing all stun or wound damage).

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Index
Daemonic Summoning, 25, 37, 38, 39, 41, 42
Daemonic Talons, 22, 90
A Daemons, 25, 37, 86, 87, 89
Acute Senses, 24 Dark Eldar Warrior, 101
Additional Rules, 76 Demon Ward, 44
Adeptus Arbites, 16, 65, 76 Divine Guidance, 43
Adeptus Astartes, 7, 24, 33, 34, 35, 47, 64, 75 Doom Bolt, 39
Adeptus Mechanicus, 7, 10, 11, 16, 18, 19, 33, 34,
35, 45, 46, 69, 70, 71, 75
Adeptus Monetorum, 45
E
Affliction, 42 Eldar, 8, 9, 17, 19, 23, 26, 35, 45, 72, 73, 75, 80
Ammunition, 49, 50, 51, 63 Eviscerator, 61
Arcane Magic FX, 37 Executioner Pistol, 59
Artificial Intelligences, 70 Exorcism, 44
Assault Cannon, 51, 52
Astropathy, 16, 17, 25, 34
Astrotelepathy, 25 F
Aura, 44 Faith FX, 37, 43, 44
Aura of Decay, 42 Familiar, 22
Autocannon, 48, 49, 53 Fast Reflexes, 21
Autogun, 48, 49 Flak Armor, 65
Autopistol, 48 Flamer, 54, 55
Flamewall, 29
B Fleetfoot, 28
Force Bubble, 29
Battle Fury, 28 Force Weapons, 63
Beam of Slaneesh, 41 Formal Education, 23
Biokinesis, 28 Fuelled by Pain, 41
Black Carapace, 31, 33, 34, 64 FX, 7, 12, 18, 20, 22, 23, 24, 25, 37, 38, 39, 40, 41,
Black Rage, 24 42, 43, 44, 86, 87
Blessing, 44
Blessing of the Machine God, 29
Blind, 22, 23 G
Blood of the Stalker, 21 Gaunt, 95
Bloodletter of Khorne, 88 Genestealer, 94
Bold, 21 Genestealer Hybrids, 32, 94
Bolt of Change, 38, 87 Gift of Chaos, 39
Bolt Pistol , 49 Glory, 28
Boltgun, 49, 50 Greater Daemonic Summoning, 38, 40, 41, 42
Gretchin, 80
C Grotesque, 102, 103

C’tan Phase Sword, 71


Campaign Architecture, 78 H
Campaign Types, 75 Hand Flamer, 53, 54, 55
Carapace Armor, 64 Headhunter Kindred, 21
Carnifex, 98 Healing, 27, 33
Cause Fear, 27 Heavy Bolter, 50, 51, 53, 69
Chainfist, 61, 62 Heavy Flamer, 54
Chameleon, 21, 98 Hibernation, 33, 34
Cure, 44 Hive Mind, 32, 34, 92
Cybernetics, 11, 18, 35 Hive Tyrant, 91
Holocaust, 29
D Horror of Tzeentch, 89
Hyperactive Nymune Organ, 21
Daemonettes, 41, 89, 90
Daemonic Aura, 22
Daemonic Flames, 22 I
Daemonic Gifts, 22, 89 Individual Mutation, 40

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Inspire, 27
Iron Arm, 28
O
Iron Fist, 28 Officio Assassinorum, 16, 45, 56, 59, 60, 62, 76
Ogryn, 13, 14
Ork, 81
J Ork Hybrid, 21
Jump Pack, 68 Orks, 80

K P
Krak Grenades, 68 Perils of the Warp, 25, 37, 93
Kroot, 11, 12, 13, 17, 18, 19, 20, 21, 22 Pink Fire of Tzeentch, 38, 87
Kroothawk Totem, 20 Plasma Cannon, 58
Plasma Gun, 57, 58
Plasma Pistol , 57
L Power Fist, 60, 61
Power of Decay, 42
Lascannon, 53
Powers of Change, 38, 87
Lasgun, 52, 53
Powers of Chaos United, 39
Laspistol, 52
Progress Level, 45
Leap, 28
Protect, 29
Lictor, 97
Psionics, 18
Light of the Emperor, 43
Psychic Beacon, 26
Lightning Claws, 60, 61
Psychic Duel, 38
Locate Warp Gate/Portal, 26
Psychic Powers, 25, 77
Lord of Change, 38, 86
Pulse Carbine, 73, 74
Pulse Rifle, 73
M
Machine Spirit, 70 Q
Malcadon Hunting Rig, 66
Quickening, 28
Mark 7 Power Armor, 34, 64
Mark of Chaos, 22, 40
Mark of the Favored Child, 21 R
Mass Mutation, 40
Melta Bombs, 68 Ranger Long Rifle, 72
Meltagun, 55 Ratlings, 13, 14, 15
Mesh Armor, 65 Razorback, 69
Miasma of Pestilence, 42 Reckoning of Tzeentch, 38
Missile Launcher, 56 Relentless, 28
Money and Equipment, 45 Rhino, 68
Multi-Melta, 55, 56 Ripper Gun, 58, 59
Mutations, 18, 34, 93, 95, 96, 98, 99 Rogue Psyker, 23

N S
Nausea, 42 Sanctioned Psyker, 23
Navigator’s Eye, 32, 34 Sense Minds, 27
Navigators, 26, 31, 32, 76, 77 Servitors, 18, 47, 69
Necron, 83 Servo-skull, 69
Necron Flayed One, 85 Shas (Fire) Armor, 71
Necron Immortal, 84, 85 She Who Thirsts, 41
Necron Wraith, 84 Shield, 29, 62, 67
Neural Shredder, 59, 60 Shotgun, 51
Neuro-Gauntlet, 62 Shuriken Pistol , 72, 73
No Sleep, 33, 34 Siren, 41
Nocturnal, 21 Sisters of Battle, 31, 64
Nurgle’s Dance, 42 Sixth Sense, 21
Slow Time , 26
Smite , 30
Sniper Rifle, 56
Spirit of the Martyr, 43

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Squig, 81, 82
Stasis Shell, 27
V
Storm Bolter, 50, 51, 69 Vehicles of the Imperium, 68
Storm Shield, 67 Veneration Charm, 20
Stubborn, 24 Vulture Kindred, 22
Supernaturally Quick, 28
Surefoot Charm, 21
W
T Warp Beast, 102
Warp Navigation, 26
Tangle, 30 Warp Shifting, 29
Tau, 10, 11, 12, 17, 18, 19, 35, 36, 45, 71, 72, 73, 74, Warp Space Trail, 26
75 Warp Time, 27
Tau Drones, 74 Warp Travel, 76
Tau Gun Drone, 74 Weaken Resolve , 27
Telekinesis, 29 Weapons of the Eldar, 72
Telepathy, 25, 27, 32, 92, 93, 95 Weapons of the Imperium, 48
Temporal, 26 Weapons of the Tau Empire, 73
Temporal Distort, 27 Weaver of Fates, 38
The Passion, 43 Winds of Chaos, 39
Thunder Hammer, 62, 63 Withering Gaze, 38
Thunderclap, 29
Touch of Slaneesh, 41
True Grit, 24 X
Tyranids, 91 Xenotech, 46, 71

U
Untouchable, 23

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Appendix One – Sample Characters

Below are a number of sample characters created using the rules presented above. They have been
designed to fit into an Inquisitor campaign and represent a diverse selection of the types of characters able
to be created. They can serve as SCM’s or PC’s as you see fit and should be able to fit into any campaign
type.

Scrivener Ronlyn Gool, Leximechanic


Level 1 Human Male TechOp
STR 6 (-1) INT 14 (+2)
DEX 10 WIL 12 (+1)
CON 10 PER 8
Durability: 10/10/5/5 Action Check: 14+/13/6/3
Reaction Score : Good/2 # Actions: 2
Move: Sprint 16, Run 10, Walk 4, Swim 2
Perks: Observant Flaws: None
Attributes : Yearn to Learn, Conformist, Calm, Peaceful
Last Resorts: 1 Last Resort Cost: 3

Attacks
Unarmed 3/1/- d4-1s/d4s/- LI/O

Defenses
None

Skills
Computer Science [14], hacking 1 [15], hardware 1 [15], programming 3 [17]; Knowledge [14], deduce 1
[15], ancient gothic 1 [17], high gothic 3 [17], low gothic 1 [16], lingui-technis 3 [17]; Technical Science
[14], technical knowledge 2 [16]; Athletics [6]; Vehicle Operation [10]; Stamina [10], endurance 1 [11];
Awareness [12], perception 2 [14]; Investigate [12], search 2 [14]; Interaction [8], interview 2 [10]

Equipment
Dataslate (Good Quality)
3D and XD Data-crystals
Hand-held Vox Recorder
Small Toolkit (-1 bonus on all repair and juryrig skill checks)
Servo-skull

Cybernetics
Good Quality Nanocomputer
Optic Screen
Good Quality Neural 3D Data Slot
Wireless NIJack
Subdermal Comm Gear
Amazing Quality Cyberoptics
Cyber Tolerance: / /

Scrivener Gool is a Leximechanic for the Adeptus Mechanicus. He has been in his current position for
nearly twenty years and spend his time collecting, sorting, and cataloging masses of data brought in from
all over the galaxy. His position is rather menial, but one he is happy to perform. He often times wonders
what it would be like to be out in the field gathering data for an explorator team on some long forgotten
world. He is utterly loyal to the Adeptus Mechanicus and follows the tenets of the Cult of the Machine
God. His cybernetic enhancements help him in his ability to gather and process data as does his solitary
servo-skull. He is extremely perceptive and quickly stores all important information on his nanocomputer
to be taken back and processed appropriately.

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Constable John Fry


Level 1 Human Male Free Agent
STR 12 (+1) INT 8
DEX 10 (+1) WIL 12 (+1)
CON 9 PER 9
Durability: 9/9/5/5 Action Check: 12+/11/5/2
Reaction Score : Ordinary/2 # Actions: 2
Move: Sprint 22, Run 14, Walk 4, Swim 2
Perks: None Flaws: Code of Honor
Attributes : Trust in a Higher Power, Gallant, Pessimistic, Logical
Last Resorts: 1 Last Resort Cost: 3

Attacks
Stun Baton 13/6/3 d4+2s/d4+4s/d6+5s En/O
Autopistol 11/5/2 15/30/120 d4w/d6w/d4m HI/O

Defenses
Flak Armor d4-1/d4-1/d4-2

Skills
Knowledge [8], first aid 1 [9], low gothic 3 [12]; Athletics [12]; Melee Weapons [12], powered 1 [13];
Modern Ranged Weapons [10], pistol 1 [11]; Vehicle Operations [10]; Awareness [12], perception 1 [13];
Investigate [12], interrogate 1 [13], search 1 [13], track 1 [13]; Stamina [9], endurance 1 [10]; Interaction
[9]

Notes
Free Agent Resistance Bonus (DEX)

Equipment
Stun Baton
- 2 Spare Clips
Autopistol
- 2 Spare Clips
Flak Armor
Badge of Office
Comm Gear

Constable John Fry is a member of the Adeptus Arbites. He cleans up the streets of the hive in which he
lives and enforces the law of the Emperor to the letter. A relatively new recruit, John believes there is no
‘gray area’ when it comes to the law. He is not yet well versed in the laws of the land and sticks to
following orders. He believes that the might of the Imperium and the law of the Emperor can accomplish
anything and has total faith in the Imperium. He has yet to be involved in any large-scale investigations or
cases and until recently has only operated in the middle hive making sure gangers from the underhive don’t
begin to overstep their boundaries.

Explicator Akram Sheik


Level 1 Human Male Free Agent
STR 9 INT 12 (+1)
DEX 11 (+1) WIL 10 (+1)
CON 10 PER 8
Durability: 10/10/5/5 Action Check: 14+/13/6/3
Reaction Score : Ordinary/2 # Actions: 2
Move: Sprint 20, Run 12, Walk 4, Swim 2
Perks: None Flaws: Obsession (Xenos)
Attributes : Trust in a Higher Power, Just, Zealous, Confident
Last Resorts: 1 Last Resort Cost: 3

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Attacks
Chainsword 10/5/2 d8+1w/d8+2w/d4+1m LI/O
Bolt Pistol 12/6/3 15/30/120 d4+1w/d6+1w/d4+1m HI/O

Defenses
Mesh Armor d4+1/d4+1/d4

Skills
Knowledge [12], low gothic 3 [15], high gothic 1 [13], ancient gothic 1 [13]; Athletics [9]; Melee Weapons
[9], powered 1 [10]; Modern Ranged Weapons [11], pistol 1 [12]; Vehicle Operation [11]; Awareness [10],
perception 1 [11]; Investigate [10], interrogate 1 [11], search 1 [11], track 1 [11]; Resolve [10]; Stamina
[10], endurance 1 [11]; Interaction [8]

Notes
Free Agent Resistance Bonus (WIL)

Equipment
Good Quality Dataslate
Badge of Office
Chainsword
- 2 Spare Energy Cells
Bolt Pistol
- 2 Spare Clips
Mesh Armor

Psychic Powers
Telepathy [8], mind shield 2 [10], mind blast 1 [9]
Psionic Energy Points:

Akram Sheik was recently inducted into the Ordo Xenos. His feverent devotion to protecting the Imperium
from alien forces ensured he would be accepted in the Inquisition. Having spent the last decade in training
he is anxious to explore the galaxy and do the Emperor’s work. Having been appointed to the experienced
Inquisitor Reinhart, Sheik hopes to root out and destroy the alien threats to the Imperium. His devotion to
the elimination of xenos comes from his childhood and an attack by eldar pirates. The attack scarred him
for life and since then he has devoted his life to protecting others from similar threats. He has already
begun to develop his mental capabilities and hopes to hone them over the coming years.

Preacher Dominico Helms


Level 1 Human Male Diplomat (Adept)
STR 11 (+1) INT 9
DEX 8 WIL 10
CON 10 PER 12
Durability: 10/10/5/5 Action Check: 10+/9/4/2
Reaction Score : Marginal/2 # Actions: 2
Move: Sprint 18, Run 12, Walk 4, Swim 2
Perks: Faith Flaws: Temper, Dirt Poor
Attributes : Trust in a Higher Power, Ethical, Zealous, Religious
Last Resorts: 2 Last Resort Cost: 2

Attacks
Cudgel 11/5/2 (+d4) d4+2s/d4+1w/d4+2w LI/O

Defenses
None

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Skills
Knowledge [9], low gothic 3 [12], high gothic 1 [10], ancient gothic 1 [10], imperial cult 3 [12]; Athletics
[11]; Melee Weapons [11]; Vehicle Operation [8]; Awareness [10], perception 1 [11]; Resolve [10];
Stamina [10], endurance 1 [11]; Interaction [12]; Leadership [12], inspire 2 [14]

Equipment
Marginal Quality Dataslate
Holy Tome
Badge of Office
Cudgel

FX Powers
Imperial Cult, blessing 1 [11], aura 2 [13]
FX Energy Points:

Preacher Dominico Helms loves his god. He reveres and worships the Emperor and leads others in the acts
of worshipping him. Among his peers he is viewed as a radical, someone more in line with the
Redemptionists than with the Ministronum. To those who criticize his religious devotion he scoffs,
declaring they do not worship the Emperor with their whole heart. Despite his zeal he is well liked among
the Ecclisiarchy and his direct superior Deacon Paulo Luker sees Helms as blessed. Indeed, Preacher
Helms has been witnessed by many congregations to channel what is referred to as the ‘Light of the
Emperor’ and perform all manner of religious acts in the name of his Lord. Helms believes these are signs
from the Emperor to do his work throughout the Imperium and plans to develop his miraculous abilities
further as well as work to bring more followers into the fold.

Private Thomas Hock


Level 1 Human Male CombatSpec
STR 11 (+1) INT 9
DEX 11 (+1) WIL 9
CON 11 PER 9
Durability: 11/11/6/6 Action Check: 14+/13/6/3
Reaction Score : Marginal/2 # Actions: 2
Move: Sprint 22, Run 14, Walk 4, Swim 2
Perks: None Flaws: Phobia (Fire)
Attributes : Winning is Everything, Just, Rash, Humorous
Last Resorts: 1 Last Resort Cost: 3

Attacks
Laspistol 12/6/3 (-d6) 15/30/120 d4w/d6w/d4m En/O
Combat Knife 12/6/3 d4+2w/d4+3w/d4+4w

Defenses
Flak Armor d4-1/d4-1/d4-2

Skills
Knowledge [9], low gothic 3 [12], first aid 1 [10]; Athletics [11], throw 1 [12]; Armor Operation [11],
combat armor 1 [12]; Melee Weapons [11], blade 1 [12]; Heavy Weapons [11]; Modern Ranged Weapons
[11], rifle 3 [14], pistol 1 [12], SMG 1 [12]; Vehicle Operation [11]; Awareness [9], perception 1 [10];
Stamina [11], endurance 1 [10]; Interaction [9]

Notes
CombatSpec Skill Bonus (Modern Ranged Weapons)

Equipment
Laspistol
- 2 Spare Clips

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Flak Armor
Combat Knife
Fatigues

Tom Hock joined the Imperial Guard only three years ago and is already sick of it. Only six months after
training was complete a major uprising on a nearby planet required the attention of his company and he was
sent into battle. During his tour there, which lasted nearly two years, he witnessed some terrible acts of
heresy as the local population tried to overthrow the Imperial government and seize control of the planet.
Tom and the rest of the Imperium saw the terror behind the uprising and were forced to defeat what was
inevitably determined to be the work of the forces of Chaos. During the campaign the area Tom’s unit was
fighting in was heavily bombed with plasma strikes and since then Tom has developed a fear of fire. But
now he works hard to be the best soldier he can be. Nearly a marksman with the rifle he enjoys being a
member of the Imperial Guard and works hard to hone his skills.

Telepath Wynn Cambouris


Level 1 Human Male Mindwalker
STR 7 INT 12 (+1)
DEX 8 WIL 12 (+1)
CON 9 PER 12
Durability: 9/9/5/5 Action Check: 12+/11/5/2
Reaction Score : Ordinary/2 # Actions: 2
Move: Sprint 14, Run 10, Walk 4, Swim 2
Perks: Sanctioned Psyker, Formal Education Flaws:None
Attributes : Deeper Meaning, Honorable, Mysterious, Quiet
Last Resorts: 2 (1) Last Resort Cost: 2

Attacks
Mind Blast 13/6/3 (-d4) 10/20/40 d4+1s/d4+2s/d6+2s

Defenses
None

Skills
Knowledge [12], low gothic 3 [15], high gothic 1 [13], ancient gothic 1 [13]; Athletics [7]; Vehicle
Operation [8]; Awareness [12], perception 2 [14]; Resolve [12], mental resolve 2 [14]; Stamina [9],
endurance 1 [10]; Interaction [12]

Notes
Specialty Broad Skill (Telepathy)

Equipment
Good Quality Dataslate

Psychic Powers
Telepathy [12], mind shield 2 [14], mind blast 1 [13], suggest 1 [13], contact 1 [13]; ESP [12], empathy 2
[14], mind reading 3 [15]
Psionic Energy Points:

Wynn Cambouris was one of the lucky ones. When the Black Ships took him from his world and he was
brought before the might of the Emperor his mental fortitude and good luck spared him and he became one
of the sanctioned astropaths of the Imperium. During his training with the Scholastica Psykana his abilities
developed and thankfully his sight remained. Lacking the skill of many astropaths to grasp the ability to
communicate over the vast distances of the galaxy, Wynn focused instead on delving into the depths of the
human mind. His skill and training earned him a position as a telepath and now he seeks to find and unlock
the secrets of the universe and of the human psyche.

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Appendix Two – Sample Adventure

The Infestation of Accaron

This adventure serves as an introduction to the Warhammer 40,000 setting using the Alternity system. It
serves primarily as a springboard into a much larger campaign, the breadth of which can be determined by
the GM. It uses the Inquisitorial Campaign type described above where the characters will quickly become
in the service of an Inquisitor from the Ordo Xenos. The sample characters presented in Appendix 1 fit the
profile of character types that would fit well into this adventure and can be used if needed.

Background

The adventure takes place on the planet of Accaron, the central planet in a sub-sector located in
the Segementum Tempestus. The Accaron sub-sector lies within the Solstice sector of Segmentum
Tempestus and was converted to the Imperial Cult millennia ago. Since then the sub-sector has grown to
five small to medium sized systems, all of which support the growing hive world of Accaron.
Like all hive worlds of the Imperium, Accaron is home to billions of Imperial citizens. Among the
hives of Accaron all manner of people live and die from the lowest underhive scum to the wealthiest spire
elite. Deep in the depths of the hives lurk those that live in the shadow, waiting for an opportunity to
threaten the Imperium itself. Accaron is no different and a familiar evil is beginning to take shape that
could destroy the whole of the sector.
The characters are citizens of the Accaron sub-sector. Coming from all walks of life the only
thread they have in common is their presence in Hive 16 on Accaron. The characters happen to be in the
wrong place at the wrong time as a lone Inquisitor rushes to apprehend a criminal who may have
information about a coming apocalypse.

Recent Events

Fifty years ago a drifting hulk called the Nunc Vincimus left the Warp in the vicinity of the
Accaron system. A number of groups lead missions aboard the hulk ranging from recovery operations,
simple investigations, to marine incursions. Somewhere during these missions the current residents of the
hulk slipped away and managed to reach Accaron without being detected. The Genestealers had come to
Accaron.
In the past few years small cults have begun to take shape in the lower sections of the hives on
Accaron. And until recently, these cults had gone unnoticed. The Genestealers had been busy over the
decades as dozens of citizens were caught and infected with the Genestealer’s DNA. The infected gave
birth to Genestealer hybrids that in turn gave birth to generations of other, more human, hybrids. All the
while the creatures began to gather those easily swayed to their following.
Now the time has come to where the cults have reached their limits. The first prophet of the
Father has appeared and has foretold the planet’s destruction. The cults have begun to grow in size and
even those among the upper levels of the spires have begun to fall under the cult’s control. The time is
nearing when the cults will rise up and overthrow Imperial control of the system. That is, unless the
Imperium discovers their presence first.
Two weeks ago an Inquisitor from the Ordo Xenos arrived on Accaron. Inquisitor Wolfgang
Reinhart was sent to Accaron to investigate word of xenotech found on the planet by the local Arbites. The
discovery of substantial amounts of non-human weapons lead to the Inquisition dispatching Reinhart to
Accaron to discover the source. His investigations began in earnest and he quickly picked up the trail of
one Karl Trass.
Karl Trass is a wealthy elite, a member of the merchant houses of Accaron and a resident of the
spires. His social status put him far above the rest of the citizens of Accaron and his arrogance is well
known. Inquisitor Reinhart discovered some discrepancies that led him to suspect Trass of involvement in
the distribution of the xenotech. However, before he could be brought in for questioning, Trass eluded the
Arbites and is attempting escape.
Karl Trass has much bigger problems than selling alien weapons. He is the ringleader of one of
the small cults formed around the Genestealers. He believes the Inquisition is here to destroy the cults and
prevent the Father from bringing down Accaron. As such he has fled from the Inquisition and is attempting

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to reach his fellow cultists and warn them that the Inquisition is here to destroy them all. This could lead to
the uprising of the cultists and advance their timetable sooner than expected. Now Trass is fleeing from
Reinhart as well as trying to reach the cultists and begin the steps necessary to bring about the downfall of
the planet and possibly the sub-sector.

Adventure Outline

The Infestation of Accaron presents a number of action scenes as well as a chance for investigation
and problem solving. The action scenes are broken into a trigger scene as well as a challenge scene taking
place at the end of the adventure when the characters encounter one of the small Genestealer cults.
? Trigger: The characters are individually minding their own business in a local bar called the
Spire’s Best. The scene quickly breaks into combat when Trass, pursued by Inquisitor Reinhart bursts into
the bar. Trass flees out of the bar while Reinhart and anyone willing to help him must deal with a number
of loyal thugs that happen to also be taking a break at the Spire’s Best. The characters can choose to help
Reinhart or go about their business but in the end Reinhart overcomes the thugs and Trass gets away.
? Encounter Scene: Inquisitor Reinhart, with help from the local Arbites, secures the bar and
question those inside. The characters are questioned by the Inquisitor during this time and get a chance to
interact with Reinhart. After some time of questioning Reinhart determines the characters and their
abilities would be useful in his hunt for Trass and his accomplices. The characters, willing or not, begin
helping Reinhart.
? Challenge Scene: The characters and Reinhart must now hunt for Trass. The characters use
their individual abilities to pick up a number of leads all pointing to the same place. Associates of Trass all
frequent a local club and it’s possible to locate Trass or one of his associates here. This scene uses the
character’s abilities to gather information about Trass, the club, the cult, and its members.
? Combat Scene: Accompanying Reinhart to the Hive Central club, the characters quickly
discover Trass and his associates hiding in a lair above the club. As the characters break in to capture Trass
they find him meeting with a strange disfigured being whom he tells about the Inquisition. The cultists,
Trass, and the creature attack the party. This scene presents the characters with an exciting conclusion to
their brief investigations as well as provides a somewhat difficult combat scene. However, with the help of
Reinhart the characters should make short work of the cultists and their mysterious stranger.
? Aftermath: With the cult cell destroyed the characters and Inquisitor Reinhart perform some
minor follow up investigating. The results of which prove that the sale of xenotech on Accaron is merely
the tip of a very large iceberg. The autopsy performed on the stranger proves the presence of Genestealers
on Accaron.

Supporting Cast

Two important supporting cast members take part in the Infestation of Accaron, one working with
the characters, the other against. Inquisitor Reinhart of the Ordo Xenos leads the characters on a mission to
discover what alien corruption has come to Accaron while Karl Trass heads a small cell of wealthy cultists
that have begun following a Genestealer cult. See the Supporting Cast Members page, below. Other
figures that will play minor roles are the thugs and cultists the characters must face as well as the
Genestealer hybrid. These minor SCM’s are detailed in the sections they appear.

Trigger Scene – Spire’s Best

The characters are at the Spire’s Best restaurant/bar at midday in Hive 16 on the planet of
Accaron. Here they go about their business, independent of one another. After a brief introduction, chaos
breaks out when Trass bursts into the bar followed closely by Inquisitor Reinhart. Read the following to
your players.
“Another typical day in Hive 16, level 21. At the quiet bar Spire’s Best you idle away your time,
having a quick bite during a lunch break or simply having a drink with friends. The bar is moderately
sized, housing nearly two hundred people at the end of a long workday. But now, at midday, only a dozen
people are present. Some are like you, others look far more ‘rough’ probably making up the usual
nighttime clientele.

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The monotony of another day is broken up when the door to the bar bursts open and a man comes
rushing through, obviously in a hurry and obviously out of breath. Dressed in a nice suit and clearly
coming from wealth, the man scans the room, searching for someone or something. His gaze falls upon the
bartender, whose surprised look quickly fades with recognition. “You gotta help me, Louie, they’re after
me!” the spyrer yells as he begins to make his way to the back of the bar. “No problem Mr. Trass.”
Replies the bartender as he reaches below the bar and gives a nod to three of the rougher looking patrons
of the bar sitting nearby. The well-dressed gentleman nears the back door to the bar when a loud cry
comes from the main entrance.
“Stop in the name of the Holy Inquisition!” bellows a large, robust man who bursts his way into
the bar. He stands tall, well over six feet wearing a dark cloak over his light brown shirt and dark green
pants. Bolt pistol in his hand, the man bears the mark of the Ordo Xenos, a branch of the powerful and
enigmatic Inquisition; a mark that brings with it the authority of the High Lords of Terra.
Seeing the Inquisitor, Trass dives towards the rear door to the bar as the bartender and the loyal
patrons reach for concealed weapons. The Inquisitor shouts, “Stop that man!” and dives for cover.”
At this point combat breaks out between the bartender with his loyal patrons and the Inquisitor.
The patrons of the bar not involved in the combat scream and run for cover, fleeing the bar when possible.
The characters can choose to help the Inquisitor or simply stay out of the way. Those that help the
Inquisitor find he welcomes their help and together they attempt to bring down the thugs. Trass flees the
bar as quickly as possible and escapes out the back. The thugs prevent anyone from leaving the building to
follow Trass to the best of their ability, but anyone pursuing him quickly lose him in the crowds of the
bustling city street (characters can make an Awareness-perception modified by Trass’ Stealth skill check to
spot him). If followed, Trass opens fire on those chasing him, trying to ward them off as well as taking
cover in crowds and alleys until he loses anyone chasing him.
The bartender and the thugs in the bar have been paid well by Trass in the past for all manner of
illegal activities. They know that if they defend him he will undoubtedly pay them well and, as such, try
and protect Trass’ escape. They will not fight to the death and if mortally wounded will surrender.
Inquisitor Reinhart cares little for these paid thugs, but when it becomes clear Trass has escaped will try to
capture at least one of the thugs alive.
Thugs
2 nd Level CombatSpecs
STR 11 (+1) INT 9
DEX 10 WIL 10
CON 11 PER 9
Durability: 11/11/6/6 Action Check: 13+/12/6/3
Reaction Score: Ordinary/2 # Actions: 2
Move: Sprint 14, Run 10, Walk 4, Swim 2
Attacks
Autopistol 12/6/3 15/30/120 d4w/d6w/d4m HI/O
Shtotgun 12/6/3 (-d4) 30/60/240 d4w/d6w/d4m HI/O
Combat Knife 12/6/3 d4+2w/d4+3w/d4+4w LI/O
Unarmed 13/6/3 d4+1s/d4+2s/d4+3s LI/O
Defenses
Flak Armor d4-1/d4 -1/d4-2
Skills
Unarmed Attack [11], brawl 2 [13]; Melee Weapons [11], blade 1 [12]; Modern Ranged Weapons [10], pistol 2 [12]; Stamina [11],
endurance 1 [12]; Street Smarts [10], criminal elements 1 [11]; Interaction [9], intimidate 1 [10]
Equipment
Autopistols (3), Shotgun (bartender), Combat Knives (4), Flak Armor

Encounter Scene – Introductions

As soon as the last of the thugs is killed, incapacitated, or surrenders Reinhart seals the bar
ensuring no one leaves. Within a few moments Arbites arrive and Reinhart quickly takes charge. He
orders any of the surviving thugs taken into custody, ensuring at least one of them survives requesting
medical attention if necessary. The characters are confined to the bar; anyone needing emergency medical
attention will receive it when the apothecary arrives.
Once the bar is secure and prisoners have been taken Reinhart begins to question those in the bar.
He starts by thanking those that came to his aid. He introduces himself to those that helped him and asks if

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they know anything about Karl Trass. In turn, Reinhart moves from witness to witness asking questions.
To those that helped him he is friendly and polite, to others he is blunt and to the point.
The characters should be open and honest with the Inquisitor. If necessary, Reinhart can have the
characters detained and interrogated. He is looking for any information about Trass; anything that will help
him locate and capture him. Some characters may be willing to offer their assistance in helping find Trass.
Those characters that helped in subduing the thugs will graciously be accepted into Reinhart’s employ
while other characters will be recruited (willing or not) based on their abilities. Reinhart was sent to
Accaron by himself with no one to assist in his mission. He requires the assistance of locals who can help
him in his task here. If there is no one willing to help him, he will force people to assist him. It just so
happens the characters happen to be the kind of help he needs.
The scene ends with each of the characters volunteering or being volunteered to help Inquisitor
Reinhart in his investigation. Reinhart introduces himself and tells the group of his mission. He departs for
his base of operations, the Inquisitorial building of Hive 16 taking the characters with him to begin the hunt
for Trass.

Challenge Scene – Locate the Cult

Once inducted into Reinhart’s coterie the characters make their way to the Office of the
Inquisition to begin their search for Trass. The building is small and the staff is made up primarily of
Administratum personnel. The characters and Reinhart meet first to discuss the methods to be used in
trying to locate Trass.
?? The Streets: Trass is a reasonably well-known person on Accaron and especially within Hive
16. Characters with the Street Smarts broad skill can attempt to ‘pound the pavement’ and
ask around the streets for information about Trass.
?? Archives: The Trass merchant house, like all wealthy families, has trouble staying out of the
public spotlight. As such, there are hordes of information about the family and its members
throughout the various archives of the planet. Arbites, Administratum, Ecclisiarchy, and even
Inquisition records may provide information about Karl Trass that could be useful. Such
research would use the skills Computer Science-programming, Knowledge-computer
operation, or Investigate-search.
?? Prisoners: If any of the thugs were left alive after the shootout at the Spire’s Best it’s possible
they may share information (willing or not) about Trass. Inquisitor Reinhart himself can
interrogate the thugs if needed, but skills that could be used to gather this information could
be Investigate-interrogate, Telepathy-mind reading, and Interaction-intimidate (or interview).
Other methods undoubtedly exist and can be used as well. In general the characters must make
skill checks to gain information about Trass. Below is a list of information that can be learned through any
of the above methods and what kind of success is needed to gain the information.
?? (Ordinary) Karl Trass is a poor businessman whose family doesn’t trust him to run the
business.
?? (Ordinary) Karl Trass frequents the Spire’s Best pub and is on good terms with the bartender
and the regular patrons.
?? (Ordinary) Karl Trass is a hedonist who loves to throw around money and buy only the best.
?? (Good) Karl Trass is suspected in a number of minor crimes ranging from the sale of illicit
drugs to violent outbursts.
?? (Good) Trass has a number of close friends from his younger years. He spends a great deal of
time ‘on the town’ with these friends.
?? (Good) Jacob Bay is one of Karl Trass’ close friends. Bay is the youngest son of a wealthy
merchant house of Hive 12.
?? (Amazing) Karl Trass spent a few years as a spyerer hunter, moving through the underhive in
high-tech armor fighting deviants, cultists, and scum.
?? (Amazing) Trass and his friend spend a great deal of time at the Hive Central nightclub.
?? (Amazing) Karl Trass changed when he came back from the underhive, he stopped attending
Ministronum ceremonies and became more violent and brooding.
Eventually, the characters or Reinhart will gain enough information to lead them to the Hive
Central nightclub and to Trass.

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Combat Scene – The Cult of the Father

Their investigations have led the characters and Reinhart to the nightclub Hive Central. The
popular nightclub is located on level 39 of Hive 16 and caters to wealthy elite. It opens around sunset and
usually has over five hundred patrons, the majority of which are young wealthy residents of the spires.
When the characters arrive, the club is full and the music is blaring.
Inquisitor Reinhart has arranged for a number of Arbite patrols to be in the area in case Trass once
more attempts to flee. Reinhart needs to verify that Trass is in the club or that members of his group are
there. Once he receives confirmation he and the Arbites will move in to capture Trass and his associates.
Because of his recent attempts to capture Trass Reinhart could be identified, giving Trass forewarning of
the Inquisitor’s presence. As such, Reinhart decides to send the characters into the club first to ascertain if
Trass or any of his associates are there.
The characters must remain discreet as they try and locate Trass. Asking around requires an
Interaction skill check and may reveal the fact that Trass is here and was seen in heading upstairs. An
Awareness-perception test may also reveal Trass or one of his group making their way upstairs or looking
out the private room window out onto the dance floor.
A small circular stairwell leads up to the private rooms that exist above the club. Private parties
and groups can rent these rooms, many of which have a good view of the club below. Trass and his group
are in one of these rooms, meeting with a Genestealer hybrid. They intend to warn the hybrid about the
existence of the Inquisition and the threat it poses to the cult. The room is closed off with only one
entrance and a large window looking out over the dance floor. The lights are kept low and there are three
cultists, Trass, and the hybrid in the room.
The characters can attempt to enter the room themselves or can go and get Reinhart. The door is
locked and the lock must be picked or the door broken down. If Reinhart is brought into the club, one of
the cultists will recognize him and the group will attempt to flee. If the characters break in, the cultists
attack trying to help the hybrid escape. As soon as combat breaks out, Reinhart rushes in with the Arbites
on his tail. The characters must keep the cultists, Trass, and the hybrid busy until help arrives.
When combat breaks out the cultists fight to preserve the hybrid. They move to engage anyone
attacking it and will sacrifice themselves to save it. Trass is a little smarter and if it becomes clear the
cultists are losing he will attempt to flee. The hybrid fights with the fury of a Genestealer, attempting to
escape as quickly as possible unless it feels his foes can be overcome.
If the battle goes badly for the characters, Reinhart can show up and engage the cultists. Upon
seeing the hybrid, Reinhart moves in for the kill. If the characters and Reinhart are still losing, local
Arbites can arrive to save the day, killing the cultists and the hybrid. It is also possible the characters can
handle the group and Reinhart and the Arbites arrive after the characters have cleared them out.
It is entirely possible that through inaction by the characters some or all of the cultists escape. If
this is the case, the cult regroups, goes into hiding and continues to support the Genestealers any way they
can. The adventure ends with the characters and Reinhart wondering what sort of meeting took place and
not finding very many answers.

Cultists
2 nd Level Diplomats (CombatSpec)
STR 10 INT 10
DEX 10 WIL 11
CON 10 PER 10
Durability: 10/10/5/5 Action Check: 12+/11/5/2
Reaction Score: Ordinary/2 # Actions: 2
Move: Sprint 14, Run 10, Walk 4, Swim 2
Attacks
Bolt Pistol 11/5/2 15/30/120 d4+1w/d6+1w/d4+1m HI/O
Unarmed 10/5/2 (+d4) d4s/d4+1s/d4+2s LI/O
Defenses
Mesh Armor d4/d4/d4-1
Skills
Armor Operation [10]; Modern Ranged Weapons [10], pistol 1 [11], rifle 1 [11]; Vehicle Operation [10]; Knowledge [10],
computer operation 1 [11]; Investigate [11]; Awareness [11], perception 1 [12]; Stamina [10], endurance 1 [11]; Unarmed Attack
[10]
Equipment
Bolt Pistol –2 spare clips, comm gear, mesh armor, dataslate, first aid kit

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Genestealer Hybrid (2 nd Generation)


Mutant Male 3 nd Level CombatSpec
STR 13 (+2) INT 7
DEX 14 (+2) WIL 8
CON 12 PER 6
Durability: 12/12/6/6 Action Check: 14+/13/6/3 (-d4)
Reaction Score: Good/2 # Actions: 2
Move: Sprint 26, Run 16, Walk 6, Swim 6
Attacks
Splinter Pistol 16/8/4 15/30/120 d4w/d6w/d4m HI/O
Unarmed 16/8/4 d4+2s/d4+3s/d4+4s LI/O
Combat Knife 14/7/3 d4+3w/d4+4w/d4+5w LI/O
Defenses
Flak Armor d4-1/d4 -1/d4-2
Skills
Modern Ranged Weapons [14], pistol 2 [16]; Awareness [8], perception 2 [10]; Stamina [12], endurance 1 [13]; Unarmed Attack
[13], brawl 3 [16]; Melee Weapons [13], blade 1 [14]; Stealth [14], hide 2 [16], sneak 2 [16]; Athletics [13];
Equipment
Cloak, Flak Armor, Autopistol, Combat Knife
Mutant Abilities
Enhanced Dexterity, Increased Strength, Increased Reflexes, Extra Limb, Hive Mind, Major Physical Change, Reduced Ability
Score: Slight (Intelligence), Reduced Ability Score: Moderate (Personality)

Aftermath – Revelations

Assuming the characters did not allow the cultists and the hybrid to get away, the characters and
Reinhart have defeated the cell and captured or killed Trass. This, however, represents the tip of the
iceberg. Over the next few days the characters help Reinhart clean up the operation by filing paperwork,
interrogating prisoners, and gathering information.
At the end of the investigation Reinhart shares with the characters all that he has learned. Karl
Trass was engaging in operations to buy and sell alien weaponry. Little is known of these weapons other
than that Trass was passing on these weapons to larger cult cells located in the lower levels of hives all
throughout Accaron. It was his hope to better equip the cultists for when the time came to launch a coup
against the Imperial government on Accaron.
Trass and his friend represented a small but important cell in the overall cult structure of what is
now clearly a global cult calling itself the Cult of the Father. From the information gained from the cultists
and the strange mutant, it is clear the cult is a Genestealer following, one that has clearly grown too large.
Reinhart will require further resources and time in order to determine the threat the cult poses to Accaron
though could use the character’s help.
From here the characters can choose to join Reinhart in locating and destroying the cult. This
could lead into a massive campaign during which the characters face many challenges the least of which is
destroying a large Genestealer cult. This type of campaign would rely heavily on Inquisitor Reinhart
calling the shots, but would give the characters a sense of unity as they worked together, under a common
ally towards a common purpose. Many possible adventures or spin-off campaigns exist including
determining who (or what) was supplying Trass the alien weapons and why, locating the Nunc Vincimus
and destroying the Genestealer infestation (a good Adeptus Astartes mission), or even hunting down the
Genestealer Magus and destroying it.
Regardless of future endeavors, the characters have made at least one powerful ally in Inquisitor
Reinhart. Even if they opt not to work for the Inquisitor he can be used in future adventures as an
important resource. The characters have also made some powerful enemies. The Genestealer cult will
attempt to ensure the Inquisition and its allies pose no further threat to their operations and may send
assassins to defeat those that could ruin their plans. If any of the cultists escaped, including Trass, they
could reappear in future adventures decked out in their full spyrer gear.

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Supporting Cast Members


Inquisitor Wolfgang Reinhart
Level 7 Human Male Free Agent
STR 11 (+1) INT 9
DEX 11 (+1+ WIL 12 (+2)
CON 9 PER 8
Durability: 9/9/5/5 Action Check: 12+/12/6/3
Reaction Score: Ordinary/2 # Actions: 2
Move: Sprint 22, Run 14, Walk 4, Swim 2
Last Resorts: 1 Last Resort Cost : 3
Attacks
Bolt Pistol 12/6/3 d4+1w/d6+1w/d4+1 m HI/O
Powersword 12/6/3 15/30/120 d4+1w/d6+1w/d4+1m En/G
Mind Blast 9/4/2 10/20/40 d4+1s/d4+2s/d6+2s Special
Defenses
Mesh Armor d4/d4/d4-1
Skills
Athletics [11]; Melee Weapons [11], powered 1 [12]; Awareness [12], perception 2 [14]; Investigate [12], interrogate 1 [13], search
1 [13], track 1 [13]; Resolve [12], mental 1 [13]; Stamina [9], endurance 1 [10]; Modern Ranged Weapons [11], pistol 1 [12];
Stealth [11], sneak 1 [12]; Vehicle Operation [11]; Interaction [8], intimidate 1 [9]; Knowledge [9], computer operation 1 [10], first
aid 1 [10], low gothic 1 [10], high gothic 3 [12], ancient gothic 1 [10]; Security [9], security devices 1 [10]; System Operations [9];
Law [9], law enforcement 1 [10]
Psychic Powers
Telepathy [8], mind blast 1 [9], mind shield 2 [10]
Equipment
Bolt Pistol – 2 Spare Clips, Power Sword – 2 Spare Clips, Badge of Office, Mesh Armor, Comm Gear

Inquisitor Wolfgang Reinhart has been a member of the Ordo Xenos for nearly fifty years. Still relatively young by Imperial
standards, the Inquisitor has led a successful life to this point and risen to a level of respect in the Solstice sector among his peers.
He is a blunt man, always to the point with little tolerance for those who beat around the bush. He prefers the ‘old methods’ relying
on his wits and hunches rather than lengthy investigations. Some would describe him as rash, but he would say he’s to the point.
His psychic abilities are still relatively weak, however he uses them infrequently instead preferring to use other methods. He tries
very hard to always tell the truth and despises lying even to the most heinous of villains. His travels have pitted him against many
foes; he feels the countless alien influences on the Imperium will inevitably lead to the fall of the Imperium unless something can be
done to prevent the constant intrusion of these xenos.

Karl Trass
Level 4 Human Male Diplomat (CombatSpec)
STR 8 (13*) (+2*) INT 10
DEX 12 (+1) WIL 9
CON 10 PER 11
Durability: 10/10/5/5 Action Check: 13+/12/6/3
Reaction Score: Ordinary/2 # Actions: 2
Move: Sprint 20, Run 12, Walk 4, Swim 2
Last Resorts: 2 Last Resort Cost : 2
Attacks
*Malcadon Claws 12/6/3 d4+4w/d4+6w/d4+3m En/O
*Malcadon Web Spinners 14/7/3 (-d4) 10/40/60 Special Special
Defenses
*Malcadon Hunting Rig d8/d8/d8-1
Skills
Knowledge [10], computer operations 1 [11], low gothic 1 [11], high gothic 3 [13], ancient gothic 1 [11]; Business [10], illicit
business 2 [12]; Athletics [8]; Melee Weapons [8], blade 4 [12]; Modern Ranged Weapons [12], pistol 2 [14]; Vehicle Operations
[12]; Stealth [12], sneak 1 [13], hide 1 [13]; Awareness [9], perception 1 [10]; Street Smart [9]; Stamina [10], endurance 2 [12];
Interaction [11], charm 1 [12]; Deception [11], bluff 1 [12]
Equipment
Autopistol - 1 Spare Clip, Comm Gear, Malcadon Hunting Rig*

* Trass wears his Malcadon Hunting Rig only when he suspects trouble (during the final scene of the adventure).

Karl Trass was born into a wealthy merchant family on the planet of Accaron. Living a life of luxury Trass became an impetuous
youth with a flair for violence and underhandedness. At a very young age he, like many others living within the spires, took to the
underhive equipped with the very best technology money could by to pit himself against the denizens of the dregs. His adventures
in the underhive taught him many lessons, all of which turned him into a despicable and violent man. They also led him to discover
a new power growing beneath the cities. After hearing the words of the First Prophet of the Father, Trass became enraptured by the
lure of power these beings possessed. Upon returning to the spire, Trass gathered some of his most loyal followers and quickly
began one of the first cult cells to form among the elite of Accaron.

Page 118 of 118 06/ 20/ 03

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