Warhammer​ ​30K: The​ ​Horus​ ​Heresy​ ​CYOA v0.01 By​ ​SJ-Chan​ ​w/AbraxesAnon

Welcome to the formative years of the Grimdarkness that is Warhammer 40K. This is the dawn of the dawn of war, the time of the events that shaped the Imperium of Man into what it was to become, and doomed mankind to 11,000 years of war. The story of the Horus heresy is one of secrets and betrayal, glory and tragedy, misunderstanding, murder, and treason most foul. The air of distrust and fear runs thick, and makes the quieter moments just as tense as the heat​ ​of​ ​battle​ ​between​ ​clashing​ ​forces.

In the closing days of the Great Crusade, the Emperor of Man retreats to his palace on Terra, leaving his sons, the Primarchs, under the command of the first among princes, Horus the Warmaster, to fend for themselves. He has faith in his sons, faith in Horus’s leadership… but not​ ​enough​ ​faith​ ​to​ ​tell​ ​them​ ​of​ ​the​ ​threat​ ​posed​ ​by​ ​.

And yet, Chaos, that same force which scattered the 20(21) princes across the , has not forgotten about them. By corrupting first Lorgar, the most fanatical of the Primarchs, the Ruinous Powers, the Chaos Gods themselves, will slowly twist the hearts and minds of many within the Legions of the Adeptus Astartes… even the Warmaster himself in time. Soon… soon will come a civil war to shake the Imperium to its core and drive its forces to their knees. Billions​ ​will​ ​die​ ​in​ ​fire​ ​and​ ​flame.

This tragic passion play will open on the fields of the rebellious world of Isstvan III, where the Traitor Horus and his allies will openly declare their defiance of the Emperor and will rid themselves of the loyalists within their own ranks, setting brother against brother, fathers killing their own sons. The battle of Isstvan III is a long one, an epic and vicious tale of bloodshed and betrayal like unto an ancient Greek tragedy. Nothing will ever be the same again.

You arrive in these twisted threads of fate just after the first Primarch, Horus Lupercal, has been found by the Emperor. It is the year 800.M30. During the year 005.M31, unless something changes it, the Horus Heresy, begun in secret, will rage openly across the galaxy for a decade until​ ​014.M31.

Let the galaxy burn… or don’t… it’s all up to you. Here are 1000 Crusade Points to help you make​ ​your​ ​choice.​ ​You’ll​ ​be​ ​here​ ​at​ ​least​ ​250​ ​years.

TABLE​ ​OF​ ​CONTENTS Racial​ ​Origins [RO] -100%​ ​Human,​ ​Ratling,​ ​Squat,​ ​Ogryn,​ ​ Evolutionary​ ​Lines [EL] -Baseline,​ ​Psyker,​ ​Blank,​ ​Navigator​ ​Gene,​ ​Sensei,​ ​Perpetual,​ ​Geneson Evolutionary​ ​Perks [EP] -Psyche​ ​Unlocked,​ ​Pariah​ ​Gene,​ ​Warp​ ​Eye,​ ​Sensei’s​ ​Gifts,​ ​Perpetual​ ​Revival,​ ​Phoenix​ ​Lord +Phoenix​ ​Lord​ ​Scenario Labworks [LW] -First​ ​Generation​ ​Legionnaire,​ ​Thunder​ ​Warrior,​ ​Adeptus​ ​Custodes,​ ​Son​ ​of​ ​Not-God +Primarch​ ​Scenarios Psyker​ ​Powers​ ​&​ ​Abilities [PP] -Astropath​ ​&​ ​Navigator​ ​Sections Psyker​ ​Specializations [PS] -WIP Transhuman​ ​Abilities [TA] -WIP 100%​ ​Human​ ​Abilities [HA] -WIP Eldar​ ​Ways [EW] -WIP Companions [CM] -Empty Faction​ ​of​ ​Choice [FC] -WIP Items​ ​&​ ​Relics [IR] -WIP Drawbacks [DB] -WIP Notes​ ​&​ ​Reference [NR]

++​ ​RACIAL​ ​ORIGINS​ ​++ Choose​ ​Only​ ​One [RO]

100%​ ​Pure​ ​Human​ ​[Free] You even get a certificate proving to all and sundry that you are, indeed, human… which will be accepted by any relevant authorities, no matter what you look like. You may choose to have no memories of this not yet festering wound of a universe, if you so choose. Your age can be to anything between 15 and 50 Terran years and your Gender is your choice. Humans of this period have a natural lifespan of about 140 years, but life extension and rejuvenation techniques are common in this day and age and several people from this era are still alive 11,000 years​ ​later. Certificate of Humanity [200] (Free 100% Pure Human): This document proves to any relevant authority that you are (no matter what you may look like or no matter what genome scans may say) 100% Pure Human. Once per jump, you can change the species included in the certificate. While you are carrying the certificate, everyone around you will act as if your appearance is not atypical for a member of that included race. So yes, be Sir Bearington. Only children​ ​and​ ​the​ ​insane​ ​will​ ​be​ ​able​ ​to​ ​see​ ​through​ ​this.

Abhuman​ ​-​ ​Ratling​ ​[+200] Look, there’s no nice way to say this. You’re a halfling. A Hobbit in space. For the entire jump you will be approximately three feet high and constantly hungry… you’ll need to eat at least twice as much as a normal human. You’ll also have a nigh impenetrable accent and the compulsion to… er… loot anything that isn’t nailed down… and anything you can pry up… and the nails… and whatever it was nailed to. You will also find that you are exceptionally virile / fertile (this has the force of a drawback for the duration of the jump). However, you do get the perk “Half Man, Half Stomach” for free. Your age can be set to anything between 14 and 40 years of age, but people will probably assume you’re a child regardless… at least until you open your​ ​gob,​ ​you​ ​gobshite.​ ​Your​ ​choice​ ​of​ ​Gender.​ ​Ratlings​ ​have​ ​a​ ​fairly​ ​normal​ ​human​ ​lifespan. Half Man, Half Stomach [200] (Free for Ratling): You can eat three times as much as a normal human, and store the calories for later use. You can sleep twice as much as what you need and bank the sleep for later use. You can party tirelessly without ill effects (besides intoxication). And you can turn anything edible into actual food… good food, in fact. Oh, and you’re a crack shot with a rifle of any kind. The soles of your feet are as tough as leather if you want​ ​them​ ​to​ ​be.

Abhuman​ ​-​ ​Squat​ ​[+100] Dwarves. Space Dwarves. You don’t exist. I mean, you did exist… but then wrote your entire race out of continuity because of reasons. Still, you’re a member of a race that (when they existed) were genetically engineered to survive on highly radioactive worlds with gravity values as high as 6g. Because of that, Squats are incredibly hardy, tough, and strong. You gain the “Squat Hard” perk for free and everyone keeps forgetting you exist whenever it would be inconvenient for you, points out that you don’t exist every so often, and in general is too damned tall. Your height is maxed out at 4’3” for this entire jump and for some reason people being taller than you is deeply annoying to you. It is probable that there are female Squats…but no one can tell the difference, so what does it matter? Your age is somewhere between old enough to know better and old enough to have forgotten how old you are. Squats don’t so much die​ ​of​ ​old​ ​age​ ​as​ ​eventually​ ​petrify,​ ​though​ ​this​ ​takes​ ​ages. Squat Hard [200] (Free for Squat): Your body is geared for a 6g world, meaning that you’re several times stronger and tougher than a normal human, immune to all mineral toxins, and​ ​have​ ​nearly​ ​limitless​ ​stamina.​ ​Also,​ ​you’re​ ​all​ ​but​ ​impervious​ ​to​ ​background​ ​radiation.

Abhuman​ ​-​ ​Ogryn​ ​[+100] Big, strong… dumb. That’s the Ogryn Way. These Abhumans are a mutant strain of mankind that is tolerated because they are really good in a fight and fairly good at following orders. However, they are kinda… well… ugly… and stupid. And prone to violence. While you might not be saddled with an Ogryn’s brains or lack of impulse control, you will find yourself acting a little more foolish and impulsive than you otherwise would be and people will treat you like a moron who might go berserk at any moment… yes, even if you change forms. However, you do gain the ‘OGRYN STRONGK!’ perk for free. Your age is unknown, your maximum age is naturally about 40-50 years, and your gender is your choice, but many Ogryn are sterile. Since this jump is longer than most Ogryn live, assume you’re special and won’t die of old age if you take​ ​this​ ​option. OGRYN STRONGK! [200] (Free for Ogryn)​: You aren’t just strong… you’re flip Battle Tanks strong. You’re fight people wearing power armor (while not wearing it yourself) strong. You are as strong as you think you are (without violating physics). You are also tough enough to​ ​shrug​ ​off​ ​any​ ​wounds​ ​that​ ​wouldn’t​ ​damage​ ​an​ ​armored​ ​vehicle.

Eldar​ ​[200] If humanity has any potential ally among the Xenos of this Galaxy, it would be the Eldar Race, for they alone hate Chaos as much as Humanity. However, they are a race driven to the brink of extinction thanks to the recent birth of the fourth Greater God of Chaos, Slaanesh. In being born, Slaanesh has birthed the Eye of Terror and consumed all the Eldar homeworlds. Now, the last of this once great people flee across the galaxy in their Craftworlds or take refuge in the shattered ruins of their Webway. Will you find yourself on one of the nascent Paths of a

Craftworld Eldar, seduced by the darkness and pain of the Dark Eldar, or will you throw away eons of culture to become an Exodite. Whatever your choice, your soul is forfeit to Slaanesh if you die in this jump. Eldar gain the ‘Psyche Unlocked’ perk and +300 CP to spend in the Technology Section, but have limited options in the Evolutionary Lines Section below. Eldar do​ ​have​ ​two​ ​sexes.​ ​It​ ​is​ ​somewhat​ ​tricky​ ​to​ ​tell​ ​them​ ​apart.​ ​Feel​ ​free​ ​to​ ​be​ ​either.

++​ ​EVOLUTIONARY​ ​LINES​ ​++ [EL] You​ ​may​ ​only​ ​purchase​ ​one​ ​modifier​ ​from​ ​this​ ​list​ ​unless​ ​stated​ ​otherwise. Eldar​ ​cannot​ ​purchase​ ​Psyker,​ ​Navigator,​ ​or​ ​Geneson. They​ ​can​ ​purchase​ ​Blank​ ​if​ ​they​ ​take​ ​Solitaire​ ​as​ ​well.

Humanity in this universe has evolved at different rates & times and under a variety of circumstances. Some are blessed with powerful minds, capable of channeling the Warp in mysterious ways. Many are those mutated to see within the Empyrean and chart ships to their destination. Others are stranger still with blood ties to the Emperor himself, or perhaps a side , one of the most peculiar specimens... men and women who​ ​cannot​ ​be​ ​killed​ ​save​ ​by​ ​a​ ​mysterious​ ​substance​ ​known​ ​as​ ​Fulgurite.​ ​Which​ ​one​ ​are​ ​you?

Baseline​ ​[Free/100] Eldar​ ​must​ ​buy​ ​this​ ​if​ ​they​ ​want​ ​it. You are a normal human / ratling / squat / ogryn of this period and there is nothing remarkable about your genome. If you have genetic abilities from elsewhere, during this jump they fail to show up in any genetic scan. For 100 CP, you can keep this protection in all future jumps, and pass it on to all your offspring, even those you already had when entering this jump. You​ ​may​ ​be​ ​either​ ​gender,​ ​at​ ​your​ ​discretion.

Psyker​ ​[100] Ratling​ ​Psykers​ ​may​ ​take​ ​Living​ ​Ancestor.​ ​Squat​ ​Psykers​ ​must​ ​take​ ​it. Ogryn​ ​Psykers​ ​must​ ​buy​ ​BRAIN​ ​STRONGK! Neither​ ​count​ ​against​ ​the​ ​Drawback​ ​total. Not exactly a side branch, but somewhere more along the evolutionary chain than the common human, a psyker is a dangerous entity in mankind’s ranks. Just prior to the Horus Heresy, the Council of Nikea will outlaw the use of all psyker abilities, but that has not happened yet. This will happen for good reason, so they say... I mean who would want all that power at the risk of having one gain a demon inside their head? This comes with access to the Psychic Abilities Section. Normally Squats, Ratlings, and Ogryn can’t be Psykers… but see the options​ ​below.​ ​Psyker​ ​potential​ ​is​ ​a​ ​genetic​ ​legacy​ ​and​ ​can​ ​be​ ​found​ ​in​ ​both​ ​genders. Living Ancestor [+100] (Squat or Ratling Psyker Only): Well, good for you, you’re super-duper old… how old? So old you’ve gained psychic powers! Your age is now “FUCKING OLD AS SIN AND REALLY DECREPIT AND CRANKY!” For the entire jump you will find yourself demanding people who look younger than you speak up and turn down that horrible music and get a haircut and a real job. Oh… and you don’t carry the gene for being a psychic… you’re​ ​just​ ​that​ ​old.

BRAIN STRONGK! [+300] (Mandatory for Ogryn Psyker): It says here that you’re an Ogryn… and a Psyker? Umm… sure. Let’s go with that. Since Ogryn typically have the willpower of a marshmallow and the impulse control of a ferret on meth, an Ogryn Psyker would normally have all the survival potential of a Daemonette in the Imperial Palace of Terra. But apparently you’re immune to the negative effects of the Warp, because your brain is really really strong… kinda. Your psychic powers will never, ever, harm you during this jump… but your intelligence and impulse control are reduced to that of a typical Ogryn. However, because this is funny as hell, you are effectively guaranteed to survive no matter what happens during this jump. Oh, and just because you’re immune to all the problems with your psychic powers… nothing around you is any more resistant to the warp spasms and daemons you keep summoning​ ​than​ ​they​ ​otherwise​ ​would​ ​be.

Blank​ ​[+200] An​ ​Eldar​ ​who​ ​wants​ ​Blank​ ​must​ ​buy​ ​Solitaire​ ​for​ ​300cp​ ​​ ​as​ ​well. You possess the pariah gene and have no soul… or rather your soul is stored somewhere inaccessible to anyone or anything (yourself included) for the duration of this jump. This means that not only do you have no presence in the warp, psychic powers tend to fizzle out around you. Unfortunately, since your mere presence makes those who have souls feel a bit off, they tend to dislike being in your presence and may actively shun you... though word is, if you are a female willing to be trained and take an oath of silence… there may be a place for you in the emperor’s service. Or perhaps in a certain clade of assassins… You gain one free purchase of the Pariah Gene perk, but you may not purchase any psyker powers, nor make use of any outside psychic powers during this jump, nor any powers that require you to have a soul. Being a blank is genetic (no comment on if they all have red hair, but every picture of a Sister of Silence seems to be a redhead)... and Blanks can be of either gender, and can be found amongst the​ ​Abhumans. Solitaire [300] (Mandatory for Eldar Blanks): You’re one of the exceptionally rare Eldar Blanks… kinda. It’s not that they don’t have Souls… it’s that they’ve already consigned those Souls to Slaanesh… even as they oppose him/her/it with every action they take. Still, the effect is largely the same. Of course, you won’t be actually called a Solitaire until some time in M33 when the first performance of ‘The Fall’ will be staged, but a Solitaire is an Eldar Harlequin who plays the role of ‘She Who Thirsts’ (i.e. Slaanesh). Even by Harlequin standards, Solitaires are dangerous and insane… and insanely dangerous. As a Solitaire, you are a master assassin, skilled in all manner of covert attacks and of remaining inconspicuous until the moment comes to strike. As a Blank you are exceptionally hard to target with psychic attacks… and once per combat you may pull off some almost certainly improbable feat of physical agility or killing prowess as long as others are watching. Your visage, when you choose to reveal your true self, can be unsettling to even the most hardened of hearts and will terrify most normal beings. Solitaires are boogeymen. A normal Solitaire has pledged their soul to Slaanesh, but

your benefactor has given you a proxy that will fool Slaanesh long enough for you to be sent home or activate a 1-up. As a Solitaire, you get the ‘Mask of the Harlequin’ perk free. You can find it in the Eldar Perks Section. A Solitaire Phoenix Lord can take the Death to Slaanesh Scenario. She Thirsts for you [+400] (Solitaire Only): Remember that proxy soul thing? Yeah… it’s on backorder. If you die in this jump Slaanesh gets to eat your soul for real… Cegorach isn’t winning it back. Taking this negates 1-ups and the protection from Perpetual. This does not count​ ​against​ ​drawback​ ​limits.

Navigator​ ​Gene​ ​[200] You are a member the human subspecies known as Homo Navigo… one of the Navis Nobilite, the utterly indispensable Great Houses of the Imperium… and a mutant. An Imperially sanctioned mutant… a Navigator. Unlike most mutants, the Navigator Gene which defines a Navigator always manifests the same way… to wit, the formation of a third eye located in the middle of their foreheads. This eye, known as ‘The Warp Eye’ gives a Navigator the unique ability to steer a faster-than-light starship accurately through Warpspace and allows them to perceive the psychic light of the great beacon of mankind known as the Astronomican and the myriad and (to others) maddening currents of the Warp. This ability makes Navigators absolutely essential to the Imperium's continued survival and to all interstellar transportation, communication, and commerce. Although this is a psychic ability, and has many manifestations, Navigator Powers are not found in other psykers and, conversely, Navigators never possess any psychic abilities beyond the powers their Warp Eye affords them. They have a natural lifespan of roughly four standard terran centuries and, as they grow older, their abilities steadily grow more powerful. As this happens, their Eye matures in a predictable pattern as the white and iris of the eye gradually disappears, leaving only a hardened black orb. All Navigators belong to a large group of noble families based on Terra in the great district of that world-city known as the Navigator's Quarter. These dynasties are known collectively as the Great Families of the Navis Nobilite. Navigators may access the Psyker Powers section if you purchase access, but do not natively gain access to it. You do gain the ‘Warp Eye’ perk which unlocks the ability to purchase skills from the Navigator Skills Section. Navigators can be​ ​of​ ​either​ ​gender​ ​and​ ​are​ ​apparently​ ​quite​ ​fertile.

Sensei​ ​[500] The Sensei are said to be the direct genetic descendants of the Emperor, but if they are, no proof of this can be found. Whatever the truth of the situation, their exact nature is a mess of contradictions… they are psykers, but are invisible to the warp, they are human but also transhuman... what is clear is that they are ageless - though they can be killed, they do not age past their prime and they have inherited great power… possibly from the Emperor. They also possess unique abilities of their own. Because they harbour none of the emotions or concepts

embodied by the Chaos Powers, they are largely invisible to them, and can draw on the energies of the Warp to use their psychic powers without attracting daemons or other malicious Warp entities. In fact, due to their harmonious relationship with the Warp, the Sensei are invisible to psychic senses, even to those of the Emperor. You gain the ‘Sensei’s Gifts’ perk and one free purchase of ‘Psyche Unlocked’, as well as a discount on Psychic Specializations. You must be 100% Human to buy this (or Eldar if you believe the Emperor had a bit of Xenos strange). However, be aware those of the Imperium and Chaos aligned might still want your blood to be able to rend you down into anti-psychic weaponry. Sensei are not sterile and can be of either gender…​ ​possibly​ ​both.​ ​No​ ​one​ ​knows! Daddy’s Little Bastard [+400] (Optional for Sensei Only): The God Emperor of Mankind, aka, dad, thinks you’re a total fuck up and hates you… a lot. I mean, not enough to want you dead, but enough to constantly be thinking low level angry thoughts about you… which of course shape reality and… This wouldn’t be so bad if you were a Primarch, but you’re one of the Sensei, the Emperor’s byblows… and an embarrassing one at that. Whenever you think about dad or have to deal with dad or any of his people your emotional control cracks and​ ​Chaos​ ​starts​ ​noticing​ ​you.​ ​And​ ​Dad​ ​doesn’t​ ​really​ ​trust​ ​you​ ​out​ ​of​ ​his​ ​sight​ ​much.

Perpetual​ ​[400] Perpetuals are a vestigial side-branch of humanity born with many gifts. Naturally or artificially created, their most notable gift is their effective immortality which is sustained through rapid cellular regeneration. Perpetuals are capable of surviving dismemberment, suffocation, and even decapitation, eventually regenerating each time. The only known way of killing a perpetual is with a mysterious artifact known as the Fulgurite… and even that might merely stop them from regenerating for a time. Humans can either be born as a Perpetual naturally, or become one through alien technology. The Cabal is capable of artificially producing human Perpetuals. You are considered a natural one. You gain the ‘Perpetual Revival’ perk for free. Senseis, Psykers, Navigators, Genesons, and Blanks can all be Perpetuals. Abhumans​ ​can​ ​be​ ​Perpetuals.​ ​Perpetuals​ ​can​ ​also​ ​be​ ​of​ ​any​ ​gender. Perpetual Reset [+200]: Every time the Perpetual Revival triggers, you will forget roughly 1/4th of all your memories from before the reset. You will also have general trouble remembering more distant memories or things older than a few centuries. You’ll also be a little scatterbrained at times as you try and remember things you did in the distant past. Not when it’s​ ​super​ ​important,​ ​but​ ​in​ ​general.​ ​Total​ ​cost​ ​with​ ​Perpetual​ ​is​ ​200​ ​CP.

Geneson​ ​[600] Congratulations! You are a child of the Emperor of Mankind…‘s science. You may be a Thunder Warrior, a Custodes, a Space Marine… or, maybe, just maybe, you are one of the elite of the elite of the elite… you could be one of the two missing Primarchs. This cannot be purchased with Sensei or by an Abhuman. It can be purchased with Psyker, Navigator, Blank, or Perpetual.

Grants unfettered access to the Transhuman Abilities and a floating discount on any two perks from anywhere else in this document. A second discount will make it free, but you may not apply the discounts from this to anything it already discounts, nor both of these floating discounts on the same item. Please select your type from the Labworks section below. There is no evidence that any of the Emperor’s Genesons are not sterile, and it is, in fact, quite likely they are. That said, I will not officially rule either way, leaving it up to you. Regardless of what you decide, the organelles which define them are not included in the genome of any of the Genesons,​ ​so​ ​they​ ​would​ ​not​ ​pass​ ​to​ ​later​ ​generations​ ​through​ ​breeding.

++​ ​EVOLUTIONARY​ ​PERKS​ ​++ You​ ​do​ ​not​ ​require​ ​the​ ​linked​ ​Evolutionary​ ​Line​ ​to​ ​buy​ ​these. [EP]

Psyche​ ​Unlocked​ ​[200] Free​ ​&​ ​Mandatory​ ​for​ ​Psyker,​ ​Sensei,​ ​and​ ​Eldar. Additional​ ​Purchases​ ​Discounted​ ​for​ ​Sensei​ ​&​ ​Eldar. You possess the genetic potential to be a powerful psyker, a being capable of touching the warp and using it as fuel to generate phenomena in the material world. This can be passed on to your descendants (including all those you have already had). This can be purchased multiple times to shift Gamma potential to Beta, Beta to Alpha, and Alpha to Alpha Plus. Additional Purchases cost 100 CP, 50 CP if you have a discount or are a Geneson and use your discount. If you are an Eldar or a Psyker, you start with the potential to reach the power of a Gamma Level Psyker. If you are a Sensei or a Primarch, you start with the potential to reach the power of an Beta Level Psyker. Sensei and Primarchs who are Alpha Plus do not necessarily become the ‘Star Child’ as the Emperor is still alive. There are no recorded Alpha Plus Eldar. If you buy this while being a Baseline Human or Abhuman, you don’t carry the gene but you have a massively reduced Warp Signature. The maximum guaranteed potential that can be passed on is Beta. Anything higher depends on the vagaries of fate. If you do not purchase a specialization, you are considered an Astropath by default (which gets you a discount on Astropath Abilities), unless you are a Sensei or Eldar. Sensei and Eldar cannot receive formal Astropath training since the first don’t officially exist as far as the Imperium is concerned and the second are filthy Xenos. Of course, they​ ​can​ ​still​ ​buy​ ​Astropath​ ​Abilities,​ ​since​ ​those​ ​aren’t​ ​exactly​ ​impossible​ ​to​ ​learn.

Pariah​ ​Gene​ ​[200] Free​ ​&​ ​Mandatory​ ​for​ ​Blanks You possess the genetic anti-psyker genome and can pass it on to your descendants… even ones that were born before you arrived here. You have no presence in the Warp and are invisible to all psychic powers, but also cannot use any psychic powers during this jump. After this jump ends, you can choose to toggle this off to use your psychic powers, but doing so removes your protection from psychic attacks and senses. If you bought this without being a Blank, you do not radiate the sense of ‘Offness’ that normal Blanks generate. For 200 CP you can upgrade this from Psi-Plus (simply invisible to psy) to Omega (causes pain to any psykers or psychics within a few meters) and for 200 CP more you can upgrade this to Omega Minus, where you become similar to a Black Pariah with a null-aura so strong that it drives even normal humans insane (before they simply die as their brains shut down) and psykers and psychic artifacts within your aura simply disintegrate, falling to dust in a matter of seconds as their very essence / souls are​ ​ripped​ ​out​ ​and​ ​obliterated.

If you are an Omega Minus, you cannot control this ability for the duration of the jump, but afterwards you will be able to toggle it on and off at will, but it will be less effective against psychic individuals and artifacts that don’t rely on the Warp for power, merely causing them extreme pain or damage, rather than obliterating them in moments. Even in this Jump, extremely powerful Warp Entities and Alpha level psykers may be able to resist this effect long enough to move away from you, and incredibly powerful entities such as Alpha Pluses and Chaos Gods may even be able to ignore it for a time, though it will still cause them extreme discomfort. Regardless, any psychic effect generated within your field will be instantly negated, no matter how powerful the source, and any psychic effect that enters your field will be​ ​instantly​ ​disrupted,​ ​no​ ​matter​ ​how​ ​powerful​ ​the​ ​source.

Warp​ ​Eye​ ​[300] Free​ ​&​ ​Mandatory​ ​for​ ​Navigators You possess the third eye of a Navigator and can see the currents of the Warp. Your psychic powers are fundamentally different from those of a normal Psyker and not subject to the same chance of possession or daemon summoning, though there are other attendant risks, as the Warp is ever maddening and the Astronomican burns brightly in your mind’s eye. As a Navigator, your kind is tolerated by the Emperor's treaties with their houses but watched closely in the Imperium, even during the Crusade era. This is a genetic trait and may be passed down to your descendants, even those you had before coming to this universe. If you are not a Navigator when you buy this, you get the version that doesn’t manifest as an actual physical third eye and are not a registered member of any of the Navis Nobilite Houses. This perk grants a 500 CP stipend from the Navigator Abilities Section and is required to purchase anything from​ ​within​ ​it.

Sensei’s​ ​Gifts​ ​[600] Free​ ​&​ ​Mandatory​ ​for​ ​Sensei You have been gifted with a body similar to the Emperor’s and are nigh-impossible to detect when drawing upon warp energies for any reason. Even trained witch-hunters, so long as they don't actually witness you throwing around psychic blasts or what have you, wouldn't be able to tell the difference between you and a Pariah at a casual glance, though you do not cause the negative emotions or pain a normal Pariah generates. Unlike a Pariah, a Sensei does, in fact, have a soul… a powerful one… but they don’t have any negative emotions at all… no hatred, no fear,​ ​no​ ​anger,​ ​no​ ​lust...​ ​allowing​ ​them​ ​to​ ​manipulate​ ​the​ ​warp​ ​in​ ​complete​ ​safety.

As a Sensei, you may pass on your traits to your descendants, even those you had before showing up in Warhammer’s charming reality. The Sensei genome is fundamentally perfect, possessing no hidden or recessive traits. Sensei aren’t just peak human in every way, they’re as

good as humanity dreams itself to be. Every one of them is preternaturally gorgeous, supernaturally charismatic, at least three times stronger than the strongest human, heals from any wound in a matter of hours, and is a genius in all fields of study. If you are not a Sensei but bought this anyway, you get all the advantages without being hunted by all the primitive screwheads and evil chaos fucks and you can freely switch your negative emotions on and off during​ ​this​ ​jump.​ ​Sensei​ ​gain​ ​this​ ​toggle​ ​only​ ​after​ ​the​ ​jump​ ​ends.

Perpetual​ ​Revival​ ​[400] Free​ ​&​ ​Mandatory​ ​for​ ​Perpetual Perpetuals are hard to kill. Really really hard to kill. Pretty much impossible, really. Any wound heals in moments (if you’re also a Sensei your wounds heal instantly) and once per year you may recover from something that had definitely killed you, maybe even completely atomized you. If you do not die at all in a jump (that includes with other one-up perks) then you gain an “extra” revival you can stockpile. Up to nine extra “revivals” may be stocked this way for a total of ten. Stocked revivals will not deplete when other one-up type perks are used. Some Perpetuals had memory issues from living so long through so many lifetimes. This does not protect against that. If you are not a Perpetual and bought this, it does not include the vulnerability to Fulgurite, but you count (if it matters) as an artificial Perpetual and the Cabal knows you exist… even if they don’t exist yet. Being a Perpetual cannot be passed on to your offspring.​ ​To​ ​be​ ​clear,​ ​the​ ​revival​ ​effect​ ​of​ ​Perpetual​ ​keeps​ ​death​ ​from​ ​counting​ ​as​ ​a​ ​chain-fail.

Phoenix​ ​Lord​ ​[600] Eldar​ ​Only Embodying some aspect of the Eldar God Khaela Mensha Khaine, Lord of Rage and Fire and Battle, The Phoenix Lords will rise over the next few centuries to found the Path of the Aspect Warrior. Each Phoenix Lord is a powerful fragment of a living god, an immortal who rises from death time and time again to protect the Eldar People. As a Phoenix Lord, you can call upon the power of Khaine to empower you, guide Exarchs and Aspect Warriors down the Path of the Warrior, and (thanks to your symbiotic armor) survive the death of your body. Your soul now resides in your Phoenix Lord Armor (which you receive free of charge) and anyone who puts on that armor becomes you, their personality being overwritten by your own (as long as their mental defenses aren’t stronger than you can overcome). Most of the time this will be​ ​an​ ​Exarch​ ​of​ ​your​ ​path. Fuck that Bitch [Mandatory]: ​Quick, go to YouTube and do a search for “AM’s Hate Speech, I have no mouth and I must Scream’’. Did you do it? Good. Now replace the word ‘Humans” with ‘Slaanesh”. That is how you feel about the Chaos God that destroyed your people and is, even now, waiting to devour the souls of the scattered remnants of the Eldar Race. This is not a minor amount of dislike. You will do anything and everything to bring about

his/her/its destruction. Anything. Up to and including bringing about the final end of your own​ ​race​ ​if​ ​it​ ​means​ ​killing​ ​Slaanesh​ ​once​ ​and​ ​for​ ​all. Phoenix Lord Armor [400] (Free for Phoenix Lord): The finest example of Wraithbone Armor ever crafted… or at least one of them. This practically indestructible suit of Eldar Power Armor fits so perfectly you could wear it for 10,000 years and never have to take it off. It is self-cleaning, responds to your thoughts, opens and closes to allow you to step into or out of it at a moment’s notice, has full life-support, and can sustain your bodiless soul indefinitely. It will also quadruple your native strength, no matter how good that already is and is tough enough to shrug off rounds that would destroy a Leman Russ Battle Tank. This armor comes with a signature wraithbone relic weapon that matches your prefered fighting style and has an awesome and super edgy name. You may import another armor you already possess​ ​into​ ​this​ ​armor,​ ​and​ ​a​ ​weapon​ ​into​ ​this​ ​weapon,​ ​functionally​ ​combining​ ​the​ ​two. Spirit Stone Garden [200] (Phoenix Lord Only): Need Spirit Stones? Well, now you don’t. This handy crystalline pool produces a small but unending supply of them, as well as providing a limitless supply of raw wraithbone if you take the Down with Slaanesh Scenario. Without the scenario, it produces 20 soulstones every Terran month… no one knows why it is linked to the cycle of Terra’s moon. With the scenario, it also produces up to 25 tons of raw wraithbone every Terran week. In case you’re not up on the lore and think this sounds useless, the only source of Spirit Stones are the Crone Worlds… the Eldar homeworlds that currently lie inside the Eye of Terror. Spirit Stones are vital to keeping an Eldar’s soul from being consumed by Slaanesh upon death. EVERY Eldar wears one all the time (except Harlequins who​ ​are​ ​protected​ ​by​ ​Cegorach​ ​and​ ​Solitaires,​ ​who’ve​ ​already​ ​pledged​ ​their​ ​souls​ ​to​ ​Slaanesh). My Little Exarchs [200] (Phoenix Lord Only): Every Phoenix Lord needs Exarchs to live the path… and now you’ve got them. Up to 8 of your companions get 1000 CP and start as Eldar, with the Aspect Warrior and either the Exarch or Warlock Perks for free. If you take the Down With Slaanesh Scenario, this changes to all of your companions instead of just 8… plus you may create up to 8 new Exarchs if you so desire. All created Exarchs are absolutely devoted to you and will willingly allow you to take over their bodies and minds should you fall in battle. If you slip and fall in the shower and die, they’ll still do it… but they’ll feel really embarrassed​ ​about​ ​it. Warriors of the Path [300] (Phoenix Lord Only. Free with the Down with Slaanesh Scenario): ​All of your Exarch Followers gain their own cadre of a thousand Aspect Warriors of your​ ​Path. Craftworld Jum’Par [400] (Phoenix Lord Only. Free with the Down with Slaanesh Scenario): You get your very own Eldar Craftworld, a massive worldship capable of housing millions and fighting off a Hive Fleet… for a while. You may import any other ship that​ ​is​ ​not​ ​an​ ​Eldar​ ​Craftworld​ ​into​ ​this. Crone World [600] (Phoenix Lord Only. Free if you complete the optional objective in the Down with Slaanesh Scenario): You get your very own Eldar Crone World, restored to

its pre-fall glory but not consumed by its pre-fall decadence. It will follow you from jump to jump​ ​and​ ​is​ ​chock​ ​full​ ​of​ ​Eldar​ ​of​ ​all​ ​types​ ​and​ ​power​ ​level.

​ ​[Optional​ ​Phoenix​ ​Lord​ ​Scenario]​ ​Down​ ​with​ ​Slaanesh,​ ​Up​ ​with​ ​Who? Well, this sucks. Your race is doomed. Maybe you should give up, but you’re a Phoenix Lord, and giving up really goes against the grain. This scenario is simple. You cannot leave this universe until Slaanesh is either dead or has been replaced by a New Chaos God who doesn’t eat Eldar Souls! If you can free the Crone Worlds (the Eldar Homeworlds) from the Eye of Terror, that​ ​would​ ​be​ ​a​ ​definite​ ​bonus. Of course, a challenge isn’t a worthy challenge if you don’t have some ground rules… so here are yours. You have 12,000 years to bring this to fruition. If, during that time, Chaos destroys the Emperor of Mankind or he gets taken out of play, you lose. If, during that time, every Eldar who is not directly allied with you is dead, you lose… and no you can’t just shove them into stasis or launch a craftworld into intergalactic space. They have to remain active in the​ ​galaxy.​ ​You​ ​can​ ​try​ ​and​ ​get​ ​help​ ​from​ ​one​ ​of​ ​the​ ​other​ ​Ruinous​ ​Powers. You​ ​must​ ​select​ ​one​ ​of​ ​the​ ​following​ ​limitations. 1) All your knowledge of the coming events has been erased… including knowledge of the existence of Chaos, , and Necrons. You know only what your background in this Warhammer Universe would let you know about the setting. All your out of jump memories are secure as long as they don’t relate to​ ​Warhammer. 2) All your out of jump powers and abilities are initially reduced to 10% of their full power and you will recover your power at the rate of 1% every century. Your tech level is fixed to the same as starting Eldar tech, and your warehouse and all gear is sealed away unless the items are comparable to Imperial tech or limited​ ​the​ ​same​ ​way​ ​your​ ​powers​ ​and​ ​abilities​ ​are. 3) Slaanesh & Tzeentch are fully aware of your presence, your powers, and your plans to screw with their plans. Yes, Tzeentch’s plans include Slaanesh not being dead. 4) You are now the Phoenix Lord of the Pink Ponies, the cutest, most adorable Aspect Warriors in the entire universe. Your weapon of choice is the cream pie cannon. No one takes you seriously. No, you don’t get a more serious theme once the​ ​jump​ ​is​ ​over.

++​ ​LABWORKS​ ​++ You​ ​may​ ​only​ ​Purchase​ ​one​ ​selection​ ​from​ ​this​ ​list​ ​and​ ​must​ ​be​ ​a​ ​Geneson​ ​to​ ​do​ ​so. [LW]

Aside​ ​from​ ​the​ ​genetic​ ​​ ​humanity​ ​has​ ​undergone​ ​over​ ​the​ ​millennia,​ ​there​ ​have​ ​been​ ​several attempts​ ​by​ ​​ ​the​ ​Emperor​ ​to​ ​create​ ​the​ ​perfect​ ​warrior.​ ​In​ ​what​ ​way​ ​did​ ​he​ ​fashion​ ​you?​ ​You​ ​are​ ​one​ ​of​ ​his limited​ ​number​ ​of​ ​success​ ​stories.

First​ ​Generation​ ​Legionnaire​ ​[Free] You are a member of the Adeptus Astartes. A first generation Astartes made before the Emperor reclaimed Saturn and from the alien tyrants who held them under their dominion, one brought into being without the hasty growth measures which later culminated in defects like the red thirst with perhaps a touch of the Emperor's own attention. You were designed to be more stable, and longer lived than the violent Thunder warriors of old. Your geneseed is pure. Choose any legion number to belong to, though you do not get any of the specialized mutations of those legions, as they haven’t happened yet. When they do, you may choose to gain a copy of the impure geneseed. Your body contains all the Space Marine upgrades in working condition or better. In addition to your physical attributes, you are also a genius level intellect, an intuitive tactical genius, have nearly unbreakable morale, monstrous willpower and the ability to withstand any amount of physical abuse without flinching. You’re 7-10 foot of solid bioenhanced muscle and bone and are trained in literally every weapon known to mankind. You are biologically immortal, though you do age visibly, it happens incredibly slowly and is only skin deep. Violence will still (maybe) kill you. There are, by official decree of GW “NO FEMALE SPACE MARINES’’. While this is Jumpchain and all things are possible… not this time. If you want to be female, you’ll need gender-shifting powers or to make​ ​a​ ​deal​ ​with​ ​a​ ​certain​ ​Ruinous​ ​power.​ ​Or​ ​be​ ​a​ ​primarch​ ​instead. Where in the Galaxy is Carmen Sandiego? [+200]: You no longer have the faintest clue where any of the Primarchs were scattered to, or which Primarchs will be traitors. You still remember​ ​the​ ​Heresy​ ​is​ ​coming…​ ​but​ ​not​ ​when.​ ​Sometime​ ​in​ ​the​ ​next​ ​300​ ​years…​ ​you​ ​think.

*The​ ​Legions​ ​(incomplete) As a First Generation Space Marine, you were transformed from one of the Elite Soldiers of Terra by the Emperor, each of you carrying not only the Geneseeds common to all Space Marines, but the genetics of your Primarch, making that as yet unfound (barring one) demi-god your spiritual and genetic father. You must select one of the twenty (yes, all twenty at this point) Primarchs to be your lord and master. Below you will find the complete list as far as records go and the name of their legion and the general period they will be located. Their status as Traitor or Loyalist is not included because there were Loyalists and Traitors among all

legions. For purposes of this jump, #2 will be called ‘The Purged’’ and #11 “The Forgotten’’, under the​ ​assumption​ ​that​ ​they​ ​are​ ​listed​ ​in​ ​that​ ​order​ ​because​ ​they​ ​are​ ​in​ ​numbered​ ​in​ ​that​ ​order.

● I. Lion El’Jonson (Primus aka The First) [#11, 840-969.M30]: Full of grim determination and a relentless persecution of their foes, their combat records are full of selfless heroism… and the fact that they are obsessed with secrets and often tasked with missions that are later expunged from the records should not cast a doubt on their loyalty or devotion to the Emperor or the Empire. They were, before their reunification with the Lion, once the most numerous and powerful of the Legions, the wedge of the Emperor’s Spear, but decades of savage warfare will deplete their numbers until the first Generation can be reinforced from Caliban, the Lion’s Homeworld. Their Warcry is (or will be once he’s found) “For the Lion!’’ and their colors are Black & White. As a First Generation Primus Legionnaire, you have been in service longer than any of the others, since your legion was the first created, the proto-legion. You currently serve under the Command of the Emperor Himself. It will probably be at least 50​ ​(and​ ​no​ ​less​ ​than​ ​40)​ ​years​ ​before​ ​your​ ​Primarch​ ​is​ ​discovered. ○ The Fallen [+200]: Some secrets are not meant to be known… a fact that you just can’t live with. You will find yourself drawn to darkness and mystery, always wanting to explore deeper, push further, know just a little more. Secret cabals will seek to play on this desire and may even convince you to side against the Emperor​ ​and​ ​the​ ​Lion​ ​if​ ​you​ ​aren’t​ ​eternally​ ​vigilant. ● II. The Purged [#3 or 19, 831-840.M30 or 840-969.M30]: Known to History as the Forgotten or the Purged, nothing is known of the II and XI legions by the time Alpharius was found in 981.M30. It is strongly implied that Leman Russ killed at least one of them, possibly both, and both times one of them disappeared the Ultramarines received a large number of new Marines. It is thus likely that, when the Primarch of this legion was killed (because this one was called Purged, we can assume that if only one was killed, this is the one). Officially deleted as of either 965.M31 or 969.M31. If you decide that this is your Legion, then sometime prior to 965.M30 your Primarch will do something to piss off the Emperor so badly he sends Leman and the Space Wolves to obliterate your Primarch and force those of your brother Space Marines who were deemed innocent of whatever happened to undergo re-education (hurray for Hypno-Conditioning)​ ​to​ ​become​ ​Ultramarines. ○ Save the Primarch, Save the World? [+200] (Optional Drawback): If you choose this option, you can make it a +200 CP drawback which erases your knowledge of these coming events and may make you complicit in whatever fuckup or treachry was so egregious. If you don’t make it a drawback, the event will still happen, since you have no way of knowing what it was, but maybe you can change the eventual aftermath. If you take the drawback version but

manage to legit save your Primarch anyway, you can take them as a companion if they agree to it… but they aren’t going to just let you stuff them in the warehouse. The non-drawback version allows you to create your own Primarch and​ ​Legion​ ​only.​ ​Do​ ​try​ ​to​ ​be​ ​reasonable. ● III. Fulgrim (​The Emperor’s​ Children) [#5, 831-840.M30]: Allowed to bear the Emperor’s own name and his own icon, the Palatine Aquila, given to them by his own hand to honor their martial perfection, they were honored above all other legions. They were noble in action and aspect, excelling in all matters, strong, civilized, firm of purpose and loyal to the core. Their Warcry is “Children of the Emperor! Death to His Foes!’’ or “For the Emperor!’’ and their colors are Purple & Gold. By the time your primarch​ ​is​ ​found,​ ​there​ ​will​ ​be​ ​barely​ ​200​ ​of​ ​you,​ ​thanks​ ​to​ ​a​ ​serious​ ​geneflaw. ○ Excess of Virtue [+200]: To be so good and fall so far? What the hell is wrong with you? The temptations of the flesh will plague you throughout this jump, a fact you must keep secret from all who know you… until the Heresy becomes Manifest. This all but guarantees you will not be considered a loyalist by your fellows,​ ​but​ ​extreme​ ​and​ ​public​ ​dedication​ ​may​ ​change​ ​that. ● IV. Perturabo (The Iron Warriors) [#12, 840-969.M30]: Designed to be the siege-masters and fortress-busters of the Imperial war-machine, the Iron excelled at shattering enemy defenses… often at any cost. Your primarch disdains personal attachment, preferring tangible things to emotional connection. Their Warcry is “Iron Within, Iron Without!’’ and​ ​their​ ​colors​ ​are​ ​Silver​ ​&​ ​Black​ ​with​ ​Gold​ ​Trim. ○ At Any Cost [+200]: The defining philosophy of the Iron Warriors is that winning isn’t everything… it’s the only thing. The temptation to win at any cost, to prove that no one can stand against you is exceptionally strong within you and any perceived failure rankles you, gnawing at you. Winning matters more than the lives of your followers, which might cause you to make questionable choices…​ ​but​ ​maybe​ ​those​ ​choices​ ​need​ ​to​ ​be​ ​made. ● V. Jaghatai Khan (The Fifth / Lords of War) [#15, 840-969.M30]: A poetic and savage Legion, the Fifth became the White Scars following their unification with their Primarch… with whom they were an almost perfect match, as they were a fast strike group drawn from a primarily asiatic background, though they were still extremely ethnically diverse. Under Jaghatai, this legion became even more focused on rapid, some would say ‘lightning fast’ deployment, hit and run tactics, and versatility in combat. They also have their own specific language, Khorchin, which is spoken only on Chigoris, the White Scar’s homeworld. Their Warcry is “For the Emperor and the Khan!’’ and their colors are Red & White. It bears noting that Jaghatai’s closest relationships amongst his brothers were with Horus and Magnus and the White Scars, Luna Wolves, and Thousand Sons shared close ties as well. They did not get along with

the Death Guard or Space Wolves. The White Scars Primarch also wrote up the basic doctrine​ ​and​ ​structure​ ​for​ ​psyker​ ​Space​ ​Marines,​ ​i.e.​ ​Librarians. ○ Lack of Purpose [+200]: More than any other legion, the Khan’s people lived only for the hunt. They were not dedicated to the cause of the Great Crusade, or of building a better tomorrow. Indeed, the great cause of civilization was, in many ways, disdained by the Chigorsian Khan and his people. The way of the warrior, of riding into battle and bringing destruction to one's enemies was often all the White Scars cared about, and it led some of them right into the hands​ ​of​ ​Chaos. ● VI.​ ​Leman​ ​Russ​ ​(The​ ​Space​ ​Wolves)​ ​[#2,​ ​~831.M30] ○ Feral Savagery [+200]: The primal fury barely held in check by the mind of the warrior rages most strongly in the often berserk sons of the Wolf-father. Even when not berserk, you will have to constantly battle the wolf-within to keep your more feral instincts in check, to suppress the desire to take what you want and burn the rest. You are a Wolf in Sheep’s Armor, and will never be able to forget​ ​it. ● VII.​ ​Rogal​ ​Dorn​ ​(The​ ​Imperial​ ​Fists)​ ​[#7,​ ​831-840.M30] ○ Inflexibility: the inability to adjust to rapidly evolving situations without predefined​ ​options. ● VIII.​ ​Konrad​ ​Curze​ ​(The​ ​Night​ ​Lords)​ ​[#16,​ ​840-969.M30]: ○ Dark Desires [+200]: The need to inflict terror and suffering upon others is strong on this legion, the terror troops of the Imperium. Utterly ruthless, merciless, and efficient, the Night Lords use fear as their weapon and (strangely for a Traitor Legion) are among the most resistant to the pull of Chaos. Still, this brutality of spirit will infect your brother Legionnaires and the desire to cause terror​ ​will​ ​grow​ ​stronger​ ​within​ ​you​ ​as​ ​time​ ​passes. ● IX.​ ​Sanguinius​ ​(The​ ​Blood​ ​Angels)​ ​[#10,​ ​840-969.M30] ○ The Bloodthirst [+200]: A desire to spill blood is encoded into your very genetic makeup and as the stress of combat builds, there is a chance it will burst forth in the form of the Red Thirst, a near berserk battle rage that causes you to consume the blood of your enemies and slaughter them to a man. This is a manifestation of the rage of Khorne, but strangely does not make you more vulnerable to Chaos, but rather more resistant. However, if you become lost to the Red Thirst, you​ ​may​ ​be​ ​granted​ ​the​ ​Emperor’s​ ​Mercy. ● X.​ ​Ferrus​ ​Manus​ ​(The​ ​Storm​ ​Walkers)​ ​[#4,​ ​831-840.M30] ○ Lure of the Machine [+200]: Even Space Marines are still mortal and as they fall in battle, some are rescued to be encased in cybernetic Dreadnaught armor, becoming a walking tank that continues to serve the Legion. Alone among the Space Marine Legions, the soon to be Iron Hands did not view with horror the

prospect of being entombed forever in the walker life-support systems that define a Dreadnaught’s existence. Indeed, most members of the legion viewed machines as stronger and more lasting than mere flesh and became more and more cyborged out as they set aside flesh for steel. This lure will be constant and you’ll feel your humanity slipping away a little bit with each part of your flesh you replace. This process will, oddly enough, harden you against the lure of Chaos. ● XI. The Forgotten [#3 or 19, 831-840.M30 or 840-969.M30]: Most of the details are the same as II above, but this Primarch may or may not have been killed by Leman. Sanguinius believed that, should the Blood Rage found in his Blood Angels, be discovered by the Emperor, he would erase the Blood Angels as he had one of the two Lost Legions. We are assuming that the Emperor would not view such a necessity as being the Primarch or Legion’s fault and, if we assume that it wasn’t the entire legion (since the Ultramarines got bigger after this too) we’re going to assume that this Primarch​ ​is​ ​the​ ​Forgotten,​ ​erased​ ​from​ ​history​ ​to​ ​hide​ ​this​ ​Imperial​ ​Mistake. ○ What is Wrong With You!? [+200]: If you choose to be of this Legion, you may take this as a +200 CP drawback. This erases your memory of this particular aspect of the coming shitstorm and guarantees that your geneseed is tainted in some way which makes the Emperor think you need to be erased from history. Again, if you can somehow save your Primarch you can ask him to join you and no, the Medbay can’t just fix the geneflaw. It’s permanent without some way of editing living genetics. If you can somehow convince the Emperor that you have found a way to fix the problem so that a) no one ever finds out there was a problem, b) it won’t happen again, and c) that you did all that while being a perfectly normal Space Marine, you get declared an Imperial Saint and get to recruit your Primarch… oh, and the Emperor himself will make you a new suit of armor. The Imperial Saint perk can be found in ‘The Pious One’ Scenario below. ○ If you don’t take the drawback, you will have no way of knowing if you are one of the ones who have a geneflaw… or even if the XIth Legion even has a geneflaw until whatever happens happens. Solving the problem this time just gets you the satisfaction of a job well done, plus you still got to design your own legion​ ​and​ ​primarch,​ ​right? ● XII.​ ​Angron​ ​(The​ ​War​ ​Hounds)​ ​[#17,​ ​840-969.M30] ○ Nail it Down [+200]: While all War Hounds will get Butcher’s Nails installed once Angron renames the legion ‘The World Eaters’... unless something happens to stop that… you no longer have the option to stop that from happening. You’ve got them, real or imagined, and boy oh boy do they work on you. You’re a frothing berserker on a very short leash. Even the slightest irritant can cause

you to fly wildly off the handle and combat always sends you into a titanic murderfury fueled rampage. While this doesn’t guarantee your fail to chaos… it ain’t​ ​going​ ​to​ ​make​ ​resisting​ ​Khorne​ ​easy. ● XIII.​ ​Roboute​ ​Guilliman​ ​(The​ ​War-Born)​ ​[#8,​ ​831-840.M30] ○ Rigid​ ​Thinking​ ​[+200]: ● XIV.​ ​Mortarion​ ​(The​ ​Dusk​ ​Raiders)​ ​[#13,​ ​840-969.M30] ○ Stubborn [+200]. The Death Guard are resilient, unyielding, and strong as hell! ...Which applies to their minds, as well, and a flawed one is nigh impossible to shift​ ​in​ ​opinion,​ ​and​ ​will​ ​hold​ ​a​ ​grudge​ ​if​ ​you​ ​do​ ​it​ ​for​ ​him. ● XV.​ ​Magnus​ ​the​ ​Red​ ​(The​ ​Student-Aspirants)​ ​[#9,​ ​840.M30] ○ Forbidden Knowledge: Enquiring Minds want to Know… and few are as inquisitive​ ​as​ ​you ● XVI.​ ​Horus​ ​Lupercal​ ​(The​ ​Luna​ ​Wolves)​ ​[#1,​ ​~800.M30]: ● XVII.​ ​Lorgar​ ​Aurelian​ ​(The​ ​Imperial​ ​Heralds)​ ​[#14,​ ​840-969.M30] ○ Need to Believe [+200]: There must be something higher and the Word Bearers will find it and worship it. Doesn’t really matter what it is, as long as it is willing to be worshipped. Nothing offends you worse than a god that will not be worshipped. That’s saying you’re not worthy. Where do they get off? This very much​ ​will​ ​draw​ ​you​ ​to​ ​Chaos​ ​if​ ​the​ ​Emperor​ ​rejects​ ​your​ ​veneration. ● XVIII.​ ​Vulkan​ ​(The​ ​Dragon​ ​Warriors)​ ​[#6,​ ​831-840.M30] ○ Pyromania ● XIX.​ ​Corvus​ ​Corax​ ​(The​ ​Pale​ ​Nomads)​ ​[#18,​ ​840-969.M30] ○ Morose Moose [+200] a pervasive sense of futility and resignation, lowering your self​ ​preservation. ● XX.​ ​Alpharius​ ​Omegon​ ​(The​ ​Hydra)​ ​[#20,​ ​981.M30] ○ Overplanning Kills [+200]: To the Alpha Legion, nothing is ever simple. No plan can take only three steps when ten can do it with twice the overkill. This means you tend to be overly machiavellian and may even, at times, fall prey to analysis paralysis. This means that you’ll plan for the enemy’s behaviour… and like as not be boned if that enemy don’t do what you thought he would. It will take you longer to formulate plans and there will be more things that can go wrong.​ ​Still,​ ​when​ ​things​ ​go​ ​right,​ ​they​ ​go​ ​very​ ​right.

The​ ​Geneseed​ ​Organs Your body contains 19 unique organs that grant special abilities… however, they have their own DNA and thus cannot be passed on via breeding. They can be transplanted into acceptable hosts. Your biological offspring are guaranteed to be compatible with your geneseed and to be acceptable as prospective Astartes. After the jump ends, each of these can be installed into any one of your altforms at your discretion, though once installed they become part of that altform.

Not all 18 (the progenoid is not copied) need to be installed in the same altform, though the Haemastamen, Biscopea, and Ossmodula must be placed in the same Alt. Your Space Marine altform​ ​retains​ ​a​ ​copy​ ​of​ ​all​ ​19. ● A Secondary Heart which activates when you are under stress to pump blood faster or​ ​as​ ​a​ ​backup​ ​if​ ​the​ ​first​ ​is,​ ​say,​ ​ripped​ ​out​ ​and​ ​eaten​ ​by​ ​an​ ​​ ​Meganob. ● The Ossmodula which makes your skeleton hard enough to withstand bolter rounds and which repairs your bones faster when they do get damaged. Your bones are​ ​now​ ​ceramic​ ​composite. ● The Biscopea which triggers muscle growth, making putting on muscle incredibly easy​ ​if​ ​you’ve​ ​got​ ​the​ ​nutrients​ ​for​ ​it. ● The Haemastamen which turns your blood bright red and increases the amount of oxygen​ ​it​ ​carries​ ​by​ ​a​ ​massive​ ​amount.​ ​It​ ​also​ ​regulates​ ​the​ ​Ossmodula​ ​and​ ​Biscopea. ● The Larraman’s Organ creates Larraman’s Cells, super-platelets which can seal wounds in minutes, isolate poisons before they can spread through your systems, and​ ​generally​ ​make​ ​you​ ​immune​ ​to​ ​all​ ​but​ ​the​ ​most​ ​virulent​ ​toxins​ ​and​ ​diseases. ● The Catalepsean Node which lets you go up to two weeks without sleep at need and reduces the amount of sleep you need to stay healthy by a half. Normally it would also make you more vulnerable to brainwashing, but yours has been edited so it does not have this function. Any other Astartes you share your blood with will develop a similar​ ​resistance. ● The Preomnor which allows you to decontaminate any food you eat so it can be safely digested. This makes you immune to all but the most virulent ingested poisons,​ ​toxins,​ ​and​ ​pathogens. ● The Omophagea which allows you to eat brains and absorb the information contained within. Normally this is somewhat traumatic to the Space Marine and sends them into a torpor as they process the information… and sometimes the memories are hard to forget… but yours is a special model that just makes you a little distracted while processing and has better emotional blocks so you don’t get hit as​ ​hard.​ ​The​ ​squick​ ​factor​ ​of​ ​eating​ ​some​ ​dude’s​ ​brain​ ​is​ ​entirely​ ​up​ ​to​ ​you. ● The Multi-Lung is an additional lung that allows you to breathe underwater, in low oxygen environments, and filter out toxic gasses… making you immune to inhaled toxins as well (as long as they aren’t powerful enough to, you know, eat through your​ ​flesh). ● The​ ​Occulobe​ ​gives​ ​you​ ​supervision​ ​and​ ​adjust​ ​to​ ​changes​ ​in​ ​light​ ​almost​ ​instantly. ● Lyman’s Ear gives you super-hearing and makes you immune to motion sickness and​ ​concussions. ● The Sus-an Membrane allows you to enter a state of suspended animation (hence the name) when critically hurt or starving. Normally you would be unable to leave this state on your own and require the use of special drugs to bring you out of it… but

that’s boring so you can now wake yourself up from suspended animation if you would be in danger from not waking up or if rescue is at hand… or if you just put yourself into suspended animation to avoid having to listen to your chapter commander tell you how awesome Horus is again… for the fifty fifth time this week. ● The Melanochrome which augments your lymph nodes and allows your skin to darken in response to radiation. This protects you from both UV and Gamma radiation. This means you can tan up in moments… but you pale right back up again once​ ​you’re​ ​in​ ​armor. ● The Oolitic Kidney which super-cleans toxins (and booze) from your system, making​ ​you​ ​even​ ​more​ ​resistant​ ​to​ ​non-super​ ​toxins. ● The Neuroglottis which grants you a massively improved sense of smell and taste, allowing​ ​you​ ​to​ ​ID​ ​chemicals​ ​with​ ​ease​ ​and​ ​track​ ​enemies​ ​like​ ​a​ ​blood-hound. ● The Mucranoid which grants you the power of super-sweat (yeah I know, eewww) but it makes you practically immune to extremes of hot and cold and can harden into a vacuum-proof shell that is still flexible enough for you to move freely in. Essentially,​ ​anything​ ​short​ ​of​ ​1400​ ​degrees​ ​C​ ​and​ ​above​ ​-200​ ​C​ ​and​ ​you’re​ ​golden. ● Betcher’s Gland gives you acid spit that is powerful enough to dissolve ceramite… but​ ​you​ ​can​ ​modulate​ ​it​ ​down​ ​to​ ​merely​ ​being​ ​caustic​ ​to​ ​flesh​ ​if​ ​you​ ​like. ● The Progenoids are what make more Geneseed. You have two sets, one in your neck (which matures in five years) and one in your chest (which matures in ten). Normally you have to be dead to harvest these, but that’s just silly, so you can have yours surgically removed once they mature and they’ll grow back again every 5 or 10​ ​years. ● The Black Carapace which not only functions like a biological flak jacket on its own, but which allows you to fight in Space Marine Power Armor as if it were part of​ ​your​ ​own​ ​body.

Thunder​ ​Warrior​ ​[Free] Remember how I said you were a success? Well, that’s not really quite accurate. You are a Thunder Warrior, one of the Emperor’s first batch of bio-engineered soldier-fanatics, and much more physically adept then the later produced Astartes. Thunder Warriors were large, greater in size than most Space Marines. Even the few that survived the end of the Unification Wars were easily more than a match for an Astartes and even the mighty Custodes in single combat. They were made highly resistant to psychic attack, perhaps because of the sorcery they would regularly face during the Age of Strife. They had tremendous upper body strength that, when coupled with their early model of power armor, made them virtually unbeatable in close combat. Unfortunately, they were not nearly as intelligent as their later ‘cousins’ and many were on the more uncontrollable side. It was even suspected by a survivor of their breed that

the Emperor had deliberately engineered his kind with a limited lifespan, though he personally hoped it was simply a defect; Thunder Warriors that did not die in battle suffered from cellular degeneration or mental instability, and often had relatively short lifespans. That survivor eventually found the means and enough knowledge of the techniques used in his creation to cure the genetic instability of the Thunder Warriors, though not before suffering considerable degeneration himself. You, however, have been given a boon, as by some fluke or act of your benefactor, you never possessed said genetic instability in the first place making you biologically immortal barring someone killing you and protecting you from the onset of degenerative mental decay. You have all the advantages of the geneseed organs for a Space Marine (besides the Progenoids)… but they are genetically part of you, and for an additional 100 CP, can be passed on to your descendants since your genome is stabilized. Although there are no canonical female Thunder warriors, it is (in theory) possible there were some, and as such you may make your gender female if you wish. You stand between 10 and 12 feet tall and could break​ ​a​ ​normal​ ​Space​ ​Marine​ ​in​ ​half​ ​while​ ​they​ ​were​ ​wearing​ ​power​ ​armor​ ​and​ ​you​ ​weren’t. Society’s Shadow (Mandatory for Thunder Warriors): You are an aberration, a monster out of legends to the masses of the Galaxy and a relic of a past age to those who have replaced you. The Emperor himself is, at best, unsure what do with you, since he never intended for any of your kind to survive, and his minions will treat you with distrust and disdain, since they are the new and improved models. While you were a servant of the great Emperor, and will be afforded all the requisite courtesies by his followers, they will never trust you and all aid will be grudging. You find that, for the duration of your stay here, that the call to do battle sings in your very synapses and surges through your veins, making it somewhat difficult​ ​to​ ​lead​ ​a​ ​normal​ ​existence.​ ​If​ ​only​ ​there​ ​were​ ​a​ ​war​ ​to​ ​fight​ ​in.

Adeptus​ ​Custodes​ ​[200] From the start, you were made for a different purpose than conquering the battlefields of Terra and . You were fashioned as a protector with the changes starting in infancy. You possess biological immortality that won't let you age past your prime. You always get the best of the best equipment and are as much superior to a Thunder Warrior as a Thunder Warrior is to a normal Space Marine. It is not a stretch to say that you are halfway to being a Primarch, as your genome was the basis for theirs. Not only do you possess all the geneseeds of an Astartes (besides the Progenoids), they are genetically part of you and can be passed on to your descendants. Oh, and while Space Marines are smart and skilled in tactics and weaponry… you’re a freaking genius compared to them, and can easily master any weapon in minutes… if you haven’t already. Your loyalty is utterly and completely unbreakable and unquestionable to any you give it to, and any time outside this jump you apply to be a body guard, you will be hired instantly… unless you’ve betrayed your charge ever. In which case fuck off. Although there are no​ ​known​ ​examples​ ​of​ ​a​ ​Female​ ​Custodes,​ ​you​ ​may​ ​be​ ​one​ ​if​ ​you​ ​so​ ​desire.

What do you Mean, Go Outside? (Mandatory for Adeptus Custodes): You were made for a purpose… and that purpose was not to go galavanting around the universe being all adventury and stuff. That purpose was to protect the Emperor from all threats, at all times. When you are not on a mission the Great Golden One has sent you on, you will mostly stand around being intimidating and amazing, tending your armor and weapons (which are the best in the entire fucking universe besides the Necrons… who aren’t awake yet) and generally serving his glorious golden majesty. Without direct orders from the Emperor, you will not be leaving​ ​the​ ​Palace…​ ​or​ ​at​ ​least​ ​Terra.

Son​ ​of​ ​Not-God​ ​[400] You are a Primarch, either the 2nd (Forgotten) or 11th (Purged)... your pick. As a product of the Primarch Project, you were crafted with the care and skill of the Emperor of Man himself in a secret lab deep in the Himalayas. You are 8-12 feet tall, super intelligent, super strong, incredibly powerful in mind and body, a born leader the likes of which even the greatest mortals of human history would pale before. You are a nearly matchless warrior in all forms of combat, especially melee. Oh, and you’re immortal. As in fuck death right in the skull with a chain sword immortal… unless killed by one of your brothers, your father, or a god of Chaos… at least in this universe. Outside of it, similarly superhuman and divine forces can kill you… but once per jump you’ll get better anyway because Fuck Death Right in the Skull with a Chain Sword. Taking this sets your start date to either 832.M30 or 940.M30, making you either the 3rd Primarch found or the 19th. You may not select ‘Just the War, Please’. As the name implies, all of these dudebros are, in fact, of the dangly persuasion (except Roboute, who is a guuurl). As such, unless you choose to be The Forgotten and make your geneflaw that you’re female (along with​ ​your​ ​whole​ ​legion),​ ​you​ ​default​ ​to​ ​male​ ​as​ ​do​ ​all​ ​your​ ​genesons. Father Issues [Mandatory or +200]: Daddy loves you and you love Daddy… but Daddy loves Horus more and you hate Horus… and some of the others are talking about going over to this cool Khorne guy’s house. He’s associated with something called Chaos, but if Chaos was bad, clearly Daddy would have said something, right? So Chaos can’t be all that bad… even if they seem a bit weird. You’d ask some of your other brothers, but Lemonhead is a psycho-furry and Magnus is red and nerdy and Jaghatai won’t let you borrow his speeder and Korvus keeps lurking like a lurking lurker… is everyone’s family this fucked up? How much this actually affects you is entirely up to you. After all, Horus was a super daddy’s boy and Angron fucking hated the man. For +200 CP, you’re in the Angron / Lorgar camp. You either blindly worship the great golden asshole or you hate him so much it makes you bleed tears of rage. Either way, you aren’t going to be thinking about him or anything to do with him in anything approaching a​ ​logical​ ​fashion. Terrible Childhood [Mandatory or +300]: As an embryo, you were kidnapped by the forces of chaos and dumped on some really really terrible world where you were forced to adapt or die. Clearly, you’ve survived, but at what price to your psyche? How much this

actually affects you is up to you. Roboute seems fairly well normal… others much much less so. For +300 CP, instead of just having memories of that terrible childhood… you get to live it. Your start date is pushed back either 40 or 108 years to the point you arrived on your new homeworld as an infant, with only the powers you bought here. You’ll have to survive somehow until the Emperor locates you and only then will all your other abilities unlock (unless locked by some other drawback). If you take the Drawback Version, your childhood is definitely​ ​going​ ​to​ ​be​ ​in​ ​the​ ​bottom​ ​5,​ ​not​ ​something​ ​nice​ ​like​ ​Magnus​ ​or​ ​Roboute​ ​got. Tainted Genome [Mandatory for The Forgotten, +200 for the Purged]: Your Geneseed has a specific and serious genetic flaw, one that is passed down to all members of your legion. Remember, this is a flaw bad enough that dear old Dad has decreed your extermination along with the destruction of your entire legion. This does not wear off at the end of jump. It can be anything that you honestly think would make the Emperor deem you unfit for existence… it can even be something cool but worrying. You may decide that your geneseed’s flaw is that it only can be implanted in women if you like. This allows you to be a female primarch. Or that you have batwings. Or horns. Whatever you pick, all your gene-children will​ ​be​ ​bound​ ​by​ ​it. The Executioner [Mandatory for The Purged, +200 for the Forgotten]: You are being hunted by Lemon Rash and the Vulka Furries. He cannot be killed or reasoned with. He’s an asshole and a psychopath and smells like a dog. He can be tricked into believing you are dead, but that won’t fool him forever. Of course, if the Heresy gets off the ground, he’ll have much bigger issues than catching you if you’re not on the side of Chaos. If you are on the side of Chaos, he’ll hate you more than he hates Magnus. If you take the Only War Scenario and side with Chaos, you can kill him once the others are all dealt with… or he can be converted to Chaos at any time before that. He’ll still want to kill you however. Just because he’s for Chaos doesn’t​ ​mean​ ​he​ ​likes​ ​you. Zeroth Primarch [600]: Before the Emperor made the 21 Primarchs, he made you. You were the first. The Custodes Primarch. Unlike your hulking brothers, you were not kidnapped by the forces of chaos and shared the Emperor’s private council and were privy to his secrets. You are the size of a Custodes but as powerful as a Primarch. You automatically gain the ‘Psyche Unlocked’ perk and start as a Beta Psyker with a discount on Divination or Biomancer specialization (found in the Psyker Disciplines section below), and a discount on the Sigillite’s Will perk (found in the Transhuman Perks section below). You gain all the abilities of a Custodes and command of the Imperial Bodyguard. If you take the Only War Scenario, you may take Terra or Mars as your homeworld and must side with the Emperor. If you buy Zeroth Primarch, you cannot take either Tainted Genome or The Executioner, and do not have the Terrible Childhood Drawback. You still have the Father Issues, as those 21 idiots are still your brothers, even if they don’t realize you exist yet. But at least you secretly know daddy loves you best of all… he actually listens to you. This cannot be bought by a Companion for any reason… if you don’t buy this, this guy / gal doesn’t exist. Taking this option sets your start date to the

day Father and Horus meet in 800.M30… and your location is approximately three meters to the​ ​left​ ​and​ ​slightly​ ​in​ ​front​ ​of​ ​the​ ​Emperor.​ ​You’re​ ​the​ ​head​ ​of​ ​his​ ​bodyguard,​ ​after​ ​all. Geneseed [200] (Primarch Only): You gain a regenerating supply of your own Gene-Seed… it’s inside you. Every month you generate enough gene-seed to implant 20 new Space Marines, and it can be vomited up so you don’t have to have it surgically removed. If you are the Zeroth Primarch, your geneseed makes Custodes. Although this Geneseed is fiat backed, it is not 100% effective. The candidates must be human (normally male unless your geneflaw is females only, or you’re the Zeroth and choose to allow females and or males to inherit… Dad won’t be happy, but this is your choice)... and they must be physically and psychologically prepared. Human means they have a non-mutant human alt-form. Being a mutant of any kind (aside from all the tiny pointless mutations we all have) or abhuman makes the chance of rejection higher… but if you buy the God-Seed Notes in the Relics section, you can use them to change who can receive your seed. This is also possible if you make your Primary Genius “Biogenetics’’ or something similar (See Genius & Brilliance in the Transhuman Section below). Your perks and powers do not transfer via your Geneseed unless you buy “Enhanced Geneseed’’ in​ ​the​ ​Transhuman​ ​Section​ ​below. Captains Courageous [200] (Primarch Only): You can import 8 of your companions as members of your legion. They get 800 CP and Geneson - First Generation Free, and must choose a Space Marine Specialty. They are 100% Human. If you took the Only War Scenario, this is no longer limited to 8 of your companions, but rather applies to all your companions. They too are limited by whichever version of the Scenario you took. If you’re the Zeroth Primarch, your Companions​ ​become​ ​Custodes​ ​instead​ ​of​ ​First​ ​Generation​ ​Space​ ​Marines. Legion [300] (Primarch Only. Free for Primarch with the Only War Scenario): You can assign up to a Company of Space Marines to each of your Space Marine Companions. These are not companions, but generic Marines. You may promote individual marines to companion at your discretion, but they take up a companion slot once promoted and cannot be demoted. Generic Marines lost are not replaced automatically, and must be recruited and trained the hard way. If you’re the Zeroth Primarch, your companions get a Squad of Custodes instead of a Company​ ​of​ ​Space​ ​Marines.​ ​Yeah,​ ​it’s​ ​less,​ ​but​ ​there​ ​are​ ​only​ ​10,000​ ​Custodes​ ​total. Brother in Arms [300] (Primarch Only, Free for Primarchs with the Only War Scenario): You can import your most trusted companion as the other missing Primarch. If you go over to Chaos, they will remain Loyal and vice versa. They will hate you and try to destroy you for the entirety of your stay… but, they gain any of the Primarch Perks and Items you buy, except with regards to their own legion or Zeroth Primarch. You’ll have a touching rapprochement once you’ve won or reached the end of the jump. Alternatively, you may use this to buy one of the other Primarchs as a companion, but they must belong to the faction you don’t belong to. Alpharius/Omegon always count as belonging to a rival faction, and as a single primarch​ ​for​ ​this​ ​and​ ​this​ ​alone.

Glory Everlasting [600] (Discount Primarch, Free for Primarch with the Only War Scenario): You get your own custom designed flagship, a Gloriana Class Grand Battleship. You can import any other ship you own into this role with the exception of another Gloriana Class Ship, since that would be a wasted effort. Seriously, you have a Gloriana and you want to make it a Gloriana? Just have two Glorianas. If you really must have your original Gloriana as your Flagship, you can stick this one in mothballs and use that one instead. For 200 CP more, you can upgrade​ ​this​ ​to​ ​an​ ​Abyss​ ​Class​ ​Grand​ ​battleship​ ​(making​ ​yours​ ​the​ ​Abyss​ ​IV). Homeworld [800] (Discount Primarch, Free for Primarch with the Only War Scenario): You get whatever world you begin this jump on as your homeworld (you can’t pick Terra, Luna, or Mars), and get to keep it with you in all future jumps. Its people are fairly normal residents of the year 30,000 (Hive Worlder, Death Worlder, Agra Worlders…) and, if you’re lucky, won’t all be dead by the end of the Heresy. If you’re unlucky and someone kills everyone on your homeworld or blows it up, it will be fully repaired at the start of your next jump. In jumps where there might be trouble fitting an extra planet, it appears somewhere nearby​ ​but​ ​out​ ​of​ ​the​ ​way…​ ​maybe​ ​on​ ​the​ ​other​ ​side​ ​of​ ​the​ ​sun?

​ ​[Optional​ ​Primarch​ ​Scenario]​ ​Only​ ​War You must pick a side in the coming civil war, Chaos, Humanity, or Freedom. If you side with Humanity, you cannot leave this universe until every last Traitor Primarch has either been forced to repent or has been destroyed utterly without hope of resurrection. The Emperor of Mankind must sit upon the Golden Throne in all his glory with at least 11 Loyal Primarchs, or at least 10 loyalist Primarchs must kneel before the eleventh of their brothers and acknowledge that individual as the new Emperor (it doesn’t have to be Roboute). If you side with Chaos, the Emperor must be dead beyond all hope of resurrection and all loyalist Primarchs must either be destroyed definitively or converted to Chaos by any means. If you choose Freedom then you must see the Empire of Man shattered, the Inquisition and Ecclesiarchy never born or obliterated... And humanity must remain secure from Orks, Tyranids, Chaos, & Necrons for the next​ ​12,000​ ​years. You have 12,000 years to accomplish your goal. 12,000 years which will be dominated by war​ ​both​ ​grand​ ​and​ ​grim.​ ​You​ ​must​ ​also​ ​choose​ ​one​ ​of​ ​the​ ​following​ ​options. 1) All your knowledge of the coming events has been erased… including knowledge of the existence of Chaos, Tyranids, and Necrons. You know only what your background in this Warhammer Universe would let you know about the setting. All your out of jump memories are secure as long as they don’t relate to Warhammer. If you choose this, you will start (mostly) loyal to the Emperor… or​ ​at​ ​least​ ​as​ ​loyal​ ​as​ ​Angron​ ​was.

2) All your out of jump powers and abilities are initially reduced to 10% of their full power and you will recover your power at the rate of 1% every century. Your tech level is fixed to the same as starting Imperial tech, and your warehouse and all gear is sealed away unless the items are comparable to Imperial​ ​tech​ ​or​ ​limited​ ​the​ ​same​ ​way​ ​your​ ​powers​ ​and​ ​abilities​ ​are. 3) The Ruinous Powers are fully aware of your presence, your powers, and your plans to screw with their plans. Can only be taken if you’re on Humanity or Freedom’s​ ​side. 4) The Emperor knows who you are, what you can do, and has had 10,000 years advanced warning to plan. Can only be taken if you’re on Chaos’s side or Freedom’s​ ​side. 5) You are a Squat Primarch who everyone calls stumpy and you will spend the entire jump speaking in an accent so thick no one besides your genesons will understand anything that comes out of your mouth… or telepathy. As a Squat, you are less than 6 feet tall, and as a primarch, you are now so wide you don’t fit through doors. Yes, your shoulders are still more than a meter and a half wide. And you’ve got wee little legs to carry your giant ego around. And it is giant. You’re absolutely convinced of the rightness of all your actions and only manifest disaster will prove you wrong to your own satisfaction. Everyone else in​ ​the​ ​galaxy​ ​is​ ​(according​ ​to​ ​you)​ ​a​ ​giant​ ​fukin’​ ​idjit.

​ ​[Very​ ​Optional​ ​Primarch​ ​Scenario]​ ​My​ ​21​ ​Sons Clearly this all too much work and darkness and grimness. Instead of the Grimdarkness of the Future, you’re now in a strange sitcom version of the Great Crusade, one where Korvus and Konrad try to out emo/goth each other, Angron gets suspended from the Military Academy for fighting, Leman is a Furry, Magnus is actually a giant nerd, Roboute is an Alpha Jock, and Jaghatai thinks he’s the Fonz. I have no idea why you’d do this. There’s no reward, but it’s here if you want. Oh, and Chaos is still trying to destroy humanity. If taken with the Only War Scenario, it becomes the Only Football Scenario (soccer for you americans), but all the same rules apply, just things are all settled by Space Marines playing Soccer or something else equally ludicrous.​ ​No,​ ​Not​ ​Bloodbowl…​ ​that​ ​would​ ​almost​ ​make​ ​sense.

Gets progressively more and more unfinished below this point. Please bring up “Outline” under Tools​ ​if​ ​it​ ​is​ ​not​ ​already​ ​there.​ ​Anything​ ​marked​ ​with​ ​an​ ​asterisk​ ​is​ ​incomplete.

*++​ ​PSYKER​ ​POWERS​ ​AND​ ​ABILITIES​ ​++ You​ ​must​ ​be​ ​a​ ​Psyker​ ​to​ ​buy​ ​anything​ ​in​ ​this​ ​section​ ​(or​ ​a​ ​Navigator​ ​for​ ​that​ ​sub-section,​ ​obviously)

[PP]

*Astropath​ ​Skills If​ ​you​ ​do​ ​not​ ​purchase​ ​a​ ​Psyker​ ​Specialization​ ​below,​ ​and​ ​you​ ​are​ ​not​ ​a​ ​Sensei​ ​or​ ​an​ ​Eldar,​ ​you​ ​get​ ​a​ ​discount on​ ​everything​ ​in​ ​this​ ​section​ ​and​ ​are​ ​considered​ ​a​ ​formally​ ​trained​ ​Imperial​ ​Astropath.

Astropaths​ ​are​ ​psykers​ ​who​ ​are​ ​responsible​ ​for​ ​carrying​ ​out​ ​all​ ​of​ ​the​ ​superluminal​ ​communications​ ​that​ ​tie the​ ​Imperium​ ​of​ ​Man​ ​together​ ​using​ ​their​ ​telepathic​ ​abilities.​ ​Astral​ ​Telepathy​ ​-​ ​As​ ​part​ ​of​ ​the​ ​Soul​ ​Binding process,​ ​astropaths​ ​become​ ​able​ ​to​ ​send​ ​and​ ​receive​ ​messages​ ​across​ ​vast​ ​distances​ ​using​ ​the​ ​warp​ ​as​ ​a​ ​medium. Using​ ​astro-telepathic​ ​abilities​ ​in​ ​this​ ​way​ ​requires​ ​careful​ ​concentration,​ ​meditation,​ ​and​ ​freedom​ ​from distraction,​ ​and​ ​so​ ​cannot​ ​be​ ​done​ ​"on​ ​the​ ​move,"​ ​let​ ​alone​ ​during​ ​combat​ ​or​ ​strife.​ ​Astropathic​ ​communication in​ ​this​ ​way​ ​is​ ​a​ ​matter​ ​of​ ​sending​ ​and​ ​receiving​ ​messages​ ​that​ ​must​ ​themselves​ ​be​ ​encapsulated​ ​and​ ​encrypted lest​ ​they​ ​become​ ​lost​ ​in​ ​the​ ​warp,​ ​hopelessly​ ​garbled,​ ​or​ ​worse​ ​yet,​ ​intercepted.​ ​As​ ​a​ ​result,​ ​messages​ ​sent​ ​over long​ ​distances​ ​are​ ​often​ ​"packets"​ ​of​ ​information,​ ​akin​ ​in​ ​some​ ​ways​ ​to​ ​letters​ ​or​ ​brief​ ​recordings​ ​from​ ​the real​ ​world​ ​absorbed​ ​and​ ​sent​ ​on​ ​their​ ​way​ ​to​ ​be​ ​(hopefully)​ ​caught​ ​and​ ​possibly​ ​relayed​ ​on​ ​by​ ​other​ ​astropaths to​ ​their​ ​intended​ ​destination.​ ​This​ ​process​ ​is​ ​not​ ​instantaneous.​ ​However,​ ​it​ ​is​ ​considerably​ ​faster​ ​than​ ​warp travel​ ​--​ ​an​ ​astropathic​ ​signal​ ​will​ ​cross​ ​a​ ​solar​ ​system​ ​in​ ​moments,​ ​across​ ​a​ ​subsector​ ​in​ ​hours,​ ​a​ ​sector​ ​in​ ​days and,​ ​if​ ​strong​ ​enough,​ ​a​ ​Segmentum​ ​in​ ​weeks​ ​and​ ​so​ ​on.​ ​An​ ​astropath's​ ​"signal​ ​strength"​ ​broadly​ ​refers​ ​to​ ​how far,​ ​in​ ​average​ ​conditions​ ​in​ ​the​ ​warp,​ ​they​ ​are​ ​able​ ​to​ ​clearly​ ​transmit​ ​with​ ​a​ ​successful​ ​focused​ ​use​ ​of​ ​their power.​ ​​ ​You​ ​may​ ​buy​ ​from​ ​the​ ​following​ ​Astropath​ ​subsection.

[200]Voidfrost​ ​Discipline:​ ​As​ ​they​ ​travel​ ​the​ ​far​ ​stars,​ ​often​ ​shrouded​ ​from​ ​even​ ​the​ ​sacred glow​ ​of​ ​the​ ​Astronomican,​ ​many​ ​Astropaths​ ​spend​ ​countless​ ​hours​ ​searching​ ​for​ ​any​ ​psychic resonance​ ​among​ ​the​ ​void.​ ​As​ ​they​ ​stretch​ ​their​ ​minds​ ​ever​ ​further​ ​into​ ​the​ ​darkness,​ ​many begin​ ​to​ ​study​ ​the​ ​emptiness​ ​that​ ​surrounds​ ​them.​ ​A​ ​few​ ​even​ ​come​ ​to​ ​embrace​ ​the​ ​chill​ ​of​ ​the vacuum​ ​that​ ​extends​ ​endlessly​ ​beyond​ ​the​ ​boundary​ ​of​ ​their​ ​vessel's​ ​hull.​ ​It​ ​is​ ​believed​ ​that psykers​ ​who​ ​came​ ​to​ ​grips​ ​with​ ​the​ ​essence​ ​of​ ​the​ ​void​ ​were​ ​the​ ​first​ ​to​ ​develop​ ​the​ ​Voidfrost Discipline.​ ​The​ ​sharp​ ​distinction​ ​between​ ​the​ ​icy,​ ​uncaring​ ​void​ ​and​ ​the​ ​warm​ ​glow​ ​of​ ​the Emperor's​ ​embrace​ ​became​ ​a​ ​focal​ ​point​ ​for​ ​their​ ​new​ ​studies.

Ward​ ​the​ ​Chill​ ​-​ ​As​ ​psykers​ ​begin​ ​to​ ​embrace​ ​the​ ​ways​ ​of​ ​the​ ​Void,​ ​they​ ​must​ ​first grasp​ ​the​ ​necessities​ ​for​ ​unprotected​ ​survival​ ​amidst​ ​the​ ​very​ ​environment​ ​that​ ​they seek​ ​to​ ​master.​ ​The​ ​most​ ​crucial​ ​first​ ​step​ ​to​ ​this​ ​is​ ​learning​ ​to​ ​overcome​ ​the​ ​risks inherent​ ​in​ ​survival​ ​without​ ​a​ ​pressurised​ ​atmosphere​ ​and​ ​without​ ​the​ ​warmth necessary​ ​for​ ​life.​ ​Establishing​ ​the​ ​necessary​ ​techniques​ ​for​ ​calling​ ​forth​ ​a​ ​survivable environment​ ​from​ ​the​ ​depths​ ​of​ ​the​ ​Warp​ ​is​ ​a​ ​rite​ ​of​ ​passage​ ​for​ ​those​ ​who​ ​seek​ ​to master​ ​the​ ​Voidfrost​ ​Discipline.​ ​For​ ​some​ ​psykers,​ ​this​ ​first​ ​step​ ​is​ ​simply​ ​an​ ​intuitive reaction​ ​--​ ​their​ ​understanding​ ​of​ ​the​ ​void​ ​naturally​ ​compels​ ​them​ ​to​ ​create​ ​a​ ​liveable environment.​ ​However,​ ​some​ ​psykers​ ​inadvertently​ ​exhibit​ ​this​ ​ability​ ​under​ ​life​ ​and

death​ ​conditions​ ​--​ ​such​ ​as​ ​being​ ​involuntarily​ ​expelled​ ​from​ ​their​ ​vessel.​ ​(Free​ ​with Voidfrost​ ​Discipline​ ​Purchase):

(100)​ ​Embrace​ ​of​ ​Emptiness​ ​-​ ​Within​ ​the​ ​depths​ ​of​ ​the​ ​void,​ ​it​ ​is​ ​not​ ​uncommon​ ​for​ ​a vessel​ ​to​ ​suffer​ ​a​ ​catastrophe​ ​that​ ​leaves​ ​its​ ​crew​ ​injured​ ​and​ ​the​ ​craft​ ​distant​ ​from​ ​any aid.​ ​By​ ​exercising​ ​his​ ​understanding​ ​of​ ​the​ ​void,​ ​a​ ​psyker​ ​who​ ​has​ ​mastered​ ​this​ ​power can​ ​wrap​ ​himself​ ​or​ ​an​ ​ally​ ​in​ ​the​ ​void's​ ​icy​ ​embrace,​ ​stabilizing​ ​the​ ​target​ ​and​ ​allowing it​ ​to​ ​survive​ ​the​ ​harshest​ ​of​ ​conditions​ ​for​ ​some​ ​time.​ ​This​ ​technique​ ​requires​ ​delicate focus​ ​to​ ​take​ ​its​ ​full​ ​effect,​ ​and​ ​so​ ​it​ ​cannot​ ​place​ ​an​ ​unwilling​ ​target​ ​into​ ​the​ ​protective sleep​ ​it​ ​grants​ ​to​ ​allies.​ ​However,​ ​in​ ​a​ ​pinch,​ ​some​ ​Astropaths​ ​have​ ​used​ ​it​ ​to​ ​slow​ ​and disorient​ ​attackers.​ ​The​ ​psyker​ ​activates​ ​this​ ​technique​ ​intuitively.​ ​If​ ​he​ ​succeeds​ ​and his​ ​target​ ​is​ ​a​ ​willing​ ​ally,​ ​the​ ​target's​ ​core​ ​body​ ​temperature​ ​drops​ ​and​ ​all​ ​of​ ​his metabolic​ ​processes​ ​virtually​ ​cease.​ ​The​ ​character​ ​immediately​ ​enters​ ​a​ ​trance,​ ​which lasts​ ​for​ ​a​ ​number​ ​of​ ​days​ ​at​ ​which​ ​the​ ​power​ ​was​ ​activated​ ​(the​ ​psyker​ ​chooses​ ​the number​ ​of​ ​days​ ​at​ ​the​ ​time​ ​of​ ​activation).​ ​For​ ​this​ ​time,​ ​the​ ​target​ ​does​ ​not​ ​need​ ​to breath​ ​or​ ​eat,​ ​ignores​ ​environment​ ​effects​ ​including​ ​that​ ​of​ ​the​ ​vacuum,​ ​and​ ​he​ ​can even​ ​survive​ ​ongoing​ ​negative​ ​effects​ ​such​ ​as​ ​blood​ ​loss.​ ​Under​ ​the​ ​effects​ ​of​ ​Embrace of​ ​Emptiness​ ​the​ ​Astropath​ ​appears​ ​dead​ ​to​ ​all​ ​mundane​ ​senses.​ ​(Free​ ​with​ ​Voidfrost Discipline​ ​Purchase):

(200)​ ​Quest​ ​for​ ​Warmth​ ​-​ ​Many​ ​psykers​ ​who​ ​embrace​ ​the​ ​Voidfrost​ ​Discipline​ ​do​ ​so​ ​as part​ ​of​ ​an​ ​effort​ ​to​ ​find​ ​other​ ​minds​ ​amongst​ ​the​ ​expanse​ ​of​ ​the​ ​void.​ ​This​ ​is​ ​typically​ ​a reaction​ ​to​ ​their​ ​desperate​ ​need​ ​for​ ​respite​ ​from​ ​their​ ​isolation​ ​--​ ​particularly​ ​common among​ ​those​ ​Astropaths​ ​who​ ​man​ ​facilities​ ​that​ ​are​ ​distant​ ​from​ ​all​ ​of​ ​humanity.​ ​As these​ ​characters​ ​continue​ ​to​ ​extend​ ​their​ ​minds​ ​into​ ​the​ ​void,​ ​they​ ​become​ ​ever​ ​more capable​ ​at​ ​identifying​ ​any​ ​signs​ ​of​ ​sentient​ ​life​ ​--​ ​including​ ​the​ ​minds​ ​of​ ​xenos.​ ​A psyker​ ​who​ ​activates​ ​this​ ​power​ ​extends​ ​his​ ​mind​ ​deeply​ ​into​ ​the​ ​void,​ ​searching​ ​for any​ ​other​ ​active​ ​minds.​ ​If​ ​successful,​ ​the​ ​Astropath​ ​can​ ​sense​ ​from​ ​any​ ​direction​ ​and distance,​ ​any​ ​concentrations​ ​of​ ​sentient​ ​life​ ​within​ ​range​ ​and​ ​are​ ​immediately identified,​ ​regardless​ ​of​ ​any​ ​shielding​ ​or​ ​attempt​ ​at​ ​concealment.

(200)​ ​The​ ​Void's​ ​Touch​ ​-​ ​As​ ​a​ ​psyker's​ ​relationship​ ​to​ ​the​ ​dark​ ​chill​ ​of​ ​the​ ​void​ ​grows stronger,​ ​he​ ​often​ ​gains​ ​the​ ​ability​ ​to​ ​draw​ ​upon​ ​its​ ​inherent​ ​nature.​ ​One​ ​of​ ​the​ ​first stages​ ​of​ ​this​ ​process​ ​is​ ​in​ ​the​ ​mastery​ ​of​ ​a​ ​technique​ ​that​ ​siphons​ ​warmth​ ​from​ ​objects or​ ​individuals​ ​into​ ​himself,​ ​ripping​ ​the​ ​heat​ ​out​ ​of​ ​any​ ​objects​ ​between​ ​himself​ ​and​ ​his target,​ ​creating​ ​a​ ​frozen​ ​path​ ​straight​ ​to​ ​his​ ​foe.​ ​The​ ​attack​ ​seems​ ​slow-moving​ ​at​ ​first, but​ ​rapidly​ ​accelerates​ ​as​ ​the​ ​psyker​ ​directs​ ​it​ ​on​ ​towards​ ​the​ ​object​ ​of​ ​his​ ​enmity.​ ​It​ ​is also​ ​notoriously​ ​difficult​ ​to​ ​avoid​ ​this​ ​power,​ ​as​ ​the​ ​psyker​ ​can​ ​easily​ ​redirect​ ​the​ ​trail of​ ​frost​ ​with​ ​his​ ​mind,​ ​trapping​ ​his​ ​foe​ ​within​ ​an​ ​ever-shrinking​ ​cage​ ​of​ ​cold.

(100)​ ​Breathstealing​ ​Barrage​ ​-​ ​The​ ​void​ ​is​ ​tranquil,​ ​but​ ​that​ ​desolate​ ​quiet​ ​can​ ​kill.​ ​Life can​ ​hardly​ ​survive​ ​without​ ​some​ ​shelter​ ​from​ ​the​ ​lifeless​ ​emptiness.​ ​Some​ ​psykers embrace​ ​this​ ​destructive​ ​nature​ ​as​ ​a​ ​method​ ​to​ ​overcome​ ​their​ ​foes,​ ​while​ ​they maintain​ ​their​ ​own​ ​composure​ ​through​ ​contact​ ​with​ ​the​ ​icy​ ​chill​ ​of​ ​the​ ​void.​ ​The psyker​ ​focuses​ ​his​ ​will​ ​as​ ​a​ ​cluster​ ​of​ ​energy​ ​bolts.​ ​These​ ​bolts​ ​are​ ​a​ ​physical manifestation​ ​of​ ​the​ ​cold​ ​energy​ ​drawn​ ​from​ ​the​ ​depths​ ​of​ ​the​ ​void.​ ​These​ ​bolts​ ​first appear​ ​near​ ​the​ ​psyker,​ ​then​ ​must​ ​physically​ ​travel​ ​the​ ​distance​ ​to​ ​his​ ​target​ ​or​ ​targets.

(100)​ ​Black​ ​Sheep​ ​-​ ​The​ ​embrace​ ​of​ ​the​ ​void​ ​can​ ​offer​ ​comfort​ ​to​ ​an​ ​isolated​ ​psyker,​ ​but those​ ​who​ ​master​ ​its​ ​ways​ ​soon​ ​discover​ ​that​ ​it​ ​can​ ​also​ ​be​ ​a​ ​powerful​ ​ally.​ ​The​ ​chill​ ​of the​ ​void​ ​offers​ ​a​ ​myriad​ ​of​ ​options​ ​to​ ​those​ ​who​ ​commune​ ​with​ ​it​ ​to​ ​such​ ​a​ ​degree​ ​that its​ ​nature​ ​becomes​ ​an​ ​inherent​ ​part​ ​of​ ​their​ ​psyche.​ ​Critical​ ​among​ ​these​ ​abilities​ ​is​ ​the knack​ ​for​ ​inflicting​ ​the​ ​void's​ ​essence​ ​upon​ ​a​ ​foe's​ ​mind​ ​by​ ​forcing​ ​him​ ​to​ ​confront​ ​his insignificance​ ​in​ ​the​ ​vast,​ ​cold​ ​universe.​ ​While​ ​a​ ​psyker​ ​who​ ​has​ ​come​ ​to​ ​understand the​ ​nature​ ​of​ ​the​ ​void​ ​may​ ​find​ ​such​ ​truths​ ​comforting,​ ​other​ ​individuals​ ​who​ ​are​ ​less accustomed​ ​to​ ​the​ ​perspective​ ​rarely​ ​find​ ​it​ ​so​ ​pleasant.

Void​ ​Substantiation​ ​-​ ​Through​ ​discipline,​ ​practice,​ ​and​ ​self-affirmation​ ​a​ ​psyker​ ​can come​ ​to​ ​embody​ ​the​ ​chill​ ​of​ ​the​ ​void.​ ​In​ ​doing​ ​so,​ ​he​ ​can​ ​learn​ ​not​ ​just​ ​to​ ​dwell​ ​within its​ ​isolation,​ ​but​ ​to​ ​find​ ​unity​ ​with​ ​the​ ​emptiness​ ​in​ ​doing​ ​so.​ ​A​ ​character​ ​who​ ​masters this​ ​ability​ ​becomes​ ​capable​ ​of​ ​surviving​ ​and​ ​acting​ ​normally​ ​without​ ​warmth, pressure,​ ​or​ ​breathable​ ​air,​ ​and​ ​can​ ​also​ ​use​ ​this​ ​power​ ​to​ ​blunt​ ​the​ ​effects​ ​of​ ​extreme cold​ ​or​ ​toxic​ ​atmospheres.

(400)​ ​Freeze​ ​the​ ​Soul​ ​-​ ​There​ ​are​ ​few​ ​prodigies​ ​of​ ​the​ ​Voidfrost​ ​Discipline,​ ​but​ ​legends circulate​ ​of​ ​those​ ​who​ ​have​ ​completely​ ​mastered​ ​its​ ​ways.​ ​The​ ​stories​ ​tell​ ​that​ ​they drop​ ​the​ ​temperature​ ​in​ ​a​ ​room​ ​with​ ​their​ ​entrance​ ​and​ ​can​ ​freeze​ ​a​ ​man​ ​solid​ ​with​ ​a stare.​ ​The​ ​most​ ​terrifying​ ​of​ ​these​ ​tales​ ​are​ ​likely​ ​based​ ​upon​ ​the​ ​few​ ​psykers​ ​capable​ ​of using​ ​techniques​ ​like​ ​this​ ​one​ ​upon​ ​their​ ​opponents.​ ​The​ ​psyker​ ​is​ ​said​ ​to​ ​draw​ ​a​ ​chill wind​ ​from​ ​the​ ​lightless​ ​depths​ ​of​ ​the​ ​void​ ​down​ ​upon​ ​his​ ​foes,​ ​surrounding​ ​them​ ​with enveloping​ ​layers​ ​of​ ​ice​ ​and​ ​freezing​ ​their​ ​blood​ ​even​ ​as​ ​it​ ​pumps​ ​through​ ​their​ ​veins. Targets​ ​of​ ​this​ ​power​ ​die​ ​an​ ​agonising​ ​and​ ​rapid​ ​death,​ ​wracked​ ​by​ ​hours​ ​of​ ​exposure in​ ​the​ ​blink​ ​of​ ​an​ ​eye,​ ​shattering​ ​or​ ​crumbling​ ​in​ ​the​ ​unforgiving​ ​ethereal​ ​gale.​ ​This​ ​is​ ​a rare​ ​power,​ ​yet​ ​it​ ​has​ ​caused​ ​countless​ ​nightmares​ ​for​ ​those​ ​who​ ​have​ ​seen​ ​it​ ​used.​ ​Few can​ ​speak​ ​firsthand​ ​of​ ​the​ ​horror​ ​it​ ​inflicts​ ​upon​ ​its​ ​targets,​ ​for​ ​those​ ​who​ ​find themselves​ ​trapped​ ​within​ ​its​ ​pitiless​ ​blast​ ​rarely​ ​survive​ ​to​ ​recount​ ​the​ ​tale.

Soul​ ​Ward​ ​Discipline​:

Basic​ ​Technique:​ ​The​ ​Emperor's​ ​Guidance​ ​-​ ​Psykers​ ​who​ ​learn​ ​the​ ​Soul​ ​Ward​ ​Discipline​ ​expect to​ ​rally​ ​their​ ​allies​ ​so​ ​that​ ​they​ ​can​ ​hold​ ​the​ ​line​ ​against​ ​any​ ​threats​ ​to​ ​the​ ​Imperium.​ ​While​ ​a portion​ ​of​ ​this​ ​ability​ ​comes​ ​from​ ​their​ ​divine​ ​faith​ ​in​ ​the​ ​Emperor,​ ​a​ ​far​ ​greater​ ​portion comes​ ​from​ ​their​ ​direct​ ​connection​ ​to​ ​His​ ​grace​ ​in​ ​the​ ​form​ ​of​ ​their​ ​Soul​ ​Binding.​ ​By​ ​calling upon​ ​the​ ​power​ ​of​ ​the​ ​Warp​ ​through​ ​this​ ​connection,​ ​they​ ​can​ ​share​ ​the​ ​power​ ​of​ ​His​ ​grace with​ ​their​ ​allies.​ ​This​ ​can​ ​swiftly​ ​bolster​ ​their​ ​faith​ ​in​ ​their​ ​cause,​ ​so​ ​that​ ​their​ ​opponents might​ ​be​ ​vanquished.

Know​ ​Thy​ ​Place​ ​-​ ​Through​ ​the​ ​majesty​ ​of​ ​the​ ​Emperor,​ ​the​ ​psyker​ ​comes​ ​to​ ​understand​ ​his place​ ​in​ ​the​ ​galaxy,​ ​particularly​ ​with​ ​reference​ ​to​ ​the​ ​majesty​ ​of​ ​the​ ​Emperor​ ​and​ ​the​ ​terrors of​ ​the​ ​Warp.​ ​This​ ​understanding​ ​represents​ ​a​ ​reassurance​ ​for​ ​a​ ​psyker​ ​who​ ​has​ ​come​ ​to​ ​grips with​ ​it,​ ​but​ ​to​ ​the​ ​uninitiated,​ ​the​ ​perspective​ ​may​ ​be​ ​terrifying.

Heresy's​ ​Price​ ​-​ ​Those​ ​who​ ​oppose​ ​the​ ​Emperor​ ​cannot​ ​hope​ ​to​ ​stand​ ​before​ ​His​ ​majesty.​ ​The divine​ ​grace​ ​of​ ​the​ ​Astropath's​ ​soul​ ​bond​ ​represents​ ​a​ ​manifestation​ ​of​ ​His​ ​presence.​ ​A​ ​psyker who​ ​has​ ​studied​ ​the​ ​discipline​ ​of​ ​the​ ​Soul​ ​Ward​ ​is​ ​often​ ​capable​ ​of​ ​focusing​ ​the​ ​Warp's​ ​energy to​ ​display​ ​this​ ​glory​ ​in​ ​a​ ​way​ ​that​ ​may​ ​distract​ ​his​ ​foes.​ ​As​ ​they​ ​lose​ ​focus,​ ​they​ ​often​ ​become prone​ ​to​ ​mistakes​ ​in​ ​battle,​ ​so​ ​that​ ​His​ ​presence​ ​serves​ ​as​ ​their​ ​downfall.

Bastion​ ​of​ ​the​ ​Imperium​ ​-​ ​A​ ​psyker​ ​who​ ​has​ ​begun​ ​to​ ​master​ ​the​ ​discipline​ ​of​ ​Soul​ ​Warding may​ ​pass​ ​the​ ​protection​ ​of​ ​the​ ​Emperor​ ​on​ ​to​ ​those​ ​who​ ​most​ ​need​ ​it.​ ​After​ ​focusing​ ​his​ ​will through​ ​a​ ​moment​ ​of​ ​prayer,​ ​the​ ​psyker​ ​hones​ ​in​ ​upon​ ​the​ ​essence​ ​of​ ​his​ ​Soul​ ​Binding. Channelling​ ​the​ ​energies​ ​of​ ​the​ ​Warp​ ​through​ ​his​ ​focus,​ ​he​ ​grants​ ​the​ ​target​ ​a​ ​temporary physical​ ​manifestation​ ​of​ ​that​ ​sacred​ ​protection.

Chorus​ ​of​ ​the​ ​Righteous​ ​-​ ​Drawing​ ​upon​ ​his​ ​connection​ ​to​ ​the​ ​Emperor​ ​through​ ​his​ ​Soul Binding,​ ​the​ ​psyker​ ​may​ ​motivate​ ​his​ ​companions​ ​to​ ​fight​ ​with​ ​ever​ ​greater​ ​fervour.​ ​The psyker​ ​and​ ​all​ ​emblems​ ​of​ ​the​ ​Imperium​ ​briefly​ ​flare​ ​with​ ​a​ ​blinding​ ​white​ ​light.​ ​As​ ​this happens,​ ​targets​ ​can​ ​hear​ ​the​ ​voices​ ​of​ ​an​ ​Astropathic​ ​Choir​ ​join​ ​in​ ​song,​ ​in​ ​praise​ ​of​ ​their mission,​ ​and​ ​casting​ ​damnation​ ​upon​ ​their​ ​foes.​ ​All​ ​targets​ ​immediately​ ​sense​ ​a​ ​powerful​ ​rush of​ ​vindication​ ​in​ ​their​ ​battle​ ​against​ ​those​ ​who​ ​would​ ​dare​ ​to​ ​oppose​ ​their​ ​sacred​ ​cause.

Strength​ ​of​ ​Truth​ ​-​ ​Those​ ​who​ ​choose​ ​to​ ​master​ ​the​ ​skills​ ​of​ ​the​ ​Soul​ ​Ward​ ​invariably​ ​have​ ​an incredible​ ​degree​ ​of​ ​trust​ ​in​ ​their​ ​abilities​ ​and​ ​in​ ​the​ ​cause​ ​of​ ​the​ ​Emperor.​ ​For​ ​some,​ ​this​ ​faith was​ ​instilled​ ​in​ ​childhood;​ ​for​ ​others,​ ​it​ ​came​ ​as​ ​part​ ​of​ ​their​ ​life​ ​experience.​ ​In​ ​all​ ​cases,​ ​an individual's​ ​survival​ ​of​ ​the​ ​Soul​ ​Binding​ ​process​ ​served​ ​as​ ​a​ ​confirmation​ ​of​ ​this​ ​faith.​ ​With this​ ​power,​ ​the​ ​psyker​ ​gains​ ​the​ ​ability​ ​to​ ​share​ ​his​ ​faith​ ​with​ ​others,​ ​using​ ​the​ ​Warp​ ​to​ ​make it​ ​physically​ ​manifest​ ​within​ ​the​ ​bodies​ ​and​ ​minds​ ​of​ ​allies.

Enduring​ ​Faith​ ​-​ ​It​ ​is​ ​said​ ​that​ ​the​ ​Emperor​ ​lends​ ​his​ ​strength​ ​to​ ​those​ ​who​ ​display​ ​the​ ​faith required​ ​to​ ​help​ ​themselves.​ ​A​ ​psyker​ ​who​ ​has​ ​learned​ ​this​ ​ability​ ​may​ ​grant​ ​a​ ​restorative boon​ ​to​ ​those​ ​who​ ​have​ ​served​ ​Him​ ​already,​ ​that​ ​they​ ​might​ ​continue​ ​to​ ​do​ ​His​ ​most​ ​holy work​ ​without​ ​the​ ​need​ ​for​ ​rest.​ ​Legends​ ​say​ ​that​ ​some​ ​Astropathic​ ​Choirs​ ​have​ ​remained continuously​ ​active​ ​for​ ​years​ ​by​ ​sharing​ ​this​ ​technique​ ​amongst​ ​their​ ​members.

Reward​ ​of​ ​the​ ​Renegade​ ​-​ ​Those​ ​who​ ​would​ ​dare​ ​to​ ​act​ ​against​ ​the​ ​Imperium​ ​do​ ​so​ ​with​ ​the knowledge​ ​that​ ​they​ ​are​ ​in​ ​opposition​ ​to​ ​the​ ​divinely​ ​mandated​ ​will​ ​of​ ​the​ ​God​ ​Emperor.​ ​To undertake​ ​such​ ​a​ ​path​ ​is​ ​to​ ​betray​ ​all​ ​of​ ​Mankind.​ ​This​ ​treason​ ​is​ ​a​ ​folly​ ​of​ ​the​ ​highest​ ​order, and​ ​yet​ ​there​ ​are​ ​those​ ​who​ ​continue​ ​to​ ​follow​ ​this​ ​path​ ​towards​ ​destruction.​ ​With​ ​this technique,​ ​the​ ​psyker​ ​uses​ ​his​ ​Soul​ ​Binding​ ​to​ ​punish​ ​these​ ​offenders,​ ​shielding​ ​his​ ​allies​ ​with​ ​a luminescent​ ​corona​ ​and​ ​turning​ ​the​ ​wickedness​ ​of​ ​his​ ​foes​ ​back​ ​upon​ ​them.

Glory​ ​of​ ​the​ ​Just​ ​-​ ​As​ ​an​ ​Astropath's​ ​mastery​ ​of​ ​the​ ​Soul​ ​Ward​ ​school​ ​grows,​ ​so​ ​to​ ​do​ ​the methods​ ​by​ ​which​ ​he​ ​may​ ​grant​ ​the​ ​Emperor's​ ​blessing​ ​upon​ ​his​ ​allies.​ ​There​ ​are​ ​no​ ​limits​ ​to the​ ​number​ ​of​ ​ways​ ​that​ ​the​ ​Emperor​ ​may​ ​bless​ ​those​ ​who​ ​act​ ​in​ ​his​ ​name.​ ​He​ ​may​ ​reach across​ ​time​ ​and​ ​space​ ​to​ ​aid​ ​those​ ​who​ ​act​ ​in​ ​his​ ​service​ ​for​ ​the​ ​good​ ​of​ ​all​ ​Mankind.​ ​Those who​ ​receive​ ​the​ ​blessing​ ​bestowed​ ​by​ ​this​ ​technique​ ​may​ ​begin​ ​to​ ​realise​ ​just​ ​how​ ​far​ ​his​ ​reach can​ ​extend.​ ​Targets​ ​can​ ​feel​ ​the​ ​flow​ ​of​ ​time​ ​slow​ ​for​ ​their​ ​enemies​ ​as​ ​they​ ​become​ ​more capable​ ​of​ ​granting​ ​justice​ ​to​ ​those​ ​who​ ​have​ ​offended​ ​Him.

Call​ ​of​ ​Faith​ ​-​ ​Those​ ​who​ ​have​ ​faith​ ​in​ ​the​ ​Emperor​ ​are​ ​often​ ​capable​ ​of​ ​performing​ ​actions​ ​of superhuman​ ​endurance.​ ​While​ ​many​ ​do​ ​so​ ​through​ ​nothing​ ​but​ ​their​ ​faith,​ ​those​ ​under​ ​the influence​ ​of​ ​this​ ​technique​ ​are​ ​aided​ ​by​ ​the​ ​energy​ ​of​ ​the​ ​Warp​ ​as​ ​focused​ ​through​ ​a​ ​psyker's Soul​ ​Binding.​ ​In​ ​this​ ​way,​ ​they​ ​may​ ​continue​ ​to​ ​serve​ ​the​ ​Imperium,​ ​overcoming​ ​even​ ​the​ ​most potent​ ​of​ ​foes.

Control​ ​the​ ​Mind​ ​-​ ​The​ ​Astropath​ ​reaches​ ​out​ ​and​ ​temporarily​ ​controls​ ​the​ ​mind​ ​of​ ​a​ ​gunner on​ ​the​ ​enemy​ ​ship,​ ​making​ ​him​ ​fire​ ​on​ ​a​ ​chosen​ ​target. Dark​ ​Labyrinth​ ​-​ ​The​ ​Astropath​ ​disguises​ ​the​ ​interior​ ​of​ ​his​ ​ship,​ ​shrouding​ ​it​ ​with​ ​dark shadows​ ​and​ ​illusory​ ​twists​ ​and​ ​turns. Flash​ ​Fire​ ​-​ ​The​ ​Astropath​ ​attempts​ ​to​ ​cause​ ​psychic​ ​flames​ ​to​ ​burst​ ​alight​ ​aboard​ ​the​ ​enemy vessel. Ill-Omens​ ​-​ ​The​ ​Astropath​ ​spreads​ ​unnatural​ ​terror​ ​among​ ​enemy​ ​boarders,​ ​blunting​ ​their assault​ ​by​ ​eroding​ ​their​ ​will​ ​to​ ​fight. Mask​ ​of​ ​the​ ​Void​ ​-​ ​The​ ​Astropath​ ​makes​ ​his​ ​ship​ ​appear​ ​to​ ​perform​ ​a​ ​manoeuvre​ ​to​ ​trick​ ​his foes.​ ​The​ ​vessel​ ​shimmers​ ​and​ ​warps,​ ​seeming​ ​to​ ​be​ ​in​ ​more​ ​than​ ​one​ ​place​ ​at​ ​once. Psychic​ ​Deflection​ ​-​ ​The​ ​Astropath​ ​attempts​ ​to​ ​deflect​ ​an​ ​incoming​ ​shot​ ​with​ ​his​ ​psychic

might,​ ​turning​ ​aside​ ​a​ ​blow​ ​that​ ​might​ ​fell​ ​his​ ​ship. Quell​ ​Flames​ ​-​ ​The​ ​Astropath​ ​dampens​ ​a​ ​fire​ ​within​ ​the​ ​ship​ ​with​ ​his​ ​mind,​ ​willing​ ​the​ ​flames to​ ​sputter​ ​and​ ​die.

Unnatural​ ​Resolve​ ​-​ ​The​ ​Astropath​ ​dampens​ ​the​ ​crews'​ ​primal​ ​instincts​ ​with​ ​psychic​ ​energy, making​ ​them​ ​supernaturally​ ​fearless.

*Navigator​ ​Abilities Requires​ ​Warp​ ​Eye

Aether Doldrums - A skilled Navigator can use this power to mark a point of calm in even the most tumultuous Warp Storm. On a smaller scale, they can also use this ability to find a stillness in the Immaterium flowing around them that dampens psychic powers and pushes Daemons back towards the edge of the dark pit from whence they came. Many Navigator Houses teach their progeny how to seek this calm in the Warp, as it may be the only thing that stops the Navigator from being torn to shreds and their soul devoured by daemons in the case of​ ​a​ ​failure​ ​in​ ​the​ ​Gellar​ ​Field.

Baleful Watcher - The power sometimes called "Baleful Watcher" or "Piercing Gaze" is a technique taught to Navigators to help them to penetrate the densest of Warp Storms and find a safe path. However, when turned on an individual, this power allows the Navigator to look past the facade of material reality, and thus exploit the knowledge he gains from staring so deeply​ ​into​ ​his​ ​foe's​ ​soul.

A Cloud in the Warp - By understanding and perceiving the "currents" of the Warp, the Navigator can hide his presence from those who would use the Immaterium to detect him. Whilst it does not in any way mask his presence in the material universe, it can ably hide him from detection by psykers and confuse creatures whose essence and existence are linked to the Warp, such as daemons and other Warp entities. As the Navigator grows in power, he will become harder to detect, as well as being able to mask others' Warp signature if they stand nearby.

Corrupting the Flesh - A vile power that is generally only used by Shrouded or Renegade Houses. Navigators can use this power to channel the corrupting power of the Warp and bathe their targets with its malign power. This power not only inflicts excruciating pain, but it also can lead to spontaneous mutation or even death. However, the power is not without cost, as Navigators​ ​who​ ​make​ ​use​ ​of​ ​this​ ​power​ ​on​ ​a​ ​regular​ ​basis​ ​risk​ ​losing​ ​their​ ​grasp​ ​on​ ​reality.

Disrupting the Empyrean - Navigators possess an almost innate sense of the Warp. Through

little-understood methods of psychic manipulation, the Navigator is able to churn up the local area of Warpspace, in essence, creating something akin to a miniature Warp Storm in local space. This has an effect on voidships attempting to exit and enter the Warp. Ships wishing to enter the Warp will need to travel out of the area of disturbance or risk damage. Those voidships​ ​wishing​ ​to​ ​exit​ ​the​ ​Warp​ ​must​ ​do​ ​the​ ​same.

Ebb and Flow - Time can flow in a strange manner when travelling through the Immaterium, and over the years many Navigators have learned to move with the temporal unpredictability of the Immaterium that underlies reality. By unleashing a vision that strips away the presumptuous facade of linear time before an attacker's eyes, the Navigator can slow an enemy to a crawl. Even if the power's effect is extraordinarily subtle, many have found it to be just enough to stay an assassin's blade by a few precious moments or prevent a foe escaping the judgement​ ​of​ ​the​ ​Navis​ ​Nobilite.

Evil Eye - On many worlds, three-eyed mutants who can peer into your soul are thought of as bogeymen to scare children into obedience and people whisper that they are a tainted breed that can curse good, Emperor-fearing citizens with but a glance. These legends likely do not truly refer to Navigators, but they do echo with the truth of the matter, as techniques exist that can cause a person to attract the malign spirits of the Warp, drawing hungry things to them that slowly siphon away at their very mind and soul. The use of this power is reserved for the Navigator Houses' most loathed enemies, and these unfortunates soon find that their luck fails them​ ​and​ ​their​ ​allies​ ​treat​ ​them​ ​with​ ​disdain.

Eye of Oblivion - The Navigator snaps open his Warp Eye and traces the vital lines that bind a creature's animating force to its mortal shell. By psychically striking these places with the utmost precision, the Navigator can inflict harm on his target's very essence, and thus defeat foes​ ​that​ ​might​ ​otherwise​ ​seem​ ​inviolable.

Foreshadowing - By using his third Warp Eye to filter small secrets from the near future, the Navigator can choose to make slight adjustments to his actions to avoid harm and manipulate the course of events. Only if the Navigator tries to dig too deep into the near future for secrets does this power become so unpredictable that the Navigator may become a victim of the Warp’s​ ​lies.

Gaze into the Abyss - This power allows a Navigator to see a creature's or object's reflection in the Warp and learn things hidden from the real universe. This power is most useful in unmasking both psykers and daemons, but has other applications, such as reading residual psychic​ ​taint​ ​on​ ​objects​ ​and​ ​tracking​ ​powerful​ ​psychic​ ​entities.

Held in my Gaze - The unflinching third eye of a Navigator locks a creature in place with a gaze that pierces flesh and bone to see the immaterial essence of all things. Most commonly employed against psykers, this ability can be used to render them effectively powerless and prevent them from calling upon their abilities. It is also undeniably effective against creatures with a strong connection to the Warp, such as daemons, upon which it can have spectacular and​ ​devastating​ ​consequences.

Immolate the Soul - Navigators have the ability to tap into the Warp and bend it to their will through their Warp Eye. By carefully channelling the power of the raw Immaterium, a Navigator can cause flesh to blister and spontaneously combust. In fact, it seems that the more corrupt a person is the quicker and more savage the burning process. It is powers such as this that can cause the uneducated to rightly fear the Navigators and give cause to hunt them down as witches and sorcerers. However, the more pious members of the Navis Nobilite feel that this power has been bestowed upon them by the Emperor Himself so that they may prosecute His enemies with cleansing flame, and it is rumoured that these pious members of the Navigator Houses​ ​use​ ​this​ ​power​ ​to​ ​hunt​ ​down​ ​errant​ ​members​ ​of​ ​the​ ​Navis​ ​Nobilite.

Inward View - There are many about the Navigators' "third eye", its origins supposedly harking from the ancient past of Old itself. The Navis Nobilite knows that such stories are not wholly mythical, though, and that it is entirely possible to discover hidden knowledge and a degree of inner calm using the Navigators' own unique brand of introspective meditation. Many of the older, more cloistered members of the Navigator dynasties spend prolonged periods in their Reclusiam Chapels, meditating upon philosophical issues and esoteric​ ​lore.

Obliterating the Immaterial Wake - Using arcane knowledge of Warp physics and even special techno-arcane devices (such as a ship's Warp Vanes), the Navigator can influence tides in the Warp and attempt to obliterate any trail left from his voidship's passing through the Immaterium and even realspace, making it difficult, if not impossible, to track. Using this ability is distracting and physically taxing, however, as the Navigator risks unconsciousness and​ ​physical​ ​damage.

Pass Unscathed - Being so closely linked with the Warp, it is no surprise that Navigators have developed techniques to avoid its corrupting influence on both themselves and those around them. With a great deal of effort, the Navigator can slow the insidious effects of the Warp for a short period of time, relying on his mental fortitude to touch the poison of Chaos without being​ ​corrupted​ ​by​ ​it.

Precognition - More senior Navigators sometimes learn to use and interpret the portents from the Emperor's Tarot. This form of precognition is much more vague and difficult to interpret than​ ​attempting​ ​to​ ​divine​ ​the​ ​future​ ​by​ ​gazing​ ​into​ ​the​ ​Warp​ ​directly,​ ​but​ ​remains​ ​far​ ​safer.

Refresh and Revitalize - It takes stamina and fortitude to be able to sit at the Navigator's station day after day, making sure a voidship stays on course. However, Navigators can tap into the power of their genetic heritage and offset fatigue and exhaustion, allowing for a longer vigil than normal. While this isn't the same as the Adeptus Astartes' Catalepsean Node (the organ that allows Space Marines to keep half of their brain awake so that they can be roused swiftly if necessary), it is relatively close in function and does not impart debilitating side effects on the Navigators. However, this power only postpones the fatigue; it does not erase it. Once the Navigators have the means, they must sleep or else they risk falling into a coma that can last for​ ​solar​ ​days.

Scourge of the Red Tide - Through their understanding of the Empyrean, the Navigator calls upon the full fury of the Warp and brings forth a scouring tide of Warp energy that jets forth from their fully-opened third eye. Flesh is seared to the bone, and vital fluids boil away as the victim's soul is consumed in the attack. However, using this power can jeopardize the users as well; consequently, it is generally only used as a last resort as the power of the Warp comes flooding​ ​into​ ​realspace,​ ​consuming​ ​all​ ​in​ ​its​ ​path.

Seek the Path - The Navigator uses his third eye to peer through the Immaterium around him, piercing the churning clouds of the Warp to find the causeways of least resistance to his target and assessing the paths of its reaction before it can even move to defend itself. In this way, the Navigator guides his own attacks to their destination while circumventing his foe's desperate attempts​ ​at​ ​defence.

Stacking the Deck - Navigators, by their training, are taught the basics of starship naval combat. Navigators are also able to perceive flickering shadows of possible future events. By peering into the streams of time and space and studying the currents and eddies of the warp, the Navigator can attempt to position his vessel for a more optimum firing solution, angle it such a way that the ship’s armour is able to better deflect an incoming attack, or even point the ship​ ​in​ ​the​ ​best​ ​direction​ ​for​ ​a​ ​tactical​ ​retreat.

Stripping the Husk - With this power, the Navigators are able to quickly snap open and close their Warp Eye, unleashing a blast of energy that immediately shears flesh from bone. In a gruesome display, Navigators who utilize this power can reduce an opponent to a pile of steaming​ ​bones​ ​and​ ​quivering​ ​meat​ ​in​ ​a​ ​matter​ ​of​ ​moments.

Stupefy the Soul - Some Navigators are able to moderately control the warp energies that can spew forth from their Warp Eye. While most can kill with a look, other Navigators can stun their opponents. By only partially opening his third eye, the Navigator can shock the souls of living creatures. Sometimes this merely stuns the opponent, but there are other times when the Navigator may wish to ‘push’ a bit further into a foe’s mind causing him to suffer fear and shock as the warp assails both minds and spirit. This has the added results of forcing the opponent into fleeing or suffering a complete mental melt-down as his grip on reality shatters from​ ​the​ ​power​ ​of​ ​the​ ​warp.

The Course Untraveled - Time is not an arrow that flies straight and true, but rather, a tangled web of moments and possibilities. The Course Untraveled power allows a Navigator to negotiate this web, stepping fractionally from one moment to another, and in the process, altering his position in the physical world. The use of such a power is extremely dangerous, however, as the Navigator is not actually physically travelling in place as if he were teleporting through the Warp, but rather choosing an alternate future in which he wishes to inhabit. He risks​ ​both​ ​injury​ ​and​ ​madness​ ​in​ ​trying​ ​to​ ​step​ ​outside​ ​the​ ​flow​ ​of​ ​time​ ​in​ ​this​ ​way.

The Lidless Stare - If a Navigator opens his third Warp Eye fully, anyone gazing into its depths will witness the power and mind-breaking unreality of the Warp. In an instant, they witness the​ ​chaos​ ​boiling​ ​beneath​ ​the​ ​skin​ ​of​ ​existence​ ​and​ ​for​ ​many,​ ​it​ ​is​ ​the​ ​last​ ​thing​ ​they​ ​ever​ ​see.

Tides of Time and Space - By examining the flow of the Warp around him, the Navigator can anticipate near future actions and thus move outside the normal flow of causality by choosing strands of reality and slipping between them. Whilst this power can be of great benefit to the Navigator, it is also very dangerous, and should he lose control, the results can be disastrous for both​ ​him​ ​and​ ​anyone​ ​near​ ​to​ ​him​ ​in​ ​local​ ​space-time.

Tracks in the Stars - When a starship travels through either realspace or the Warp it leaves a faint trail, the lingering shadow of its Warp-Drive's emanations. Using his third eye, the Navigator​ ​can​ ​follow​ ​this​ ​trail​ ​across​ ​the​ ​stars.

Visions of Hell - While many Navigators simply focus on wreaking as much destruction as possible by revealing the Warp to their foes with powers like Lidless Stare, some Navigators prefer to act with more subtlety and train themselves to cast projections of the true face of that hellish dimension, causing even the most stout-hearted of warriors to collapse to their knees and​ ​weep​ ​as​ ​their​ ​sanity​ ​unravels.

Void Watcher - Using this power and gazing into the void whilst aboard a starship, the

Navigator can learn things about space in the immediate vicinity of his vessel. This can reveal hidden dangers such as mines, void creatures, and concealed ships, as well as more mundane perils like asteroids and debris. With skill and practice, a Navigator's void sense can become amazingly​ ​precise​ ​and​ ​reach​ ​out​ ​across​ ​millions​ ​of​ ​kilometres​ ​of​ ​space.

Warp Vigil - Navigators must be ever watchful for danger when guiding a vessel through the Warp, and be capable of reacting at a moment's notice to the caprices of the shifting Realm of Chaos. On the battlefield, a Navigator can turn this power to his advantage, reacting to strikes before they arrive or even calling allies to move out of harm's way moments before an enemy can​ ​land​ ​a​ ​telling​ ​blow

*++​ ​PSYKER​ ​SPECIALIZATIONS​ ​++ If​ ​you​ ​buy​ ​anything​ ​from​ ​this​ ​section, you​ ​are​ ​giving​ ​up​ ​your​ ​discount​ ​in​ ​the​ ​Astropath​ ​Abilities​ ​subsection​ ​above. [PS]

Eldar​ ​Generalist​ ​(Free​ ​for​ ​Eldar,​ ​Eldar​ ​Only) Eldar​ ​Seer​ ​[200]​ ​(Eldar​ ​Only) Runes​ ​of​ ​Fate​ ​/​ ​Farseer​ ​[400]​ ​(Eldar​ ​Only,​ ​Requires​ ​Eldar​ ​Seer) Runes​ ​of​ ​Battle​ ​/​ ​Spiritseer​ ​[200]​ ​(Eldar​ ​Only,​ ​Requires​ ​Eldar​ ​Seer) Warlock​ ​Training​ ​[200]​ ​(Eldar​ ​Only,​ ​Requires​ ​Aspect​ ​Warrior​ ​&​ ​Spiritseer​ ​Training)

Phantasmancy​ ​[200] (Eldar​ ​Only,​ ​Requires​ ​Mask​ ​of​ ​the​ ​Harlequin​ ​&​ ​at​ ​least​ ​Beta​ ​grade​ ​Psyker) This is the psychic specialization of Harlequin Shadowseers, and by taking it you become one of their number. Shadowseers utilize combat telepathy as their primary weapon, turning their victims' senses against them, blinding eyes, driving brave men mad, or gouging fatal psychosomatic wounds. At the same time, they shield their allies from harm, wreathing them in illusory veils or shadows. Shadowseers do not remove their featureless silver masks in front of others, meaning they are utterly anonymous. This mask reflects only a distorted reflection of the gazer’s future self unless the Shadowseer desires it to reflect something specific. Each Shadowseer carries two extra masks on their belt to give to other Eldar when they become Harlequins. Purchase of this comes with the following Wargear - A Crediann (a programmable fire Hallucinogenic gas canister grenade launcher), a Shuriken Pistol, a Miststave (a staff weapon that channels psychic force into blows that can shatter armor & bone alike and scramble the senses of any living target it hits), and a Flip Belt (which enhances the Harlequin’s already​ ​amazing​ ​agility​ ​to​ ​incredible​ ​unearthly​ ​levels).

● Veil of Tears - Sketching a gesture in the air, the Shadowseer snatches the image of the Harlequins​ ​from​ ​the​ ​minds​ ​of​ ​their​ ​foes,​ ​and​ ​plucks​ ​it​ ​out,​ ​hiding​ ​them​ ​from​ ​sight. ● Dance of Shadows - The Shadowseer uses his powers of illusion to exaggerate the play of light and shadow around his allies. The effect swiftly intensifies, shrouding the unit in a whirling​ ​vortex​ ​of​ ​gloom,​ ​shot​ ​through​ ​with​ ​blinding​ ​pulses​ ​of​ ​light. ● Peal of Discord - Drawing in a slow breath of Warp energy, the Shadowseer throws back his head and sings out a perfect note, interwoven with a horrific banshee scream. Soaring and plunging, the wave of sound rolls outward, a crashing discordia that shatters​ ​bones,​ ​bursts​ ​brains,​ ​and​ ​leaves​ ​the​ ​few​ ​survivors​ ​bleeding​ ​and​ ​befuddled. ● Shards of Light - The Shadowseer reaches out and plucks blades of light from thin air. Though nothing but illusion, this trick is so realistic that it fools the senses utterly, the blades inflicting horrific psychosomatic wounds as they whistle through the air to blind​ ​and​ ​impale. ● Fog of Dreams - Soft and subtle, the Shadowseer sends his consciousness forth like a creeping mist. Moment by moment, his thoughts seep into those of the foe, veiling their sight and baffling their senses. Soon enough they see only a whirling bank of lambent silver mist. The sounds of battle echo weirdly through this icy murk, and shadows prowl beyond the edge of sight. The enemy are left deaf, blind, and all but helpless as the Shadowseer's​ ​comrades​ ​descend​ ​upon​ ​them. ● Mirror of Minds - The Shadowseer singles out a foe and appears to them as an apparition lodged in their subconscious. Reality falls away before the helpless victim, replaced by a warped mirrormaze of the Shadowseer’s making. Though only seconds pass in the real world, within the victim's mind they must strive against the Shadowseer's will for days, months, even years in their efforts to escape. Many never do. Their souls erode until nothing remains but a ghost, wandering mad and alone within the​ ​prison​ ​of​ ​their​ ​own​ ​mind. ● Skeins of the Future: A form of second sight that, rather than being concerned with literal manipulation of events, is focused on fulfillment of mythical roles that others unknowingly assume. This allows the Shadowseer to track the flow of battle in far greater detail than any mere sensory individual might, understanding the gestalt of battle and where blows must be struck, when dodges must be made, and when, unfortunately, allies must fall. The trade off is, of course, understanding how the mythical quality of the battle will also lead to the destruction of the Shadowseer’s enemies.

Aetheromancy​ ​[200]​ ​(Eldar​ ​Only,​ ​Requires​ ​Blade​ ​of​ ​the​ ​Corsair) Revenant​ ​[200]​ ​(Eldar​ ​Only,​ ​Requires​ ​Ynnari​ ​Prophet)

Bonesinger [200] (Eldar Only, Requires Path of the Artisan): This power allows the crafting of truly complex and intricate and large Wraithbone constructs, such as weapons, relics, and voidships. Human​ ​Generalist​ ​[200]​ ​(Free​ ​for​ ​Sensei​ ​who​ ​don’t​ ​specialize): Biomancy​ ​[200] Divination​ ​[200] Pyromancy​ ​[200] Telepathy​ ​[200] Telekinesis​ ​[200] Malefic​ ​Daemonology​ ​[200] Sanctic​ ​Daemonology​ ​[200] Slaaneshi​ ​Chaos​ ​Sorcery​ ​[200] Nurglic​ ​Chaos​ ​Sorcery​ ​[200] Tzeentchian​ ​Chaos​ ​Sorcery​ ​[200] Technomancy​ ​/​ ​Heretch​ ​​ ​[200]​ ​(Requires​ ​Space​ ​Marine​ ​Librarian) Fulmination​ ​/​ ​Ectomancy​ ​​ ​[200]​ ​(Requires​ ​Space​ ​Marine​ ​Librarian) Geokinesis​ ​/​ ​Geomortis​ ​​ ​[200]​ ​(Requires​ ​Space​ ​Marine​ ​Librarian) Librarius​ ​/​ ​Sinistrum​ ​​ ​[200]​ ​(Requires​ ​Space​ ​Marine​ ​Librarian) Tempestus​ ​​ ​[200]​ ​(Requires​ ​Space​ ​Wolf​ ​Space​ ​Marine) Sanguine​ ​​ ​[200]​ ​(Requires​ ​Blood​ ​Angel​ ​Space​ ​Marine) Interromancy​ ​​ ​[200]​ ​(Requires​ ​Dark​ ​Angel​ ​Space​ ​Marine) Stormseer​ ​[200]​ ​(Requires​ ​White​ ​Scars​ ​Space​ ​Marine)

*++​ ​TRANSHUMAN​ ​ABILITIES​ ​++ [TA] Geneseeds​ ​will​ ​get​ ​either​ ​a​ ​stipend​ ​or​ ​a​ ​discount

Comparisons​ ​between​ ​Space​ ​Marines,​ ​Thunder​ ​Warriors,​ ​Custodes,​ ​and​ ​Primarchs A Space Marine is, in every way, superhuman. Faster, Smarter, Tougher, Stronger, more Charismatic. How superhuman varies by the fluff, but generally speaking, assume between twice peak and five times peak. Thunder Warriors are, in every way, physically superior to Space Marines, up to three times as strong and tough and twice as fast. Custodes make them look like chumps and are just as superhuman mentally as they are physically. The Custodes were designed by the Emperor personally to be his bodyguard and there is clear evidence he ignored the limitations he imposed upon himself in the creation of the Thunder Warriors and Space Marines to create them. Primarchs are the Emperor going even further, pushing his technology to the limits.

*Manifest​ ​and​ ​Sovereign​ ​Abilities Each transhuman can have no more than two Manifest and one Sovereign Ability. Manifest abilities are the things of legend… Sovereign Abilities are Manifest Abilities on crack. Each of these are greater and lesser aspects of the Emperor himself, as manifested in his genesons. Custodes get +200 CP in this section. Primarchs get +400 CP, and the Zeroth Primarch gets +600 CP.

Manifest Artist [200]: Great works of art can inspire, impress, or stun those receptive to the imagery contained within. A Manifest Artisan need not worry about a receptive audience, and can do more than merely inspire. By putting part of themselves into the work (metaphysically), the Manifest Artisan can instill any emotional state they are capable of feeling into it, which will in turn be felt by those viewing it. Any basic meaning can be imparted, and the more complex the work, the more complex the meaning. This applies to physical art, but extends to any medium and style. The Manifest Artisan instinctively understands all mediums and styles he comes in contact with and can flawlessly copy any work produced by a lesser hand, and easily improve upon it. The Manifest Artisan can turn even the most prosaic of things into a work​ ​of​ ​art​ ​to​ ​last​ ​millennia. Sovereign Artist [200]: If the Manifest Artisan can influence those who gaze upon their works, the Sovereign can overwhelm the viewer, drawing them into the work, shaping the viewer’s reactions in such a way that only the most resolute minds can resist feeling whatever the Artist desires them to feel. A signature from a Sovereign Artist could reduce strong men to tears, a painting enthrall the mind, a sculpture prompt a reverence of a long dead icon, a turnstile​ ​grant​ ​an​ ​understanding​ ​of​ ​the​ ​importance​ ​of​ ​civil​ ​responsibility.

1. Architect:​ ​Building​ ​amazing​ ​buildings,​ ​especially​ ​defenses 2. Authority:​ ​Leadership​ ​and​ ​Command,​ ​strong​ ​hierarchies 3. Beast​ ​Slayer:​ ​Fighting​ ​things​ ​larger​ ​and​ ​more​ ​savage​ ​than​ ​you 4. Charisma:​ ​Presence,​ ​Force​ ​of​ ​Personality,​ ​Glory 5. Conqueror:​ ​Invasions​ ​&​ ​Subjugation 6. Craftsman:​ ​Building​ ​Amazing​ ​devices,​ ​Efficiency 7. Cunning:​ ​trickery​ ​and​ ​intuition 8. Destroyer:​ ​Breaking​ ​Defenses,​ ​obliterating​ ​cultures,​ ​erasing​ ​history 9. Disdain:​ ​the​ ​ability​ ​to​ ​set​ ​aside​ ​unneeded​ ​emotions,​ ​desires,​ ​or​ ​people 10. Immortal​ ​Words:​ ​A​ ​Mastery​ ​of​ ​Rhetoric 11. Intrigue:​ ​Scheming,​ ​Plotting, 12. Psyker:​ ​Power​ ​of​ ​the​ ​Mind 13. Rage:​ ​Focused​ ​anger 14. Scholar:​ ​An​ ​understanding​ ​of​ ​learning,​ ​sciences,​ ​and​ ​lore.​ ​Intuitive​ ​complex​ ​math 15. Speedster:​ ​Ride​ ​or​ ​Drive​ ​anything 16. Tactician:​ ​Battlefield​ ​insight 17. Valor:​ ​Battlefield​ ​power 18. Virility:​ ​not​ ​just​ ​personal​ ​ability​ ​to​ ​have​ ​children,​ ​but​ ​to​ ​inspire​ ​growth 19. Warrior:​ ​Fighting​ ​people 20. Compasion

Enhanced​ ​Geneseed​ ​[100​ ​per] First​ ​free​ ​if​ ​you’re​ ​a​ ​Blank​ ​&​ ​a​ ​Primarch​ ​or​ ​a​ ​Navigator​ ​&​ ​a​ ​Primarch,​ ​with​ ​restrictions. First​ ​three​ ​free​ ​with​ ​Jumpseed​ ​Vats​ ​if​ ​you’re​ ​not​ ​a​ ​Primarch. You may add one perk or power to your geneseed if you are a Primarch or have bought the Geneseed Vats with the Jumpseed upgrade found in the Relic Section. This creates another entire organ which is added to each set of geneseeds and implanted into all your genesons (or genedaughters). This can be bought up to 6 times. It can be used to grant Perpetual for 2 slots, or Sensei for 4. It cannot grant a race (Geneson counts as a race), or Phoenix Lord or Omnissiah. Capstones and capstone boosters cost 2 slots as well. If you’re a Blank Primarch, if you take the Freebie,​ ​it​ ​must​ ​contain​ ​Blank.​ ​Likewise​ ​a​ ​Navigator​ ​Primarch.

Brilliance​ ​&​ ​Genius​ ​[200] Discount​ ​Sensei,​ ​Primarchs,​ ​&​ ​Custodes Choose two skills, any two fields of study that could be known to a man of the 30th millennium. Set one of them as primary and one as secondary. You are now an unrivaled genius in those two fields, only being able to be surpassed by those who focus more than you do on those fields and are equally one in a trillion geniuses… or other primarchs who have a primary

in that area where you have a secondary. For instance, Magnus’s knowledge of Warp Lore is unrivaled by any, possibly excluding the Emperor. Angron’s knowledge of all the myriad ways to hurt people is probably unrivaled outside of the greatest painsmiths of the Dark Eldar, but while they focus on subtlety, he focuses on slaughter. A narrower focus makes you more effective at the cost of versatility, a wider focus costs you depth but boosts versatility. Obviously, you will be more impressive in your primary specialty than in your secondary one. This does not allow you to violate what can actually be done with that skill, or push it to conceptual​ ​levels,​ ​but​ ​does​ ​push​ ​it​ ​pretty​ ​close​ ​to​ ​the​ ​limits.

*Librarian

*200 Moritat Conditioning: Moritats were specialized Space Marine warriors during the Great Crusade and Horus Heresy. The individual assigned to this duty were often cold-blooded murderers who fought with a suicidal fervor. They were normally given missions to which they were would not be expected to return. The Moritat had their origin in Raven Guard Ash Blind (also known as Sable Blind on Deliverance). These black-eyed warriors were veterans who were known to forsake all pretense of self-preservation, fighting with a terrifying determination before succumbing to their foes. The survivors of these suicidal incidents were sometimes recovered and in future battles would often descend into the same suicidal fervor that befell them before. The Raven Guard under Corax would organize these warriors into units of assassins and shock troops and they proved highly effective. After the Raven Guard bested the Ultramarines in several simulated battles with these warriors, Roboute Guilliman adopted similar units in his own legion, designating them Moritat. They then spread throughout the rest of the Legiones Astartes. Mainly they were armed with the two Volkite Serpentas or two plasma pistols, connected to their jump packs via plasma feed cables and capable​ ​of​ ​launching​ ​an​ ​incredible​ ​amount​ ​of​ ​constant​ ​firepower.

*Warsmith was an honorary rank held by the senior Space Marine Captains who commanded the Grand Battalions of the Iron Warriors Legion during the Great Crusade and Horus Heresy eras in the late-30th and early 31st Millennia. The rank was granted for exceptional skill and valour in carrying out the IVth Legion's battles, and gave its bearer command over several of the Iron Warriors' companies, which were combined into the larger unit known as a Grand Battalion. After the Horus Heresy, the title would later be used by the Chaos Lords who commanded each of the Iron Warriors' myriad warbands of Chaos Space Marines. The Iron Warriors Legion of the late 41st Millennium is organised into a number of large warbands known as Grand Companies, each commanded by a Chaos Lord who bears the title of Warsmith. Originally, each Grand Company would have been similar in size and organisation, totaling approximately a thousand Space Marines, but now they vary in size enormously after

ten millennia of battle and losses. The Warsmiths themselves are all extremely gifted in combat engineering, many maintaining a large contingent of slave-mechanicians to perform the more menial work. It is uncertain how many Grand Companies there are at any given time. At the time of the Horus Heresy, the IVth Legion had an added layer of organisation known as a Grand Battalion, which contained several Grand Companies and was commanded by an officer with the rank of Warsmith. At the time of the Drop Site Massacre on Istvaan V there were at least twelve Grand Battalions in the IVth Legion, although with the widespread deployment​ ​of​ ​many​ ​garrison​ ​forces​ ​in​ ​that​ ​era,​ ​it​ ​is​ ​impossible​ ​to​ ​be​ ​sure.

A Legion Consul Praevian is a bygone officer rank of the Space Marine Legions used during the Great Crusade and Horus Heresy eras in the late 30th and early 31st Millennia. They were the keepers of bound automata, those soulless machines sworn to the Legion's service and inducted into their ranks as honorary Legionaries after decades of service, a practice that increased as the Horus Heresy inflicted an ever-growing death toll on many Legion's ranks. Initiated into the rites of the Mechanicum to a lesser-degree, these officers oversaw the maintenance and programming of their charges, and ensured that loyalty to the Legion and its traditions were embraced in their own logic. On the field of battle they marched at the forefront of the inducted maniples, guiding them in the correct prosecution of war and acting as examples of true sons of the Legion. Often chosen from amongst the ranks of those veterans whose injuries had required extensive augmetic rebuild and left them ill-suited for other, more specialised roles, these warriors were often solitary individuals, given to brooding and keeping to the company of their own iron brothers. It was rare in most Legions for these warriors to advance higher up the chain of command, and some Legions used the rank as a dumping ground for those deemed unfit for other duties, while others, most notably the Iron Hands and Salamanders, considered it an honour to serve with such unique avatars of the Machine God's craft.

Equerry is a bygone title, a relic of the Great Crusade era of early Imperial history in the late 30th and early 31st Millennia. Space Marines who were selected for the honour by a superior officer were known as Equerries, and served as a trusted comrade and a confidant to the senior officers of their Space Marine Legion. The highest honour was reserved for those Astartes selected to serve as Equerries to their Primarchs, the genetic forebears and masters of the Legiones Astartes. At the time, it was also customary for senior military officers from all corps of the Imperial Army to perform in a similar role by selecting a more junior officer as an aide-de-camp. By the late 41st Millennium, the practice had fallen out of favor, but some Astartes Chapters keep the tradition alive by assigning a personal Chapter Serf to each Battle-Brother. These modern Equerries no longer follow their master in battle, but function as a​ ​confidant​ ​and​ ​a​ ​link​ ​with​ ​their​ ​lost​ ​humanity​ ​for​ ​their​ ​Astartes​ ​master.

A Herald was a bygone unofficial Consul type rank conferred upon certain Legionaries within both the Loyalist and Traitor factions as well as the Blackshields -- Space Marine outcasts and marauders of uncertain allegiances or origin -- during the Horus Heresy in the 31st Millennium. As the wars of the Horus Heresy spread to consume the galaxy, billions fought and died under the banners of warlords they had never seen or heard firsthand, and even amongst those such as the Legiones Astartes, near-religious fervour became common for those artefacts touched by Primarch, Warmaster or Regent, and given to a chosen emissary as a sign of authority and favour. The Blackshields, having obscured their heraldry or cast aside former masters were no different, their strange sigils or blackened flags becoming totems of destruction and the foresworn.​ ​Amongst​ ​the​ ​Blackshields,​ ​these​ ​emissaries​ ​were​ ​known​ ​as​ ​Dark​ ​Heralds

A Praetor is a bygone rank for a senior Astartes officer of the Space Marine Legions used during the Great Crusade and Horus Heresy eras in the late 30th and early 31st Millennia. The Praetors were the mightiest warriors and battle-leaders of the ancient Legiones Astartes, second only to the god-like Primarchs in martial skills and generalship. These lords of the Imperium of Man held the power of life and death over whole worlds, with the direct control of entire Imperial war fleets and armies in their hands. Each was a greatly experienced warrior and warlord, unique in character, who had written a legend in blood for themselves, and carried into battle the finest wargear and weapons known to Mankind at that time. In their ranks could be found Chapter Masters and Lord Commanders, First Captains, Khans and Tribunes as the traditions and cultures of their individual Legions dictated. They were the masters of war who commanded the hosts of the Great Crusade that conquered worlds unnumbered.

Shadowmasters: The Shadowmasters or Mor Deythan were a unit of Raven Guard during the Great Crusade and Horus Heresy. They were ordinary battle-brothers who had their primarch's ability to Shadow-walk. It was a quirk of the gene-seed in a few Deliverancian born Raven Guard that had more than just the standard gene code. One unique trait about the Shadowmasters is that they were completely unknown to their own legion. The marines were selected for testing "Thermal Technology" which was considered "highly temperamental”. Corax and select apothecaries are the only marines in the legion that knew of the group at the time of the Horus Heresy. The Mor Deythan acted as an elite stealth team and saboteurs and communicated through Stalk-Argot while working in concert with the rest of the legion. The Shadowmasters performed flanking maneuvers and sabotaged columns of rogue Skitarii on Constinax.

100 Legion Delegatus: A Legion Delegatus is a bygone officer rank of the Space Marine Legions used during the Great Crusade and Horus Heresy eras in the late 30th and early 31st Millennia. A mid-ranking Legion officer, such as a Centurion, was often granted this rank and tasked

with specific missions by Legion high command and formally dispatched to act in all matters with the full weight of their commander's authority. As such, they could mobilise the Legion's resources to the full, deploy its assets and, if performing a mission of vital strategic worth, assemble​ ​a​ ​strike​ ​force​ ​of​ ​chosen​ ​warriors. http://imgur.com/gallery/TeF8mPw

-Geneseed -Remberancer -Librarian -Captain -Primarch -Apothecary -Praetor -Centurion -Herald

Custodes ​http://wh40k.lexicanum.com/wiki/Adeptus_Custodes http://warhammer40k.wikia.com/wiki/Adeptus_Custodes -Companion​ ​(the​ ​300​ ​most​ ​elite) -Shield-Captain -Companion​ ​Centurion -Captain-General

++​ ​100%​ ​HUMAN​ ​ABILITIES​ ​++ [HA] 100%​ ​Humans​ ​get​ ​200​ ​CP​ ​to​ ​spend​ ​in​ ​this​ ​section​ ​and​ ​a​ ​Discount​ ​on​ ​anything​ ​in​ ​it. Abhumans​ ​get​ ​any​ ​one​ ​perk​ ​in​ ​this​ ​section​ ​Free.

Predict​ ​This​ ​[300] Not only are your future actions impossible to detect for those blessed with Divination or any other form of precog, but your past actions appear utterly insane, incomprehensible, or impossible to anyone with retrocognition. In the present, clairsentience will return incorrect data. But that’s not the limit. If you personally possess any of those three abilities, and an artistic flare shall we say, you can repaint your past, present, and future to show whatever the hell you like them to show. Giant middle finger, constant tea-time, an unending series of failures. Intelligent foes might pick up on this trickery after the predictions don’t prove reliable​ ​once​ ​or​ ​twice,​ ​but​ ​that​ ​first​ ​time​ ​is​ ​sure​ ​to​ ​be​ ​a​ ​doozy.

Sigillite’s​ ​Ways​ ​[400] Even the divine (or close enough to make no difference) occasionally needs a big of grounding, a reminder of the human perspective. Call it Speaking Truth to Power, if you will, but when you speak, even the most high and mighty will pause and reflect on your words (well, maybe not pause if it’s the middle of combat). If they find your words helpful or accurate, even if they don’t take your advice, they’ll listen more in the future. If you’re often demonstrably wrong, they’ll come to ignore you in time. Of course, if you give good counsel and do so reliably, you’ll find that your role as advisor is easy to transition to that of friend and confidant, since an informed​ ​advisor​ ​is​ ​a​ ​better​ ​advisor.

As one skilled in advising those who hold the reigns of power, you’ll find that your ability to influence and manipulate those at lower levels in the hierarchy is magnified by how far from the seat of power that individual is… even if you’re not (officially) part of the hierarchy yourself. To the common people, you’ll always seem like someone who knows what’s going on, and they will come to you to seek your advice or assistance with their problems if you allow it. To those in power, you’ll appear to be an information broker, and they’ll seldom bother asking where​ ​you​ ​got​ ​your​ ​information​ ​as​ ​long​ ​as​ ​you’ve​ ​proven​ ​reliable​ ​in​ ​the​ ​past.

Sigillite’s​ ​Will​ ​[400] Malcador the Sigillite was but a man, yet during the climax of the Horus Heresy he took the Emperor’s place upon the Golden Throne and, by sheer force of will, held it until the Emperor could return, though it reduced him to dust. Your will is now the equal of Malcador’s, towering, unyielding, absolute. No force in the universe can break your will. This effectively makes your will unlimited… as long as your body can take the strain, as your will is not made superhuman by this by itself. Imagine the largest willpower pool a human could possibly have… but one that refills as fast as it can be used, cannot be drained unwillingly, and is practically impossible to damage. That’s this. If you have other willpower perks, they can help but​ ​add​ ​to​ ​the​ ​size​ ​and​ ​output​ ​or​ ​lessen​ ​the​ ​strain​ ​of​ ​using​ ​so​ ​much​ ​will​ ​at​ ​once. ● If bought with Sigillite’s Ways, the two synergize to draw people of power and prestige to you, to bend the skein of fate to bring those who can help you better help any administration you choose to serve to you. Need an elite cadre of assassins? One will probably conveniently come to hand. Need some Space Marines with no Legion ties for some blackbook projects? They’ll be along shortly. Those in power will tend to overlook you doing things in their name without their permission, though not if it demonstrably​ ​damages​ ​them​ ​or​ ​their​ ​position.

Warmaster​ ​[200]

Want to head off the Heresy? Want to start it a different way? Well, go for it champ. This guarantees that, when the time comes, ol Emps will give you the title of Warmaster instead of Horus. Why? Because you’re that awesome. If you are not a Primarch, this will probably not go over well with that group of chuckleheads. This has no other effect in this jump, but in future jumps, whenever you’re on the short list to be given any plumb assignment, you will get it unless​ ​someone​ ​else​ ​on​ ​that​ ​list​ ​is​ ​massively​ ​and​ ​incontestably​ ​more​ ​qualified​ ​than​ ​you​ ​are.

*++​ ​ELDAR​ ​WAYS​ ​++ [EW]

Aspect​ ​Warrior​ ​(Free​ ​for​ ​Phoenix​ ​Lord) -Warlock​ ​(Possibly​ ​Free​ ​for​ ​Phoenix​ ​Lord) -Exarch​ ​(Possibly​ ​Free​ ​for​ ​Phoenix​ ​Lord)

Mask​ ​of​ ​the​ ​Harlequin​ ​[200] Free​ ​for​ ​Solitaire Organized into Troupes and then into Masques, a Harlequin is one of the assassin-acrobats who serve the Eldar God ‘Cegorach’, aka ‘The Laughing God’... the only remaining Eldar God who is both complete (Khane is shattered) and not a prisoner of a Chaos God (Isha is imprisoned by Nurgle). The Harlequins are blessed with incredible agility, even by Eldar standards, and are skilled in the use of a number of highly dangerous weapons. As a Harlequin, you gain a definite boost to your agility and lethality with any less than conventional weapon… but your major gift is the ability to subsume yourself so completely into any role you’re playing that any attempt to read you can only read the mask you’re projecting, even with precog. You also get a complete set of Harlequin Gear for free. A Harlequin can choose to upgrade to a Solitaire (by taking the Eldar Version of Blank above), a Death Jester (by taking the Death Laughs perk below), or a Shadowseer (by taking the Phantamancy Psychic Specialization above)... but only one of the three. Harlequinns are the only Eldar who do not wear Spiritstones, though only the Soltaire​ ​seems​ ​to​ ​end​ ​up​ ​being​ ​consumed​ ​by​ ​Slaanesh.​ ​Maybe​ ​the​ ​others​ ​go​ ​to​ ​Cegorach? Trouper [100] (One Free & Mandatory for Harlequins who are not Shadowseers, Death Jesters, or Solitaires, Can be bought for 100 CP by any Harlequin, even if they already have a troupe type. The same troupe type cannot be bought multiple times): Though it will still be centuries before the Harlequins are fully codified, even in these early days they are divided into three different Troupes per Masque; Light, Dark, and Twilight. Unless you have decided to upgrade into a Solitaire, Death Jester, or Shadowseer, you must select from one of the three troupes to belong to. You may also upgrade to Troupe Master of your​ ​particular​ ​Troupe​ ​to​ ​import​ ​your​ ​companions​ ​into​ ​it.

● Light Player: Light players embody the heroic aspects of the Eldar and their heroes, and launch brave charges, fighting with almost reckless boldness and panache. As a Light Player, you will find that the more glorious your actions, the more showy and daring, the​ ​more​ ​the​ ​morale​ ​of​ ​your​ ​allies​ ​is​ ​bolstered​ ​in​ ​turn. ● Dark Player: These are the sinister, vindictive, and cruel, sometimes extremely cruel rogues of the Eldar, the darkness and violence that Craftworld and Exodite Eldar tend to keep repressed. They are extremely flamboyant in their actions, and as such you will find that those of weak morale will find your dark presence extremely unnerving, both in​ ​battle​ ​and​ ​out​ ​of​ ​it. ● Twilight Player: The strangest of Harlequins, their actions are governed by some unknowable motive in battle. They appear capricious or obsessive, making their actions extremely hard to predict until the moment their purpose stands revealed. As a Twilight Player, your actions too will become inscrutable upon the battlefield and off to all​ ​but​ ​the​ ​most​ ​intuitive​ ​or​ ​brilliant​ ​observer. Death Laughs [300] (Harlequin Only): Ever wanted to be able to stride through a battlefield laughing all the while. Now you can. A Harlequin Death Jester plays the role of Death itself in the Masque, and dresses in billowing greatcoat and deathmask, bells a-jingling as he or she lays down absolutely ruinous heavy weapons fire. Strong enough to fire any handheld weapon without worrying about recoil, the Death Jester watches his enemies die with darkly comedic good humor. Blessed with a twisted creativity when it comes to causing maximum chaos to the enemy, a Death Jester is the only being in existence who knows how to create and maintain the incredibly nasty Shrieker Cannon, a scythelike heavy weapon that fires rounds impregnated with virulent biotoxins that cause the victim’s metabolism to detonate spectacularly, the slightest wound promising a swift and horrific death… as the victim transforms into a living bomb of bone and gore. Comes with a Holosuit, Greatcoat, Deathmask, Shrieker​ ​Cannon,​ ​and​ ​Flip​ ​Belt. Masquerade [300] (Harlequin Only): You may import all your companions as members of your Troupe, making you the Troupe Master if you are not already a Death Jester, Solitaire, or Shadowseer. Each of them join your troupe type and gain Eldar & Mask of the Harlequin free, as well as a set of Harlequin Gear, and 400 CP to spend as they like. Your troupe also gains 1 Starweaver transport per 4 companions. If you are a Death Jester or Shadowseer, pick one of your companions to gain the Troupe Master title and perk below. If you are also a Solitaire, this is improved to a complete Masque, and two of your companions may become a Shadowseer and a Death Jester in addition to being members of the troop. The Shadowseer receives 1 free Psychic Potential Upgrade and the Phantamancy Psychic Discipline for free. The Death Jester receives the Death Laughs perk and associated gear free. A Masque also gains two complete squadrons of Skyweaver jetbike pilots with bikes, and a squadron of Voidweaver gunships with pilots, and each troupe gains 1 Starweaver per 2 companions plus a generic Harlequin pilot.

● Troupe Master [100] (This cost is only for Solitaires, Death Jesters, and Shadowseers and requires having bought Trooper): As Troupe Master, all of the aspects of your Troupe Type are magnified in you, making a Master of the Light appear mythic and aggressive enough to cause those not similarly glorious to falter or fail when facing such an opponent, making a Master of the Dark’s sinister nature to truly shine, causing fear to a creeping dread to all who see their cruel acts and flamboyant finishes, and making the Masters of Twilight appear totally insane, rendering predicting their behaviour impossible without precognition… and even that might fail as they suddenly change their minds at the last possible moment. Troupe Masters gain a Conversion Field Emitter (a personal gravitic shield which converts damage into a flash of light) and carry Vortex Grenades which rip enemies apart as they create a small Warp-Rift near them. Voidweavers: ​Voidweaver Gunships are a fast, open-topped skimmer, a three person light anti-gravity attack craft (1 pilot & 1-2 gunners). They are equipped with a single Haywire Cannon which fires anti-armor electromagnetic blasts, two Shuriken Cannons which fire hypervelocity monomolecular ferro-ceramic discs (one underslung facing forward, one facing backward and turretmounted, and several Mirage Launchers, which drop holo-grenades that flood the area in a confusion of light and color. The Voidweaver is also equipped with a Holo-field, which harnesses kinetic energy to distort the vehicle’s silhouette, making targeted shots​ ​against​ ​a​ ​Voidweaver​ ​functionally​ ​impossible.

Starweavers: ​The Starweaver Transport shares its general design with the Voidweaver, though it has only two forward facing Shuriken Cannons (one dorsal controlled by the pilot, one ventral & turret mounted controlled by the passengers), in addition to the Holo-field and Mirage Launchers. Like the Voidweaver it is a chariot style vehicle, and Harlequins routinely

leap onto or off of them in the heat of battle. A Starweaver can carry up to 6 Harlequins in addition​ ​to​ ​the​ ​pilot.

Skyweavers: Skyweaver Jetbikes are heavily armed and incredibly fast two person anti-gravity light attack craft (1 pilot & 1 rider). While the pilot steers, the rider uses a specially designed melee weapon called a Zephyrglaive (a plasma pole-arm), or throwing Star Bolas (a plasma melee-throwing weapon). Both rider and pilot are typically also armed with Shuriken Catapults or Rifles, and dressed in Harlequin Holosuits which makes targeting them extremely difficult. The Skyweaver itself has, besides the purely defensive / distracting Mirage Launchers,​ ​either​ ​an​ ​underslung​ ​Haywire​ ​Cannon​ ​or​ ​a​ ​Shuriken​ ​Cannon.

Blade​ ​of​ ​the​ ​Corsair Farseer Path​ ​of​ ​the​ ​Artisan:​ ​Allows​ ​the​ ​shaping​ ​of​ ​Wraithbone The​ ​Path​ ​of​ ​Pain:​ ​Dark​ ​Eldar The​ ​Exodus:​ ​Exodite​ ​Eldar Webway​ ​Traveller Ynnari Prophet: The birth of the Ynnari is 11,000 years in the future, but the Eldar make very long plans. The Ynnari seek to bring Ynnead, the as yet unborn Eldar God of Death into being so that Ynnead can subdue Slaanesh and allow the Eldar to flourish once again. Or at least they will, many many centuries from now. You are now the Prophet who foresees this far off possibility.

*++​ ​COMPANIONS​ ​&​ ​MINIONS​ ​++ [CM]

Insert​ ​something.​ ​Must​ ​be​ ​the​ ​same​ ​faction​ ​as​ ​you,​ ​don’t​ ​get​ ​the​ ​stipend

*++​ ​FACTION​ ​OF​ ​CHOICE​ ​++ [FC] You​ ​may​ ​select​ ​one​ ​and​ ​only​ ​one.​ ​Eldar​ ​are​ ​not​ ​required​ ​to​ ​pick​ ​Third​ ​Party. If​ ​you​ ​took​ ​the​ ​Only​ ​War​ ​Scenario,​ ​you​ ​must​ ​match​ ​your​ ​pick​ ​here​ ​to​ ​which​ ​side​ ​you​ ​plan​ ​to​ ​support. Your​ ​choice​ ​grants​ ​you​ ​a​ ​discount​ ​and​ ​an​ ​extra​ ​+600​ ​CP​ ​budget​ ​to​ ​spend​ ​only​ ​on​ ​your​ ​faction’s​ ​perks. Companions​ ​do​ ​not​ ​get​ ​the​ ​Factional​ ​Stipend. YOU​ ​ARE​ ​REQUIRED​ ​TO​ ​ACTUALLY​ ​SUPPORT​ ​YOUR​ ​CHOSEN​ ​FACTION

Unity! Tricksy xenos should have no part in what should happen to the human race’s future. At least that is what the majority of people think. You however are not in the majority, or even if you were, you are under the thrall of an ancient penis cult and group thinking to guide events to prevail against the chaos gods. . . or at least that is what they say to those they trust. You may not​ ​even​ ​trust​ ​them,​ ​who​ ​knows?

Loyalty! The Emperor is the rightful ruler of all mankind! The one who has superhumanly brought humanity back from the brink. It is he who you are loyal too! You are part of the Imperialis Auxilia​ ​or​ ​the​ ​Legions​ ​dependent​ ​on​ ​your​ ​background​ ​selections.

Treachery! Death to the False Emperor! Death to the weakling Imperium of Mankind! You know the Truth as has been delivered to you! The gods are real and curse the existence of the Emperor, calling​ ​him​ ​the​ ​Anathema!

*Treachery​ ​Perks -The​ ​Undivided​ ​Eye -Blessing​ ​of​ ​Nurgle -Blessing​ ​of​ ​Slaanesh -Blessing​ ​of​ ​Khorne -Blessing​ ​of​ ​Tzeentch -Whispered​ ​Words:​ ​Corrupt​ ​others -Chaos​ ​Sorcery:​ ​Requires​ ​Psyker -Treachery​ ​most​ ​Foul

*Unity​ ​Perks

-Agent​ ​of​ ​the​ ​Cabal: -Freedom​ ​Most​ ​Precious -Cooperation​ ​is​ ​Vital -Trust​ ​is​ ​Essential Taghmata​ ​Omnissiah​ http://wh40k.lexicanum.com/wiki/Taghmata_Omnissiah​​ -Skitarii Collegia​ ​Titanica​ ​http://wh40k.lexicanum.com/wiki/Collegia_Titanica -Void​ ​Dragon’s​ ​Blessing

*Loyalty​ ​Perks [000]​ ​Imperialis​ ​Auxilia:​ ​The​ ​Imperial​ ​Army,​ ​known​ ​formally​ ​as​ ​the​ ​Excertus​ ​Imperialis​ ​and the​ ​Imperialis​ ​Auxilia,​ ​respectively,​ ​(the​ ​hosts​ ​of​ ​the​ ​Imperial​ ​Army​ ​and​ ​its​ ​auxiliaries)​ ​was​ ​the Imperial​ ​military​ ​force​ ​comprised​ ​of​ ​normal​ ​men​ ​and​ ​women​ ​that​ ​served​ ​as​ ​the​ ​ancestor​ ​of​ ​the later​ ​Imperial​ ​Guard​ ​of​ ​the​ ​late​ ​41st​ ​Millennium.​ ​Unlike​ ​the​ ​Imperial​ ​Guard,​ ​the​ ​Imperial Army​ ​contained​ ​ground,​ ​air​ ​and​ ​space​ ​assets​ ​all​ ​within​ ​the​ ​same​ ​table​ ​of​ ​organisation​ ​and​ ​there was​ ​no​ ​differentiation​ ​between​ ​space-based​ ​and​ ​ground-based​ ​branches​ ​of​ ​the​ ​service.​ ​You now​ ​hold​ ​a​ ​commission​ ​as​ ​an​ ​officer​ ​in​ ​such​ ​an​ ​august​ ​body. -Sister​ ​of​ ​Silence:​ ​Anti-Psychic​ ​Militant​ ​rank http://wh40k.lexicanum.com/wiki/Sisters_of_Silence​, --ThoughtMark (A symbolic sign-language that uses small gestures and conveys complex ideas and​ ​subtlties.​ ​​ ​battleMark,​ ​Orskode

100​ http://warhammer40k.wikia.com/wiki/Discipline_Master​​

-Remembrancer -Loyalty​ ​most​ ​Noble -Valor​ ​most​ ​glorious -Skulls​ ​&​ ​Gold -For​ ​the​ ​Emperor! -Aquila​ ​Bearer

Officio​ ​Assassinorum​ ​Agent​ ​[600] The Officio Assassinorum is (or will be) the branch of the Imperial Government that resolves issues better solved by sending a single person or a small team than sending in a Legion, Army,

or Fleet. If the name wasn’t a clue, these are the Imperium’s Assassins. Divided into four major and a couple minor clades, at this time they are under the control of Malcador the Sigillite, moving behind the Emperor’s back to secure more positive and less destructive outcomes when needed. Agents of the Officio are among the best trained and frankly terrifying members of humanity. Select one from the list below, and you gain the training of the most skilled member of​ ​that​ ​clade. ● Callidus Clade Assassin: The subtlest of the Imperium’s assassins, these beings rely on cunning and duplicity, stealth and secrecy being their watchwords. Indeed, many of their missions aren’t merely about killing a target. They have been known to replace trusted figures or otherwise go into deep cover for years or decades at a time. They are masters of using the shape-altering drug Polymorphine to assume the appearance of practically any humanoid of any gender. They don’t just assassinate the person… they assassinate​ ​their​ ​entire​ ​strategy. ● Culexus Clade Assassin (Pariah Gene Required): Described by the Eldar as pure evil, the Culexus clade are skull-helmed harbingers of death… especially to the Eldar… or any Psyker, really. The reason for this is simple. Culexus Assassins are all Blanks… invisible to the warp, a one in a billion mutation. The Culexus Assassin neophytes are chosen from among those rarities and then trained to the peak of perfection in only one thing… battling psykers and daemons. Equipped in arcane and horrible wargear, the Assassin’s augmented negative aura making it nearly impossible for conventional troops to attack him, he will slip across the battlefield to blast the minds of enemy psykers with Negative Warp Bolts, stripping them of their powers before he moves in for the kill… by sapping their very souls from their bodies. Their primary gear is a special helmet called the ‘Animus Speculum’ which can either dampen or augment the Assassin’s Blank Powers… even going so far as to use the hideous lense set into the front of the helmet to harvest and rechannel enemy psychic energy into a powerful beam attack… However normal Culexus Assassins are accompanied everywhere by a special Custodian who maintains and operates the helmet. They are also equipped with Psyk-Out Grenades which fill the area with psi-refractive particles that is heavily impregnated with negative Psychic Energy. The only source of this dust is the Emperor’s Golden Throne… and since he’s not installed on it yet, they don’t exist yet… unless you’re a Culexus Assassin, in which case you get 4 of them every month, delivered by cloaked members of the Ordo Chronos which doesn’t exist at all. It’s probably a Squat Ordo Chronos member who worships Malal for extra paradox. For armor, a Culexus Assassin wears a Synskin Bodyglove that shifts them out of phase with reality, making them appear ghostly and insubstantial. They can even disappear completely for a short time. The Synskin is impregnated with a Force Matrix that draws excess energy from the psychic power use of other psykers and allows the

Culexus Assassin to use that leaked power to power their own powers… useful since Blanks​ ​can’t​ ​tap​ ​directly​ ​into​ ​the​ ​Warp​ ​to​ ​get​ ​that​ ​power​ ​​ ​themselves. ● Vindicare Clade Assassin: The most direct and efficient of the Imperium’s assassins, Vindicare Assassins are renowned for being cold, calculating, and contemptuous. They’ve been known to remain absolutely motionless for years at a time, hidden in a perfect vantage point just to get the perfect killshot… and they have been know to shoot their targets in incredibly precise locations (the pupil of the eye) from incredible distances through many intervening buildings. They are masters of stealth and evasion and​ ​can​ ​meditate​ ​so​ ​completely​ ​their​ ​hearts​ ​beat​ ​only​ ​once​ ​a​ ​minute. ● Vanus Clade Assassin: ​These are the watchwords of the Vanus Clade “The cleanest kill is one that another performs in your stead with no knowledge of your incitement." With a name that means ‘Empty’ in High Gothic, the Vanus Clade is the most secretive and covert of the various clades, and the wars they wage make the others look like bumbling fools. Primarily used as intelligence-gatherers and in matters of grand strategy, their intelligence tactics are without peer, their political insight unparalleled by the savants of the Imperium. They kill via a consummate command of information, bringing doom to their targets by the most subtle manipulations of those around them, arranging things so that the mark’s fate is sealed by their own habits or (preferably) by the hand of a trusted friend. They are most often employed against internal figures, those who cannot be removed from their positions without bringing shame and opprobrium down upon everything they stood for. More than one Imperial Official has become​ ​an​ ​unwilling​ ​Martyr​ ​to​ ​preserve​ ​the​ ​reputation​ ​of​ ​the​ ​Empire. ● Venenum Clade Assassin​: The Assassins of the Venenum Clade train exclusively in the use of exotic, traceless, poisons and the various means of deploying those toxins against a target without raising suspicion. The operatives of the Veneum Clade are the galaxy's finest​ ​tox-artisans,​ ​their​ ​mastery​ ​unparalleled​ ​outside​ ​of​ ​Commorragh.

*The​ ​Imperial​ ​Aquila

*A Remembrancer was a civilian artist, historian or journalist who was a member of the Imperial Remembrancer Order that accompanied the Expeditionary Fleets of the Great Crusade in the early 31st Millennium. Their function was to chronicle all the glorious deeds of the Space Marine Legions and the Imperial Army in the course of the Crusade so that the future posterity of the Imperium of Man would know how humanity had come to dominate the galaxy. The Remembrancers were overwhelmingly natives of Terra who had vied with other preeminent artists of the era for the honor of accompanying the Expeditionary Fleets led by the Astartes, who very grudgingly accepted them aboard the starships of their fleets. Showing

the common disdain for journalists held by warriors of every generation and era, the Remembrancers were generally disliked by the Primarchs, the Astartes and the line troops of the Imperial Army. Leman Russ, the Primarch of the Space Wolves, once suggested that all Remembrancers should be armed and prepared for battle if they wanted to see the front lines of a war. However, Fulgrim, the Primarch of the Emperor's Children Legion, took a fundamentally different view and welcomed the Remembrancers amongst his Astartes and troops, believing that the promotion of an artistic sense was every bit as important to the life of a warrior as was training in the arts of war. The Remembrancer Order included many different forms of artists and journalists within their ranks, including poets, imagists (photojournalists), historiographers (historians), documentarists (journalists), painters, sculptors, actors, singers and even composers. Once the Horus Heresy began, most of the civilian Remembrancers in the Expeditionary Fleets that served Horus and turned to Chaos were slaughtered by the Traitors within the fleet to keep them from documenting the betrayal. One exception to this were the Remembrancers of the 28th Expeditionary Fleet, many of whom were exposed to the Chaos corruption of the planet Laeran and subsequently turned to the service of Slaanesh themselves, just like the Emperor's Children. It is unknown what happened to the records of the Great Crusade and early Horus Heresy era created by the Remembrancer Order; such records have been lost to the thread-bare Imperial chronicles that exist​ ​of​ ​that​ ​time​ ​in​ ​the​ ​late​ ​41st​ ​Millennium.

​ ​[Optional​ ​Loyalist​ ​Scenario]​ ​THE​ ​PIOUS​ ​ONE In some versions of the Horus Heresy, mention is made of a normal Guardsman who interposes himself between the Traitor Prince and the Emperor of Mankind and is destroyed utterly for it. It is a story of great bravery and sacrifice… when it exists at all. For now, let’s say it does not. It is your job to make it so… by taking the place of one Ollanius Pius. No matter what you buy in this jump, all you have is a normal human body with a normal human background as a member of the loyalist faction and a membership in the Imperial Military. You don’t have any outside perks, powers, or equipment. You keep all your memories (assuming you have a perfect memory​ ​perk​ ​you​ ​can​ ​keep​ ​that​ ​too),​ ​and​ ​all​ ​your​ ​skills.

Throughout your stay in this jump, you will experience many things, managing to be part of many amazing and tumultuous events, and you are free to do your best to influence these things. You are even guaranteed to survive so long as you don’t go flinging yourself into a nuclear inferno or otherwise deliberately get yourself killed. But that’s the rub. At least once in your stay you will be faced with a singular chance to shift the outcome of some cataclysmic moment, to save the universe or damn the galaxy to chaos and despair. And doing so will cost you your life. Should you hesitate, you leave this setting with nothing, but your chain continues. Should you give your life for the greater good in that moment, say by flinging

yourself between a living god and a traitorous demi-god, knowing you have no chance of surviving… you win. Your chain continues and you gain everything you bought in this jump plus​ ​three​ ​things. 1) You get +2000 CP to spend as you see fit… on anything. No restrictions apply. No discounts either. Things with no prices listed cannot be bought. Prizes from other Scenarios​ ​cannot​ ​be​ ​bought. 2) You​ ​get​ ​Ollanius​ ​Pius​ ​as​ ​a​ ​companion.​ ​He’s​ ​just​ ​a​ ​man,​ ​but​ ​he’s​ ​also​ ​a​ ​Living​ ​Saint. 3) Oh…​ ​so​ ​are​ ​you.​ ​You​ ​gain​ ​the​ ​Imperial​ ​Saint​ ​perk​ ​for​ ​free. *Imperial​ ​Saint​ ​[Scenario​ ​Prize]:​ ​???

*++​ ​ITEMS​ ​&​ ​RELICS​ ​++ [IR] *Vigil Pattern Storm Shield - Alongside the Salamanders Legion, who possessed their own prototype which relied upon superior construction materials, the Imperial Fists Legion was the first to utilise one of the enhanced storm shield designs during the Great Crusade and Horus Heresy eras. The Vigil pattern featured a uniquely potent field generator far exceeding that found elsewhere. The first of these had entered service with the Legion after the Ullanor Campaign, but difficulties in production meant that only a few hundred had entered full service at the outset of the wars of the Horus Heresy. Once full inter-Legion conflict was underway, Rogal Dorn ordered resources to be spared in the creation of more such protective devices for the use of his Terminator units, knowing them to be invaluable against the deadliest​ ​foes​ ​for​ ​his​ ​Imperial​ ​Fists​ ​had​ ​ever​ ​faced;​ ​other​ ​Space​ ​Marines.

*400​ ​-​ ​Techno-Archaeologist​ ​of​ ​Land’s​ ​blessing: The​ ​history​ ​of​ ​the​ ​venerable​ ​land​ ​raider​ ​is​ ​a​ ​complicated​ ​tale.​ ​The​ ​original​ ​designs​ ​for​ ​both​ ​the armour​ ​used​ ​in​ ​the​ ​Land​ ​Raider​ ​and​ ​the​ ​anti-gravitic​ ​technology​ ​used​ ​by​ ​the​ ​Land​ ​Speeder were​ ​discovered​ ​during​ ​an​ ​expedition​ ​deep​ ​into​ ​the​ ​Librarius​ ​Omnis​ ​on​ ​Mars​ ​by techno-archaeologist​ ​Arkhan​ ​Land,​ ​after​ ​whom​ ​the​ ​vehicles​ ​were​ ​named.​ ​The​ ​main​ ​aim​ ​of Land's​ ​expedition​ ​into​ ​the​ ​labyrinth​ ​catacombs​ ​sited​ ​deep​ ​beneath​ ​the​ ​surface​ ​of​ ​the​ ​Red​ ​Planet was​ ​to​ ​find​ ​functioning​ ​STC​ ​databases.​ ​In​ ​this​ ​he​ ​failed,​ ​but​ ​two​ ​discoveries​ ​were​ ​made​ ​which revolutionised​ ​machine​ ​lore​ ​for​ ​millennia​ ​to​ ​come.​ ​The​ ​first​ ​was​ ​a​ ​near-complete​ ​dataslab imprint​ ​of​ ​STC​ ​information​ ​describing​ ​a​ ​heavily​ ​armoured​ ​assault​ ​tank.​ ​The​ ​second​ ​was​ ​the unearthing​ ​of​ ​data​ ​on​ ​rare​ ​anti-gravitic​ ​plates​ ​and​ ​theories​ ​on​ ​their​ ​use,​ ​which​ ​eventually​ ​led to​ ​the​ ​construction​ ​of​ ​the​ ​first​ ​Land's​ ​Speeder.​ ​Arkhan​ ​Land​ ​would​ ​later​ ​vanish​ ​during​ ​a subsequent​ ​expedition,​ ​some​ ​claiming​ ​he​ ​was​ ​the​ ​victim​ ​of​ ​a​ ​psychic​ ​entity​ ​that​ ​destroyed​ ​his entire​ ​party.​ ​What​ ​secrets​ ​of​ ​the​ ​Dark​ ​Age​ ​of​ ​Technology​ ​were​ ​lost​ ​with​ ​him​ ​remains​ ​a mystery.

The​ ​Land​ ​Raider​ ​first​ ​entered​ ​service​ ​during​ ​the​ ​Great​ ​Crusade​ ​at​ ​the​ ​dawning​ ​of​ ​the​ ​Age​ ​of the​ ​Imperium.​ ​The​ ​vehicle's​ ​formidable​ ​combination​ ​of​ ​weaponry​ ​and​ ​armour,​ ​and​ ​its​ ​ability to​ ​carry​ ​the​ ​shock​ ​troops​ ​of​ ​the​ ​Great​ ​Crusade​ ​through​ ​the​ ​most​ ​perilous​ ​environments​ ​were the​ ​deciding​ ​factors​ ​in​ ​countless​ ​struggles​ ​to​ ​liberate​ ​Mankind​ ​from​ ​the​ ​tyranny​ ​of​ ​the​ ​Age​ ​of Strife.​ ​With​ ​this​ ​awesome​ ​war​ ​machine​ ​at​ ​their​ ​command,​ ​Imperial​ ​forces​ ​conquered​ ​world after​ ​world​ ​until​ ​the​ ​Emperor's​ ​Imperium​ ​of​ ​Man​ ​bestrode​ ​the​ ​galaxy.​ ​Such​ ​was​ ​the​ ​demand for​ ​the​ ​Land​ ​Raider​ ​during​ ​the​ ​Great​ ​Crusade​ ​that​ ​an​ ​entire​ ​Forge​ ​World​ ​was​ ​founded​ ​just​ ​to manufacture​ ​them.​ ​Anvilus​ ​IX​ ​supplied​ ​thousands​ ​upon​ ​thousands​ ​of​ ​the​ ​vehicles​ ​to Mankind's​ ​forces,​ ​but​ ​the​ ​Great​ ​Crusade​ ​ended​ ​in​ ​disaster​ ​as​ ​the​ ​Warmaster​ ​Horus​ ​rebelled against​ ​the​ ​Emperor​ ​and​ ​bloody​ ​civil​ ​war​ ​engulfed​ ​the​ ​Imperium.

At​ ​the​ ​time​ ​of​ ​the​ ​Great​ ​Betrayal,​ ​the​ ​Warmaster​ ​and​ ​his​ ​allies​ ​plotted​ ​against​ ​Anvilus​ ​IX​ ​to ensure​ ​it​ ​quickly​ ​fell​ ​to​ ​the​ ​rogue​ ​Dark​ ​Mechanicus​ ​Tech-Priests​ ​bound​ ​to​ ​his​ ​service.​ ​This​ ​had the​ ​dual​ ​effect​ ​of​ ​at​ ​once​ ​denying​ ​the​ ​Loyalists​ ​access​ ​to​ ​these​ ​important​ ​weapons,​ ​while ensuring​ ​their​ ​continued​ ​supply​ ​to​ ​the​ ​Traitors.​ ​With​ ​Horus​ ​in​ ​control​ ​of​ ​this​ ​vitally important​ ​Forge​ ​World,​ ​several​ ​nearby​ ​world​ ​seceded​ ​from​ ​the​ ​Imperium​ ​rather​ ​than​ ​fight against​ ​the​ ​Traitors,​ ​and​ ​overnight​ ​the​ ​Imperium's​ ​supply​ ​of​ ​Land​ ​Raiders​ ​was​ ​severely curtailed.​ ​It​ ​was​ ​a​ ​terrible​ ​blow,​ ​for​ ​the​ ​Land​ ​Raider​ ​was​ ​one​ ​of​ ​the​ ​few​ ​commonly​ ​available vehicles​ ​which​ ​could,​ ​when​ ​deployed​ ​with​ ​skill​ ​and​ ​in​ ​sufficient​ ​numbers,​ ​threaten​ ​enemy Titans.​ ​Though​ ​ultimately​ ​the​ ​Warmaster's​ ​grip​ ​on​ ​Anvilus​ ​IX​ ​would​ ​be​ ​broken,​ ​during​ ​this time​ ​it​ ​produced​ ​large​ ​numbers​ ​of​ ​Land​ ​Raiders​ ​for​ ​the​ ​Traitor​ ​Legions,​ ​and​ ​when​ ​they​ ​were eventually​ ​forced​ ​from​ ​the​ ​Forge​ ​World,​ ​the​ ​worlds​ ​of​ ​the​ ​system​ ​were​ ​left​ ​shattered​ ​in​ ​their wake,​ ​the​ ​enemy​ ​taking​ ​the​ ​knowledge​ ​of​ ​the​ ​secret​ ​arts​ ​of​ ​the​ ​Land​ ​Raider's​ ​construction with​ ​them.

With​ ​Traitor​ ​forces​ ​advancing​ ​on​ ​Terra​ ​itself​ ​and​ ​Loyalist​ ​forces​ ​facing​ ​total​ ​defeat,​ ​the Emperor​ ​decreed​ ​that​ ​all​ ​remaining​ ​Land​ ​Raiders​ ​still​ ​in​ ​loyal​ ​service​ ​should​ ​be​ ​recalled​ ​and that​ ​the​ ​Legiones​ ​Astartes,​ ​His​ ​favoured​ ​Space​ ​Marines,​ ​who​ ​stood​ ​at​ ​the​ ​forefront​ ​of​ ​Terra's defence,​ ​be​ ​given​ ​exclusive​ ​use​ ​of​ ​these​ ​powerful​ ​war​ ​machines.​ ​The​ ​Imperium​ ​was​ ​saved during​ ​the​ ​Battle​ ​of​ ​Terra​ ​when​ ​the​ ​Emperor​ ​defeated​ ​Horus​ ​in​ ​single​ ​combat​ ​but,​ ​terribly wounded,​ ​He​ ​was​ ​interred​ ​within​ ​the​ ​Golden​ ​Throne,​ ​never​ ​to​ ​speak​ ​again.​ ​After​ ​his ascension,​ ​none​ ​dared​ ​to​ ​change​ ​the​ ​Emperor's​ ​decree​ ​and​ ​the​ ​Land​ ​Raider​ ​has​ ​therefore remained​ ​a​ ​vehicle​ ​almost​ ​exclusive​ ​to​ ​the​ ​Space​ ​Marine​ ​Chapters​ ​of​ ​the​ ​Adeptus​ ​Astartes​ ​for the​ ​past​ ​10,000​ ​years.​ ​The​ ​few​ ​exceptions​ ​are​ ​those​ ​allocated​ ​to​ ​Inquisitors​ ​and​ ​especially influential​ ​Rogue​ ​Traders​ ​who​ ​utilise​ ​them​ ​in​ ​their​ ​private​ ​armies,​ ​both​ ​groups​ ​vested​ ​with unusual​ ​freedom​ ​in​ ​this​ ​and​ ​many​ ​other​ ​regards.

Now?​ ​What​ ​does​ ​that​ ​mean​ ​for​ ​you?

It​ ​means​ ​you've​ ​been​ ​around​ ​Land​ ​Raiders​ ​for​ ​so​ ​long​ ​that​ ​you​ ​have​ ​garnered​ ​the​ ​skills​ ​to make​ ​​ ​approved​ ​modifications​ ​to​ ​them​ ​to​ ​attain​ ​any​ ​general​ ​pattern,​ ​such​ ​as​ ​the​ ​Phobos, or​ ​the​ ​Phobos​ ​-1b​ ​used​ ​before​ ​the​ ​knowledge​ ​was​ ​lost.

It​ ​also​ ​means​ ​that​ ​with​ ​great​ ​care​ ​and​ ​precision​ ​you​ ​have​ ​the​ ​ability​ ​to​ ​build​ ​Land​ ​Raiders​ ​from scratch,​ ​though​ ​without​ ​specialized​ ​tools​ ​from​ ​elsewhere​ ​a​ ​single​ ​tank​ ​may​ ​take​ ​months​ ​or more​ ​of​ ​concerted​ ​effort​ ​to​ ​get​ ​right.​ ​This​ ​is​ ​noteworthy​ ​because​ ​Land​ ​Raiders​ ​are​ ​capable​ ​of, in​ ​groups,​ ​challenging​ ​even​ ​the​ ​greatest​ ​of​ ​machines​ ​of​ ​traitor​ ​make:​ ​Chaos​ ​Titans.

Legion​ ​Items:

Cerberus​ ​Heavy​ ​Tank​ ​Destroyer Contemptor​ ​Pattern​ ​Dreadnought Deredeo​ ​Pattern​ ​Dreadnought ​ ​pattern​ ​Siege​ ​Dreadnought Fellblade Javelin​ ​Attack​ ​Speeder Jetbike Falchion Mastodon Land​ ​Raider​ ​Proteus Deimos​ ​Pattern​ ​Predator Deimos​ ​Pattern​ ​Rhino Sabre​ ​Tank​ ​Hunter Sicaran​ ​Battle​ ​Tank Sicaran​ ​Venator Spartan​ ​Assault​ ​Tank Stormbird ​ ​Heavy​ ​Siege​ ​Tank Whirlwind​ ​Scorpius Xiphon​ ​Interceptor Kharybdis​ ​Assault​ ​Claw “Dark Glass", the second temperamental human-engineered entry to the Webway, code named Dark Glass was constructed in another part of the galaxy, but abandoned shortly after being partly completed. Unlike the gateway on Terra, this gate was partly made in collusion with the Navigators,​ ​despite​ ​the​ ​fact​ ​that​ ​its​ ​success​ ​would​ ​render​ ​them​ ​redundant.

Eldar​ ​Items Eldar​ ​Reliquary Gellar​ ​Field

Webway​ ​Seed:​ ​Well,​ ​the​ ​seed​ ​of​ ​one.

Codex​ ​Astartes:​ ​How​ ​to​ ​Space​ ​Marine​ ​by​ ​Robot​ ​Girlyman

Lextato​ ​Divinitatum:​ ​The​ ​most​ ​addictive​ ​religion​ ​ever.

Primarch​ ​Project​ ​Notes​ ​[300] These are the EMPRAH’s own notes on how to make Primarchs. They’re written in a code devised to thwart Tzeentch by the most egotistical and intelligent human being evar. It will

take incredibly powerful Transhuman AI’s at least 10,000 years to decode this garbage… and you’d have to be a psyker so powerful that you eat Alpha Psykers for snacks just to create one of these legendary super soldiers… or convert one of your companions into one.​Yes , this includes the full notes of creating the “god-seed” , not just the half Cawl was left with, so you can make Primaris Marines too if you feel like it, though that too will take an incredible investment​ ​in​ ​time​ ​to​ ​figure​ ​out.

Geneseed​ ​Vats​ ​[200] Discount​ ​Loyalist​ ​Faction Each of these will grow a complete set of Space Marine Geneseeds once a year. You start with 500 of them and can buy more. If you’re not a Primarch, these make First Generation Marine Geneseed of one of the 18 known legions. If you are a Primarch these can contain your Legion’s Geneseed, but do not need to. If you’re a Custodes, you may upgrade this for 200 CP to produce Custodes​ ​Geneseed.​ ​If​ ​you’re​ ​the​ ​Zeroth​ ​Primarch,​ ​you​ ​get​ ​that​ ​upgrade​ ​free. Jumpseed Vats [200]: If you are not a Primarch, you can upgrade the Geneseed Vats to Jumpseed Vats. This allows you to buy Enhanced Geneseed in the Transhuman Section above, and gives you three free slots to improve the geneseed the vats generate with your own powers or​ ​perks.​ ​See​ ​Enhanced​ ​Geneseed​ ​for​ ​more​ ​details.

STC​ ​BABY​ ​[600] Discount​ ​Unity​ ​Faction An Honest to Emprah working STC completely uncorrupted by Chaos and containing everything​ ​a​ ​brand​ ​new​ ​colony​ ​world​ ​could​ ​need.

The​ ​Omnicopaeia​ ​[1200] Discount​ ​Omnissiah.​ ​Free​ ​to​ ​Omnissiah​ ​with​ ​the​ ​Man​ ​of​ ​the​ ​Hour​ ​Scenario The legendary Ultimate STC. This contains STC templates for… everything. Every piece of technology mankind has developed over 30,000+ years of civilization. Who’s the Mechanicus Now,​ ​Bitches?

The​ ​Eldarcopaeia​ ​[1200] Discount​ ​Eldar​ ​&​ ​Omnissiah,​ ​300​ ​CP​ ​for​ ​Eldar​ ​Omnissiah​ ​or​ ​Solitaire Free​ ​for​ ​Solitaire​ ​Phoenix​ ​Lord​ ​with​ ​the​ ​Death​ ​to​ ​Slaanesh​ ​Scenario Like the Omnicopaeia, but containing the Eldar Technological foundation… more tech, less well organized. It’s the complete Eldar tech record, but it isn’t in STC format designed to be used by primitives. It will take study. This includes everything the Eldar have ever known how to make, from the lowliest spiritknife to the Craftworlds and Croneswords. If you have this and Craftworld Jum’par, you gain a copy of the entire , the repository of all

Eldar Knowledge. If you got this free, this isn’t a copy of the Black Library… this is actually the Black​ ​Library​ ​Craftworld​ ​itself.​ ​Cegorach​ ​might​ ​even​ ​drop​ ​by​ ​for​ ​tea​ ​and​ ​comedy.

The​ ​Pharos​ ​[???] an​ ​artificial​ ​Astronomican​ ​of​ ​Xenos​ ​Make

The​ ​Anathame:​ ​a​ ​really​ ​evil​ ​knife

Uncorrupted​ ​Raptor​ ​Formula

Furious​ ​Abyss​ ​IV

Skitarii Conversion system: The Skitarii are the cyborg armies of the Adeptus mechanicus http://wh40k.lexicanum.com/wiki/Skitarii

Labryk​ ​Polaris

[Very​ ​Optional​ ​Scenario]​ ​Father​ ​of​ ​the​ ​Millennium​ ​Scenario You are the God Emperor of Mankind…’s Shrink. You must find a way to convince him to be a better​ ​parent,​ ​and​ ​convince​ ​all​ ​21​ ​Primarchs​ ​not​ ​to​ ​be​ ​raging​ ​lunatics.

​ ​[Super​ ​Secret​ ​Insane​ ​Scenario]​ ​THE​ ​MAN,​ ​THE​ ​,​ ​THE​ ​LEGEND…​ ​The​ ​Elf? This​ ​is​ ​a​ ​giant​ ​freaking​ ​jump.​ ​As​ ​I​ ​write​ ​this,​ ​it’s​ ​about​ ​1/3rd​ ​of​ ​the​ ​way​ ​done​ ​and​ ​it’s​ ​already​ ​50 pages.​ ​I​ ​could​ ​very​ ​well​ ​have​ ​broken​ ​it​ ​into​ ​three​ ​or​ ​four​ ​jumps,​ ​but​ ​each​ ​one​ ​would​ ​feel​ ​like​ ​it was​ ​missing​ ​something,​ ​and​ ​each​ ​of​ ​them​ ​would​ ​cover​ ​the​ ​same​ ​slice​ ​of​ ​time.​ ​And​ ​so,​ ​this scenario​ ​exists.​ ​Or​ ​rather,​ ​this​ ​meta-scenario​ ​exists.​ ​This​ ​is​ ​actually​ ​four​ ​scenarios;​ ​Only​ ​War, The​ ​Pious​ ​One,​ ​Down​ ​With​ ​Slaanesh,​ ​and​ ​Man​ ​of​ ​the​ ​Hour.​ ​It​ ​cannot​ ​be​ ​combined​ ​with​ ​My​ ​21 Sons.​ ​I​ ​haven’t​ ​decided​ ​about​ ​Father​ ​of​ ​the​ ​Millennium​ ​yet.

Of​ ​course,​ ​I​ ​hear​ ​you​ ​saying​ ​“but​ ​there​ ​is​ ​no​ ​Man​ ​of​ ​the​ ​Hour​ ​Scenario,​ ​and​ ​the​ ​other​ ​three​ ​are kinda​ ​mutually​ ​exclusive”​ ​and​ ​you’d​ ​be​ ​right.​ ​So​ ​here’s​ ​what​ ​happens.​ ​As​ ​you​ ​enter​ ​this​ ​world you​ ​are​ ​split​ ​into​ ​four​ ​different​ ​Jumpers.​ ​Each​ ​perk​ ​you​ ​have,​ ​each​ ​item,​ ​each​ ​companion,​ ​is split​ ​across​ ​those​ ​four​ ​however​ ​you​ ​see​ ​fit.​ ​You​ ​will​ ​not​ ​remember​ ​that​ ​you’re​ ​missing anything.​ ​Each​ ​of​ ​those​ ​four​ ​jumpers​ ​will​ ​take​ ​on​ ​one​ ​of​ ​the​ ​Scenarios…​ ​in​ ​the​ ​same​ ​communal setting.​ ​None​ ​of​ ​those​ ​four​ ​jumpers​ ​will​ ​be​ ​aware​ ​of​ ​this​ ​scenario,​ ​or​ ​the​ ​existence​ ​of​ ​the others,​ ​nor​ ​can​ ​they​ ​become​ ​aware​ ​of​ ​it​ ​or​ ​the​ ​fact​ ​that​ ​they​ ​are​ ​jumpers/the​ ​same​ ​being.​ ​Each must​ ​complete​ ​their​ ​scenario.​ ​A​ ​failure​ ​in​ ​any​ ​of​ ​those​ ​scenarios​ ​(besides​ ​The​ ​Pious​ ​One)​ ​results in​ ​chain​ ​failure.​ ​Each​ ​of​ ​them​ ​makes​ ​a​ ​build​ ​from​ ​this​ ​jump,​ ​completely​ ​independent​ ​of​ ​each other.​ ​Purchases​ ​can​ ​be​ ​duplicated,​ ​but​ ​once​ ​you​ ​recombine,​ ​duplicated​ ​purchases​ ​are​ ​not combined​ ​unless​ ​it​ ​is​ ​an​ ​item​ ​(not​ ​a​ ​perk)​ ​that​ ​can​ ​be​ ​bought​ ​multiple​ ​times.

So,​ ​what​ ​is​ ​the​ ​prize​ ​of​ ​this​ ​feat?​ ​Well,​ ​each​ ​of​ ​you​ ​(besides​ ​The​ ​Pious​ ​One)​ ​gets​ ​1000​ ​CP​ ​and​ ​can take​ ​up​ ​to​ ​1200​ ​CP​ ​of​ ​Drawbacks.​ ​The​ ​Pious​ ​One​ ​gets​ ​no​ ​CP​ ​and​ ​no​ ​Drawbacks​ ​to​ ​start​ ​with, but​ ​if​ ​(once)​ ​they​ ​complete​ ​their​ ​task,​ ​they​ ​don’t​ ​rejoin​ ​your​ ​collective​ ​whole​ ​as​ ​the​ ​other​ ​three do.​ ​Instead,​ ​they​ ​become​ ​a​ ​companion​ ​with​ ​2400​ ​CP​ ​to​ ​spend​ ​in​ ​this​ ​jump​ ​(discounts​ ​apply, nothing​ ​that​ ​can’t​ ​be​ ​bought​ ​by​ ​a​ ​companion​ ​can​ ​be​ ​bought​ ​by​ ​them).​ ​Both​ ​you​ ​and​ ​they​ ​get​ ​the Living​ ​Saint​ ​perk.​ ​If​ ​you​ ​don’t​ ​want​ ​them​ ​as​ ​a​ ​companion,​ ​you​ ​can​ ​take​ ​any​ ​one​ ​perk​ ​from​ ​this jump​ ​for​ ​free​ ​instead​ ​of​ ​them,​ ​you​ ​heartless​ ​bastard.​ ​Either​ ​way,​ ​you​ ​get​ ​all​ ​the​ ​Pious​ ​One’s memories.​ ​If​ ​they​ ​failed,​ ​you​ ​get​ ​nothing​ ​from​ ​them.

Your​ ​companions​ ​would​ ​normally​ ​be​ ​entitled​ ​to​ ​group​ ​imports​ ​as​ ​Exarchs,​ ​Cabalites,​ ​and​ ​Space Marines.​ ​Each​ ​Companion​ ​assigned​ ​to​ ​one​ ​of​ ​those​ ​groups​ ​(you​ ​won’t​ ​be​ ​assigning​ ​companions or​ ​perks​ ​or​ ​equipment​ ​to​ ​the​ ​Pious,​ ​as​ ​there​ ​wouldn’t​ ​be​ ​any​ ​point…​ ​I​ ​assume),​ ​will​ ​gain​ ​only the​ ​resources​ ​in​ ​they​ ​are​ ​entitled​ ​to​ ​from​ ​the​ ​version​ ​of​ ​you​ ​they​ ​accompanied…​ ​but​ ​will,​ ​after the​ ​jump​ ​ends,​ ​gain​ ​access​ ​to​ ​the​ ​other​ ​two​ ​paths,​ ​as​ ​well​ ​as​ ​the​ ​memories​ ​of​ ​being​ ​one​ ​of​ ​the

people​ ​who​ ​were​ ​also​ ​there.​ ​Essentially,​ ​Companion​ ​X​ ​is​ ​assigned​ ​to​ ​the​ ​Exarch​ ​Path​ ​and​ ​gets​ ​a bunch​ ​of​ ​Space​ ​Elfy​ ​coolness.​ ​Once​ ​all​ ​three/four​ ​legs​ ​of​ ​this​ ​splitting​ ​are​ ​over,​ ​she​ ​will​ ​gain​ ​the memories​ ​of​ ​Space​ ​Marine​ ​Captain​ ​#13​ ​who​ ​was​ ​her​ ​all​ ​along,​ ​only​ ​you​ ​and​ ​she​ ​didn’t​ ​realize​ ​it and​ ​she​ ​didn’t​ ​have​ ​any​ ​out​ ​of​ ​jump​ ​memories​ ​or​ ​abilities​ ​or​ ​gear.​ ​Ditto​ ​Cabalite​ ​#13

As​ ​for​ ​Man​ ​of​ ​the​ ​Hour…​ ​that’s​ ​the​ ​Omnissiah​ ​Scenario​ ​below.

Omnissiah​ ​[2000] Emperor? What Emperor. You’re the Emperor now, punk. That’s right. The Emperor of Mankind has a name, and it’s yours. You will remember this fact as soon as you come face to face with Horus. To qualify for this, you must already be capable of psychic feats that would place you as an Alpha Plus Psyker, either by buying it here or from other jumps. So? What do you get for your 2000 CP? Well, that other idiot isn’t around and you get all of his toys. All of them. Command of the Empire of Mankind. The undying loyalty of billions. Ownership of Terra and Luna, partial ownership of Mars… twenty-one sons who might or might not betray you. A galaxy that contains Necrons, Orks, Tau (eventually), Tyranids (eventually), Eldar… and Chaos. You get the battlefleets and all that. You are the man (or woman) with a plan… aren’t you? Didn’t you take this because you thought you could do a better job? To help you pay for this, you do have to take Eye of Chaos for +1200 since the Big Four Know you’re after them but it​ ​doesn’t​ ​count​ ​against​ ​your​ ​Drawback​ ​Total.

​ ​[Optional​ ​Omnissiah​ ​Scenario]​ ​The​ ​Man​ ​of​ ​the​ ​Hour You did think you could do a better job, right? Well… now you can try. If you’re the Omnissiah, you may take this Scenario. The rules are very simple. You have to Win. You have to defeat or recruit and unite all the factions of this galaxy into a peaceful, non- whole. You have 12,000 years. For taking this scenario, you get a boost to Alpha Plus Plus Plus, the Perpetual Revival Perk (weak against Fulgurite and Warp Relics), the Sensei’s Gift Perk, the Navigator’s Eye perk, the Brilliance & Genius Perk, your choice of any one Psychic Specialization, Sovereign Charisma, Sovereign Warcraft, Sovereign Technologist, and a body the match of a Primarch. You not only start with the Primarch Project Notes, but you understand them because​ ​you​ ​wrote​ ​them.​ ​You​ ​don’t​ ​get​ ​the​ ​Primaris​ ​Marine​ ​Notes​ ​until​ ​you​ ​win.

What​ ​you​ ​pay​ ​for​ ​this​ ​(in​ ​addition​ ​to​ ​the​ ​2000​ ​CP)​ ​is​ ​heavy.​ ​Pick​ ​two​ ​of​ ​these. 1) You forfeit all foreknowledge of the Warhammer Verse’s future except what an Alpha Plus Precog could reasonably know and it’s past except for what the Emperor could reasonably​ ​have​ ​known. 2) You forfeit all powers and abilities and technology that the Emperor could not possibly have access to. This includes all things tied to altforms pretty much automatically, unless​ ​those​ ​altforms​ ​are​ ​human.

3) You begin after being interred on the Golden Throne following the end of the Canon events of the Heresy, gravely wounded and seriously depleted. It is the year 001.M41. Your recovery will be lengthy and onerous and you will be vulnerable for a while… you only​ ​have​ ​2,000​ ​years. 4) Instead of being a titanic and glorious man-beast example of humanity, you are Papa Smurf (cause of the Ultramarines, get it?). You will spend the entire time you’re here being a 3 apple tall blue dude and cannot use illusions or shapeshifting to make you seem like anything other than a 3 apple tall blue dude. You have the proportional strength of a 3 apple tall blue dude. If combined with #3, you weren’t originally a smurf and​ ​will​ ​have​ ​to​ ​convince​ ​people​ ​that​ ​you’re​ ​the​ ​Emperor​ ​reborn.

Your​ ​Prize​ ​depends​ ​on​ ​which​ ​drawbacks​ ​you​ ​picked. 1 & 2) you get the entire Warhammer 40K galaxy as an Immaterium in any of your future jumps in whatever​ ​state​ ​you​ ​left​ ​it​ ​in​ ​last.​ ​This​ ​version​ ​has​ ​a​ ​clean​ ​copy​ ​of​ ​the​ ​Immaterium. 1 & 3) You get the Warhammer 40K galaxy (or what’s left of it) as a Parallel reality in any of your future Jumps,​ ​complete​ ​with​ ​whatever’s​ ​left​ ​of​ ​The​ ​Warp​ ​as​ ​an​ ​Immaterium​ ​between​ ​them. 1 & 4) You get the Smurfhammer 40K Galaxy connected to your warehouse. Everything is scaled to being smurfs, but still super serious and grimdark. Can be the Carehammer 40K universe you if took that​ ​drawback. 2 & 3) You get Holy Terra, Luna, Mars, all remaining Primarchs, and their Legions and Battlefleets to follow​ ​you​ ​across​ ​time​ ​and​ ​space. 2 & 4) You get to be Emperor wherever you go from now on. Whatever your starting location, you’re the Emperor. If there already is an Emperor, you’re his dad. If it’s not an empire, it’s declared an Empire and you’re the Emperor. You can turn people into Adeptus Astartes by looking at them and thinking hard​ ​for​ ​7​ ​seconds. 3​ ​&​ ​4)​ ​You​ ​get​ ​your​ ​spark.​ ​Bugger​ ​off,​ ​you​ ​crazy​ ​lunatic.

++DRAWBACKS++ [DB] Drawback​ ​Limit​ ​of​ ​1600

Alpha​ ​Civ​ ​[0] Have​ ​you​ ​spent​ ​any​ ​time​ ​building​ ​your​ ​own​ ​early​ ​CIVILIZATION?​ ​Maybe​ ​colonized​ ​ALPHA CENTAURI?​ ​If​ ​you​ ​have​ ​and​ ​would​ ​like​ ​to​ ​have​ ​your​ ​culture​ ​have​ ​been​ ​destroyed​ ​by​ ​the​ ​Dark Ages​ ​of​ ​Technology​ ​and​ ​the​ ​Age​ ​of​ ​Strife,​ ​you​ ​may​ ​connect​ ​those​ ​timelines,​ ​provided​ ​they ended​ ​no​ ​later​ ​than​ ​000.M10.​ ​Why,​ ​yes,​ ​30,000​ ​years​ ​is​ ​a​ ​fucking​ ​long​ ​time.

The​ ​Full​ ​Monty​ ​Python​ ​[0] Now, clearly, since you’re going to be living through the period of time when there were actually 19… 18… 17… 18 Primarchs (i.e. some of the period between 840.M30 and 981.M30) your version of the Warhammer 30K universe is going to need to know who those Primarchs were and what happened to them. All that’s known is that one was killed by Leman Russ and one had a seriously flawed Geneseed. That’s it. So, feel free to be creative with their Legions and the Primarchs themselves. I recommend making Carmin Sandiego of the Monumentals one and Lex Luthor of the Overmen the other… but really, it could be Biggus Dickus of the New Terra Praetorians​ ​and​ ​Hugus​ ​Maximar​ ​of​ ​the​ ​Eternal​ ​Vigilance.

Just​ ​the​ ​War,​ ​Thanks​ ​[0] You just want to be here for the good stuff, huh? Well, lucky for you that’s an option. You’ll now be here for just the 10 years between 005.M31 and 014.M31, the canonical length of the Horus Heresy. This means you begin one month to the day before the Battle of Isstvan III (significantly before the Dropsite Massacre on Isstvan V), but with much less time to shape events. Those who would have fallen to Chaos already have and Magnus has already been an idiot.

Carehammer!​ ​[0] All Space Marines and Primarchs have been replaced with 8-10 foot tall Carebears and Carebear Cousins. They wear their symbols on their armored tummies and attack by yelling their warcries…​ ​Nothing​ ​else​ ​changes.​ ​Except​ ​that​ ​the​ ​Emperor​ ​of​ ​Mankind​ ​is​ ​Theodore​ ​Roosevelt.

Companion​ ​Chaos​ ​[+50​ ​per​ ​Companion,​ ​up​ ​to​ ​400​ ​for​ ​all​ ​of​ ​them] Now, normally, your companions would be as vulnerable to the machinations of chaos as anyone else (give or take a few perks).. But now, all those protections they might have lapse and you have forgotten that this is a possibility… and so have they. You cannot choose to exclude companions​ ​from​ ​this​ ​if​ ​you​ ​take​ ​it,​ ​it’s​ ​all​ ​or​ ​nothing.

Eye​ ​of​ ​Chaos​ ​[Variable,​ ​up​ ​to​ ​+1200​ ​for​ ​all​ ​of​ ​them] You have managed to attract the attention of one of the Chaos Gods. Which is up to you. For +100 it is one of the lesser ones, such as Necoho or Malal. For +200, it is Gork & Mork and yes, Orks will be in your future. For +300 it is Khorne or Nurgle or Slaanesh. For +400 it is Tzeentch. If you took a scenario which already brings you to their attention, you may not take this. You may take this multiple times otherwise. While these Gods do not have full knowledge of your abilities, they are generally aware of how powerful you are and in what general way you use that power. They will be very very interested in fucking with you… if you take Slaanesh, that is literal, and they will not pull their punches. Expect a lot of daemons, cultists, and​ ​other​ ​bits​ ​of​ ​Chaos.

Lion​ ​Bastard​ ​[+100] Like Lion, trust is a luxury you can no longer allow yourself. Having been betrayed by someone close to you, you now find that you trust no one completely and hoard secrets like they’re going out​ ​of​ ​style.

You​ ​have​ ​to​ ​be​ ​God!​ ​I​ ​Believe​ ​in​ ​YOU!​ ​[+100] Like Lorgar, you are absolutely convinced that the Emperor is GOD. Not a god. GOD! You are fanatically​ ​loyal​ ​to​ ​him.

No​ ​Heart​ ​For​ ​Battle​ ​[+300] No Primarch was less a warrior than Lorgar, who was not only too soft-hearted to be an effective military commander, he was too much of a proselytizer to be an effective conqueror. A born psyker, he was overmatched by his own second for most of his pre-heresy life simply because he lacked the will to fight against anyone besides those he viewed as heathens. He was scorned almost entirely by his brothers, who recognized in him this weakness. And now you have it too. You will only fight when you absolutely must and only as long as absolutely necessary.​ ​You​ ​will​ ​never​ ​instigate​ ​battle​ ​unless​ ​order​ ​to​ ​by​ ​someone​ ​you​ ​have​ ​to​ ​obey.

Red​ ​Right​ ​Brain​ ​[+100] Like Magnus, you are clearly far smarter than everyone around you. All the time. Forever. Anyone who appears to be nearly as smart as you is clearly wrong if they disagree with you. If they agree with you, then they are wise and intelligent. You have a hard time resisting the urge to​ ​tell​ ​people​ ​off​ ​for​ ​being​ ​small-minded​ ​cretins.

Daemon​ ​Inside​ ​[+300] Fulgrim alone seems to have been without notable flaws… before he got his hands on a cursed sword that contained a Daemon that warped his sensibilities, pushing the somewhat

perfectionistic Primarch into crushing doubt, crippling depression, and homicidal paranoia. Perhaps all those things were there all along, just under control until the daemon came into the picture… or at least that’s the hope. Whatever personality flaws you have will be augmented, pushed at, constantly pressuring your behaviour. Is it some outside force that’s pushing you towards madness, or is it merely some internal mechanism going out of whack? You’ll never know,​ ​but​ ​whatever​ ​it​ ​is,​ ​it’s​ ​only​ ​going​ ​to​ ​get​ ​stronger​ ​as​ ​time​ ​goes​ ​by.

Sundae​ ​Bloody​ ​Sundae​ ​[+100] Like Sanguinius… you’re a vampire. No fangs of course, but sometimes you just need to drink a little​ ​blood…​ ​or,​ ​you​ ​know,​ ​rip​ ​an​ ​enemy​ ​apart​ ​and​ ​bathe​ ​in​ ​their​ ​bleeding​ ​viscera.​ ​Whatever.

Compassion​ ​for​ ​the​ ​Enemy​ ​[+200] Sanguinius died at the hands of Horus, or will do so if things remain unchanged. However, the reason he failed to kill his traitorous brother was not the lack of skill, but rather a lack of will. At the last moment, his compassion for his former friend, for his comrade in arms… stayed his hand. You too feel the need to try and recover those who have fallen to darkness… even if doing​ ​so​ ​places​ ​you​ ​in​ ​mortal​ ​danger.

Always​ ​Second​ ​Best​ ​[+200] Perturabo’s defining flaw is that he always felt like he wasn’t recognized for his own greatness. Constantly overshadowed by Dorn the Builder, Perturabo (who felt he was Dorn’s equal in architectural skill) was constantly placed in a position where he could only destroy. This is not your hang up, of course… but yours is similar. You will always feel that others are getting the praise you should be getting, the assignments you were more qualified for, the recognition that should be yours. No matter how good you are, others will be perceived as better than you. And you​ ​will​ ​be​ ​unable​ ​to​ ​come​ ​to​ ​terms​ ​with​ ​that.

Angron’s​ ​Rage​ ​[+500] You HAET EVERYTHING! Everything. Everyone. Yourself included. You have a very hard time caring if you live or die, and smashing through the enemy is one of the few things that bring you any joy in life. You aren’t quite the pure psychopath that Angron was… but that’s only because you don’t have actual nails in your brain that are slowly killing you. For another +300 CP you have the Butcher’s Nails in your brain and they are, in fact, slowly killing you. You might last 200 years (8 if you took Just the War, Thanks) if nothing is done… and removing​ ​the​ ​Nails​ ​isn’t​ ​an​ ​option.​ ​If​ ​the​ ​Emperor​ ​couldn’t​ ​figure​ ​out​ ​how,​ ​you’re​ ​not​ ​either.

Horus’s​ ​?

Ferrus’s​ ​?

Codex​ ​Compliant​ ​[+200] Like Roboute, there is a book. You wrote it. You don’t just follow it, you live it. Every moment of​ ​every​ ​day.​ ​You​ ​must​ ​be​ ​perfect​ ​at​ ​all​ ​times.

Big​ ​Yellow​ ​Centurion​ ​[+200] Like Dorn, You have all the subtlety of a brick. Metaphor and humor fly right over your damn head and if something isn’t utilitarian you don’t have any patience for it. Also, you’re a screaming​ ​masochist​ ​who​ ​believes​ ​pain​ ​helps​ ​him​ ​focus.

Vulkan

All​ ​My​ ​Angst​ ​[] Like​ ​Corvus,​ ​you​ ​are​ ​consumed​ ​with​ ​sadness​ ​and​ ​emotion

Feel​ ​My​ ​PAIN!​ ​[+200] Like Konrad, you are the edgiest edgelord who ever edged and everyone must suffer as you have suffered… You are a giant sadist, but a secretive, sneaky, homicidal one. You may increase this to +300 if you also have a split personality and the second personality has a really edgey name.

Prophetic​ ​Visions​ ​[+300] Konrad holds the distinction of being the only Primarch to fall to someone other than another Primarch or the Emperor. Granted Konrad put up pretty much no fight, but still… Of course, the reason for this is the reason Konrad fell to Heresy in the first place. Easily the most paranoid of his siblings, Konrad was plagued by visions of his own death, a death his visions showed was ordered by the Emperor. Of course, in trying to avoid his fate, he brought it about, and that realization is why he allowed M’Shen to finish the job. You too will be plagued with out of context Prophetic Visions, ones you cannot know if they are avoidable or what must be. One of them will be of your own death. Even if you are unpredictable to others, you will still get​ ​these​ ​visions​ ​and​ ​they​ ​will​ ​gnaw​ ​at​ ​your​ ​sanity.

Are​ ​you​ ​on​ ​Speed?​ ​[+100] As we all know, the problem with Jaghatai Khan was that he was a speed freak. Now, so are you.​ ​If​ ​you’re​ ​going​ ​less​ ​than​ ​50mph,​ ​you’re​ ​standing​ ​still!​ ​(warning,​ ​hyperbole).

The​ ​Khan’s​ ​Debate​ ​[+200] While parody may claim that Jaghatai was all about speed and nothing but, the truth is far more damning. He was indecisive, unwilling or unable to commit fully unless absolutely forced

to. Speed and hit and run tactics were his way of keeping distance. So powerful was this inability to pick that it both damned and saved the Imperium. The Khan’s failure to stand with Sanguinius and Magnus at the Council of Nikaea doomed the cause of Psykers, for no warrior-Primarch stood beside two sorceror-Primarchs to argue for the use of Psykers. And then, Jaghatai was the last Primarch to choose a side… not even the forces of Chaos had known which way he might have gone. You too will be faced with this internal debate, an inability to engage​ ​without​ ​leaving​ ​yourself​ ​a​ ​way​ ​out,​ ​hesitation​ ​that​ ​might​ ​doom​ ​a​ ​galaxy.

*Mortarion’s​ ​?

A​ ​Little​ ​Heavy​ ​on​ ​the​ ​Symbolism​ ​there,​ ​Buddy?​ ​[] Like Leman Russ, you’re… umm… shall we say a little… errr… see… there’s an animal type you really really like… and well… everything you do or make or name is going to be linked to that animal type in some fairly unsubtle way. And you’re going to either dress like that animal, dress in parts of that animal, or adorn your clothing with images of that animal… possibly all three​ ​at​ ​the​ ​same​ ​time.

I​ ​Am​ ​Alpharius​ ​[+100] You are secretly Alpharius… or at least you’re pretty sure you are. This has absolutely no effect on your build, but you can never be sure you’re not, secretly, Alpharius… it will keep you up at night.

I’m​ ​Jumper​ ​[+100] Other​ ​people​ ​keep​ ​claiming​ ​to​ ​be​ ​you!​ ​All​ ​the​ ​damned​ ​time…​ ​what​ ​if​ ​they’re​ ​right?

We​ ​am​ ​Legion​ ​[+100] Other people who look just like you seem to always appear wherever you are and people seem to​ ​assume​ ​they’re​ ​you​ ​until​ ​they​ ​realize,​ ​oh…​ ​wait.

Omega​ ​Solution​ ​[+100] Everyone thinks you’re secretly Alpharius. If you take this with I Am Alpharius… they’re on to you!

The​ ​Other​ ​Other​ ​Twin​ ​[+200] You are now the twin of your least favorite Primarch… even if there is no way that could possibly make sense. Like you could be an Eldar Phoenix Lord and still be Angron’s twin. (be honest, it’s either Angron, Mortarion, or Leman, it’s always one of those three dinks). You look like them, have a psychic link with them that causes you pain when they feel pain and makes you angry when they’re angry and if they die you die. Don’t pick Sanguinius or Horus… aw,

who are we kidding, Hawk Boy and The Warmaster aren’t anyone’s least favorite Primarch. Oh,​ ​you​ ​know​ ​what​ ​they’re​ ​thinking​ ​and​ ​they​ ​know​ ​what​ ​you’re​ ​thinking.​ ​It’s​ ​a​ ​twin​ ​thing.

Bad​ ​Parenting​ ​[+200] As a leader of Men, you may be golden… but as a parent (or, really, any member of a family-like structure)... you suck. You absolutely blow. You treat those who care about you as if their emotions, wants, and desires are unimportant or a nuisance, are hypercritical of anything they do to please you, and routinely forget to show them the slightest bit of praise… except when doing​ ​so​ ​would​ ​serve​ ​to​ ​anger​ ​a​ ​totally​ ​different​ ​member​ ​of​ ​said​ ​group.

Leman​ ​Russ’s​ ​Fever​ ​Dreams​ ​[+200] The entirety of the human race has been replaced with anthropomorphic wolves and the eldar race with anthro foxes. Ogryns with anthro bears, ratlings with anthro corgis, and squats with anthro pugs or bulldogs. The Space Wolves have been renamed the Space Apes and have an Ape Fetish like you wouldn’t​ ​believe.​ ​Otherwise,​ ​everything​ ​is​ ​the​ ​same.​ ​Wolf.​ ​Wolfwolfwolf.​ ​Wolfwolf,​ ​Wolfwolf,​ ​Wolf.

Eversor​ ​[+100​ ​or​ ​+1000] The​ ​cost​ ​of​ ​Eversor​ ​Assassin​ ​Training​ ​has​ ​been​ ​deducted​ ​from​ ​the​ ​value​ ​of​ ​this​ ​drawback You have been chosen to serve the Emperor as an Eversor Assassin. Whenever you are not on mission, you will be kept in cryosleep. This is a good thing, for you, and for the universe at large. Eversor are not so much people, or assassins, as walking cyclones of death and explosions. With your body pumped full of all the combat drugs ever, then augmented with archeotech cybernetics, you’ve been strapped into power armor, equipped with many weapons, and pointed at the enemies of mankind and told to kill. And kill you will. An Eversor makes up for its utter lack of stealth skills by killing everyone who was there to witness the event. 100 Eversors took down 1000+ Space Marines once. They are seriously bad juju. And thanks to the Terminus Gland, which turns the Eversor’s blood acidic and combustible, they explode when they die. For the entire duration of the jump, you will be either a comatose meat-popsicle or a psychotically enraged drug fueled killing machine sent to deal with Humanity’s greatest enemies. This drawback has two modes; Grimderp and Grimdark. Grimderp means you respawn each time you explode, and is worth +100 CP and a free copy of the ‘Officio Assassinorum’ Perk. Grimdark does not have that option, and is worth +1000 CP and a free copy of the ‘Officio Assassinorum’ Perk. Either way, you get Combat Drugs and Assassin Armor free.

HERESY​ ​[+1600] The Emperor is not just a jerk with a vision for humanity any more. He is every single inch as bad as the forces of Chaos claim he is. He is a brutal, homocidal, nearly omnipotent godbeing who seeks to absorb the entire warp and enslave humanity for all eternity. All Xenos, all

Impurities, all abhumans must be purged from this perfect human galaxy. Of course, the Chaos Gods are willing to help. You are now the pawn of all the Chaos Gods, who can and will give you whatever blessings they think you’ll need to bring down the Anathema… if only they could agree on anything. The Emperor is as powerful as the fanon claims he is, knows everything about everything, has everything planned, and your knowledge of canon events won’t help you because he knows them better than you do and is actively reshaping them to his own ends. You must not be Omnissiah and must side against the Imperium, though you don’t need to be on the side of Chaos. Oh, the Emperor knows you exist and he’s not happy to have an outsider fucking with his plans. You, Jumper, are the Heresy. You will be Purged (if he has anything​ ​to​ ​say​ ​about​ ​it)

++​ ​NOTES​ ​&​ ​​ ​REFERENCE​ ​++ [NR]

Beastman​ ​Note Beastmen were considered for this, then removed for spectacular lack of interest. If anyone feels like writing up a 30K / Horus Heresy Beastman Supplement that isn’t either crap or furrious​ ​(not​ ​a​ ​typo)​ ​hyperwanking,​ ​I’ll​ ​add​ ​it,​ ​but​ ​right​ ​now​ ​I’m​ ​not​ ​wasting​ ​my​ ​time​ ​or​ ​yours.

Official​ ​Timeline ● ~792.M30:​ ​The​ ​closest​ ​we​ ​have​ ​to​ ​a​ ​pinpoint​ ​for​ ​the​ ​creation​ ​of​ ​the​ ​Primarchs ● ~800.M30: Horus Lupercal, scattered to Cthonia, a planet close to the Sol system, is rediscovered by the Emperor, becoming the First Primarch and spending his formative years by the Emperor’s side. Horus and the Emperor are said to have been friends as well as​ ​battle​ ​companions. ● ~831.M30: Leman Russ discovered by the Emperor. He is the second to be found. He will be followed by either 2 or 11, then Ferrus Manus, Fulgrim, Vulkan, Rogal Dorn, and Roboute​ ​Guilliman​ ​in​ ​that​ ​order​ ​over​ ​the​ ​next​ ​9​ ​years. ● 840.M30: Magnus the Red discovered by the Emperor. He is the 9th to be found. He will be followed by (in order) Sanguinius, Lion El’Jonson, Perturabo, Mortarion, Lorgar, Jaghatai​ ​Khan,​ ​Konrad​ ​Curze,​ ​Angron,​ ​Corax,​ ​and​ ​then​ ​the​ ​remaining​ ​Lost​ ​Primarch. ● 965.M30: Destruction of either the 2nd or 11th Legion by Leman Russ & the Space Wolves ● 969.M30:​ ​Destruction​ ​of​ ​the​ ​other​ ​lost​ ​legion. ● 970.M30: The Zaramund Campaign. Lion El’Jonson exiles Luthor, sowing the seeds of The​ ​Fallen​ ​and​ ​a​ ​civil​ ​war​ ​within​ ​the​ ​Dark​ ​Angels​ ​Chapter. ● 981.M30:​ ​Alpharius​ ​Omegon,​ ​the​ ​Last​ ​Primarch,​ ​is​ ​discovered​ ​by​ ​the​ ​Emperor. ● 984.M30:​ ​Konrad​ ​Curze​ ​destroys​ ​his​ ​own​ ​homeworld,​ ​Nostramo. ● 000.M31: Ullanor Crusade, Horus Named Warmaster, Emperor goes back to Terra to work​ ​on​ ​the​ ​human​ ​Webway ● 000.M31: The Cleansing of Laeran. Fulgrim finds the Silver Blade of Laer and begins to descend​ ​into​ ​Madness. ● 001.M31: Council of Nikaea bans the use of Psychic Powers by Adeptus Astartes. This begins the fall of Mangus. Alpharius Omegon is convinced to join the Cabal to save Humanity ● 002.M31: Erebus acquires the Anathame from the Interex. It will be used to convert Horus​ ​to​ ​Chaos.​ ​(That’s​ ​right,​ ​Horus​ ​is​ ​not​ ​actually​ ​the​ ​bad​ ​guy​ ​by​ ​his​ ​own​ ​free​ ​will.) ● 003.M31: The Luna Wolves renamed the Sons of Horus and the Imperium loses contact with​ ​the​ ​Isstvan​ ​System.

● 004.M31: Magnus is an idiot. The Emperor sends Leman Russ to Prospero. Horus falls on Davin’s Moon and is resurrected by the Serpent Lodge. The Emperor is indisposed thanks to the War Within the Webway (caused by Magnus being an idiot). Horus starts a war with the Auretian Technocracy. Lorgar gets the Mechanicum to build three Furious Abyss Battleships, the biggest ever produced by Man. Horus converts Fulgrim, Mortarion, Angron, and Perturabo to Chaos… thinks he has converted Alpharius. Konrad,​ ​although​ ​a​ ​traitor,​ ​refuses​ ​to​ ​side​ ​with​ ​Chaos. ● 005.M31: End of the Great Crusade, Battle of Isstvan III, Horus declares open rebellion against the Emperor and the Sons of Horus, Emperor’s Children, World Eaters, and Death Guard purge loyalist elements of their own legions. National Garro (Death Guard Loyalist) leads the survivors of Isstvan III through the Warp to Terra aboard the Eisenstein to warn of Horus’s Treachery. The Burning of Prospero, the Breaking of Magnus. The Schism of Mars Begins. Malcador names Nathanial Garro leader of the newly​ ​formed​ ​Knights-Errant​ ​(the​ ​nascent​ ​Grey​ ​Knights) ● 006.M31: The Drop Site Massacre of Isstvan V. The Word Bearers, Alpha Legion, Night Lords, and Iron Warriors reveal their treachery and nearly obliterate the Raven Guard, Salamanders, and Iron Hands. Ferrus Manus is killed by Fulgrim and Fulgrim becomes possed by a Daemon. Vulkan is taken prisoner by Konrad Curze and Corax is rescued. Magnus​ ​joins​ ​the​ ​Traitors.​ ​Mars​ ​falls​ ​to​ ​the​ ​Dark​ ​Mechanicum. ● 007.M31: Corax arrives in the Sol system and receives new gene technology from the Emperor designed to create a melding of regular Astartes and Primarch DNA. Stronger, Faster, and Tougher than a Veteran Marine… the process is spiked with daemon blood by Alpha Legion Operatives and the results heavily mutated. Omegon steals the original formula. Word Bearers reveal their treachery to the Ultramarines, but the Furious Abyss itself is destroyed by loyalists before it can attack MaCragge. Fulgrim becomes a Daemon Prince. Jaghatai Khan, the last undeclared Primarch, declares for the Emperor at​ ​the​ ​second​ ​battle​ ​of​ ​Prospero. ● 008.M31: 8 Officio Assassinorum Agents fail to assassinate Horus. On Molech, Horus seems​ ​to​ ​gain​ ​the​ ​powers​ ​of​ ​the​ ​Emperor. ● 009.M31: Fearing that Terra has been lost, Roboute Guilliman declares Imperium Secundus, establishing the Pharos (a xenos bio-tech device) to draw loyalists to MaCragge. Sanguinius arrives on MaCragge and is declared Regent of Imperium Secundus.​ ​Vulkan​ ​recovered​ ​but​ ​insane,​ ​Konrad​ ​rampages​ ​across​ ​MaCragge. ● 010.M31:​ ​Vulkan​ ​gets​ ​better.​ ​Alpharius​ ​apparently​ ​dies​ ​in​ ​battle​ ​against​ ​Rogal​ ​Dorn. ● 011.M31: Leman Russ put into a coma following the battle of Yarant. Konrad Curze captured​ ​on​ ​MaCragge​ ​and​ ​forced​ ​to​ ​stand​ ​Trial ● 014.M31: The Siege of Terra. Sanguinius is slain by Horus. Horus is destroyed by the Emperor. The Forces of Chaos retreat to the Eye of Terror and the Great Scouring Begins.

The​ ​Primarchs,​ ​their​ ​titles,​ ​homeworlds,​ ​legion​ ​(status),​ ​and​ ​fate. ● 0. Emperor. Interred on the Golden Throne following the Horus Heresy, he is known to the forces of Chaos as the Corpse Emperor and to the forces of mankind as The God-Emperor​ ​of​ ​Mankind. ● I. Lion El’Jonson, The Lion, Homeworld Caliban, Dark Angels (Loyalist) As of 40K’s Dark​ ​Imperium,​ ​He’s​ ​asleep​ ​in​ ​stasis. ● II.​ ​The​ ​Purged.​ ​Officially​ ​deleted​ ​as​ ​of​ ​either​ ​965.M31​ ​or​ ​969.M31. ● III. Fulgrim, The Phoenician, Homeworld Chemos, Emperor’s Children (Traitor) As of 40K,​ ​he’s​ ​a​ ​Daemon​ ​Prince​ ​of​ ​Slaanesh. ● IV. Perturabo, The Lord of Iron, Homeworld Olympia, Iron Warriors (Traitor). As of 40K,​ ​he’s​ ​a​ ​Daemon​ ​Prince​ ​of​ ​Chaos​ ​Undivided. ● V. Jaghatai Khan, The Great Khan, The Warhawk, Homeworld Mundus Planus, White Scars​ ​(Loyal).​ ​As​ ​of​ ​40K,​ ​he’s​ ​still​ ​lost​ ​in​ ​the​ ​Eldar​ ​Webway ● VI. Leman Russ, The Wolf King, The Great Wolf, The Emperor’s Executioner, Homeworld Fenris, Space Wolves (Loyal). As of 40K, he’s presumed to be lost in the Eye of​ ​Terror ● VII. Rogal Dorn, The Emperor’s Champion, The Praetorian of Terra, Homeworld Inwit, Imperial Fists (Loyal). Officially, he died during or after M36 aboard the Despoiler Class Chaos​ ​Battleship​ ​“Sword​ ​of​ ​Sacrilege”. ● VIII. Konrad Curze, The Night Haunter, The Lord of the Night, Homeworld Nostramo, Night​ ​Lords​ ​(Traitor).​ ​He​ ​was​ ​assassinated​ ​by​ ​the​ ​Callidus​ ​Assassin,​ ​M’Shen. ● IX. Sanguinius, The Great Angel, Homeworld Ball, Blood Angels (Loyal). He was slain by Horus​ ​during​ ​the​ ​Horus​ ​Heresy. ● X. Ferrus Manus, The Gorgon, Homeworld Medusa, Iron Hands (Loyal). He was slain by Fulgrim​ ​during​ ​the​ ​Horus​ ​Heresy. ● XI.​ ​The​ ​Forgotten.​ ​Officially​ ​deleted​ ​as​ ​of​ ​either​ ​965.M31​ ​or​ ​969.M31. ● XII. Angron, The Red Angel, The Lord of the Red Sands, Homeworld Nuceria, World Eaters,​ ​(Traitor).​ ​He​ ​has​ ​become​ ​a​ ​Daemon​ ​Prince​ ​of​ ​Khorne. ● XIII. Roboute Guilliman, The Battle King, The Avenging Son, Homeworld Macragge, Ultramarines (Loyal). As of Dark Imperium, he is the de facto Emperor of the Imperium after​ ​having​ ​been​ ​in​ ​stasis​ ​for​ ​11,000​ ​years. ● XIV. Mortarion, The Death Lord, Homeworld Barbarus, Death Guard (Traitor). He has become​ ​a​ ​Daemon​ ​Prince​ ​of​ ​Nurgle. ● XV. Magnus the Red, The Crimson King, The Red Cyclops, Homeworld Prospero, Thousand​ ​Sons​ ​(Traitor).​ ​He​ ​has​ ​become​ ​a​ ​Daemon​ ​Prince​ ​of​ ​Tzeentch.

● XVI. Horus Lupercal, The Warmaster, The First Primarch, Homeworld Cthonia, Luna Wolves / Sons of Horus (Traitor). His soul was destroyed by the Emperor at the end of the​ ​Horus​ ​Heresy. ● XVII. Lorgar Aurelian, The Urizen, The Golden One, Homeworld Colchis, Word Bearers​ ​(Traitor).​ ​He​ ​has​ ​become​ ​a​ ​Daemon​ ​Prince​ ​of​ ​Chaos​ ​Undivided. ● XVIII. Vulkan, The Lord of Drakes, Homeworld Nocturne, Salamanders (Loyal). He disappeared​ ​during​ ​the​ ​War​ ​of​ ​the​ ​Beast​ ​in​ ​546.M32. ● XIX. Corvus Corax, The Raven-Lord, Homeworld Deliverance, Raven Guard (Loyal). Vanished​ ​into​ ​the​ ​Eye​ ​of​ ​Terror​ ​not​ ​long​ ​after​ ​the​ ​Horus​ ​Heresy​ ​ended. ● XX. Alpharius, The Last Primarch, The Lord of Serpents, Homeworld Unknown, Alpha Legion (Traitor). Apparently dead at the hands of Roboute Guilliman during the Horus Heresy. ● XXI. Omegon, Alpharius’s Shadow. May have been slain by Roboute Guilliman following​ ​the​ ​Horus​ ​Heresy.

Notable​ ​Remembrancers

Serena d'Angelus - Painter who served with the Emperor's Children Legion in the 28th Expeditionary Fleet. Considered to be one of the most talented painters in the Imperium, Serena chose to join the Remembrancers due to a feeling of artistic stagnation in her success on Terra. Although her works were lauded by most critics, Serena was often prone to self-mutilative "cutting" due to a deep-rooted (and utterly unfounded) fear that her paintings would be viewed as inadequate and without merit. Serena was exposed to the Chaotic taint of Slaanesh when she visited the surface of the world of Laeran with many of her fellow Remembrancers. The Chaotic corruption took root in her and she soon began to resort to foul incidents of brutal murder so that she could produce Chaotically-tainted paintings using the blood and other bodily fluids of her victims. One of these paintings, a garish horror that was intended to be a likeness of Fulgrim, ultimately became the resting place for the Greater Daemon of Slaanesh that inhabited Fulgrim's Daemon Sword, and later for the soul of Fulgrim himself after he was tricked into allowing the daemon to possess his body. Like all those corrupted by Slaanesh, she was overcome by the need to seek constant stimulation through the pursuit of ever more extreme and perverse experiences. Yet Serena gradually fought the corruption and came to her senses by seeking out Ostian Delafour for help, with whom she had shared a romantic connection before her exposure to Slaanesh's power. Sadly, Ostian had already been murdered in his studio by the Primarch Fulgrim for creating a sculpture of the Emperor that had angered him. Overcome by her guilt and sadness at the death of the man who had loved her and tried to rescue her from the grasp of Chaos, Serena committed suicide by impaling herself on the same sword that had taken Ostian's life and was still imbedded, along

with​ ​Ostian's​ ​body,​ ​in​ ​the​ ​remains​ ​of​ ​the​ ​statue​ ​of​ ​the​ ​Emperor​ ​he​ ​had​ ​so​ ​perfectly​ ​crafted.

Ostian Delafour - Sculptor who served with the Emperor's Children Legion in the 28th Expeditionary Fleet. Delafour was a sculptor of immense renown from Terra whose sculptures were so exquisite that he had been patronised by the Emperor and soon came to the attention of the Primarch Fulgrim. Delafour ran afoul of the composer Bequa Kynska, who also accompanied the 28th Expeditionary Fleet, when he refused her attempts at seduction because of his love for the painter Serena d'Angelus, who was also a Remembrancer of the 28th Expeditionary Fleet. Kynska retaliated by preventing Delafour from traveling to the surface of the world of Laeran where he was ironically spared from being exposed to the Chaotic corruption unleashed in the rest of the Legion by their exposure to the Temple of Slaanesh in the Laer species' capital. Delafour fell from Fulgrim's favour after he critiqued Fulgrim's own attempts at the sculptor's art, finding them so perfectly flawless that they lacked the imperfections that gave great art its soul and character. As the Emperor's Children fell to the corruption of Slaanesh after conquering the Chaotic world of Laeran, Delafour remained isolated in his studio, creating an extraordinary statue of the Emperor of Mankind that was perhaps his greatest work. When Fulgrim entered the studio and saw the statue, he was deeply angered by both the greatness of Delafour's work that he could not match and by the heroic image of the Emperor he believed had betrayed him and his brothers. Fulgrim slew Delafour by driving his sword through both the statue and the sculptor's body even as he defaced the statue of​ ​the​ ​father​ ​he​ ​intended​ ​to​ ​betray.

Kallista - Historiographer (Historian), who was also a powerful psyker with the ability to read the memories and emotions associated with any object. Eris was also gifted with powerful precognitive visions. She was assigned to record the deeds of the Thousand Sons Legion on their homeworld of Prospero but was ultimately consumed and torn apart by the power of the Warp when the Thousand Sons used her abilities to foresee the coming assault on Prospero by the Space Wolves Legion of Leman Russ, long the bitter rival of the Thousand Sons and their Primarch​ ​Magnus​ ​the​ ​Red. http://wh40k.lexicanum.com/wiki/The_Horus_Heresy_(Game) http://wh40k.lexicanum.com/wiki/The_Horus_Heresy:_Betrayal_at_Calth http://wh40k.lexicanum.com/wiki/Horus_Heresy http://wh40k.lexicanum.com/wiki/Horus_Heresy_(game_system) http://wh40k.lexicanum.com/wiki/Horus_Heresy_(Board_Game) http://wh40k.lexicanum.com/wiki/Horus_Heresy_Series http://wh40k.lexicanum.com/wiki/Horus_Heresy_Timeline

1.​ ​Lion​ ​-​ ​Sovereign​ ​Beast​ ​Slayer,​ ​Manifest​ ​Valor,​ ​Manifest​ ​Tactician​ ​(Second​ ​Best​ ​General) 2.​ ​​Big​ ​Daddy​​ ​(The​ ​Emperor’s​ ​Virility)​ ​Purged 3.​ ​Fulgrim​ ​-​ ​Sovereign​ ​Artist,​ ​Manifest​ ​Craftsman, 4.​ ​​Perturabo​ -​​​ ​Sovereign​ ​Scholar,​ ​Manifest​ ​Architect,​ ​Manifest​ ​Destroyer 5.​ ​Jaghatai​ ​-​ ​Sovereign​ ​Speedster,​ ​Manifest​ ​Tactician,​ ​Manifest​ ​Conqueror 6.​ ​​Leman​ -​​​ ​Sovereign​ ​Cunning,​ ​Manifest​ ​Rage.​ ​Manifest​ ​Beast​ ​Slayer. 7.​ ​Dorn​ ​-​ ​Sovereign​ ​Architect 8.​ ​Konrad​ ​-​ ​Sovereign​ ​Warrior,​ ​total​ ​psycho 9.​ ​Sanguinius​ ​-​ ​Sovereign​ ​Charisma,​ ​Manifest​ ​Warrior,​ ​Manifest​ ​Valor 10.​ ​Ferrus​ ​-​ ​Sovereign​ ​Craftsman, 11.​ ​Setec​ ​Astronomy​ ​(The​ ​Emperor’s​ ​Denial)​ ​Forgotten 12.​ ​Angron​ ​-​ ​Sovereign​ ​RAGE,​ ​Manifest​ ​Warrior, 13.​ ​Robot​ ​-​ ​Sovereign​ ​Authority,​ ​Manifest​ ​Conqueror,​ ​Manifest​ ​Rhetoric 14.​ ​Mortarion​ ​-​ ​Sovereign​ ​Destroyer 15.​ ​Magnus​ ​-​ ​Sovereign​ ​Psyker,​ ​Manifest​ ​Intellect,​ ​Manifest​ ​Scholar​ ​(Best​ ​Psyker) 16.​ ​Horus​ ​-​ ​Sovereign​ ​Conqueror,​ ​Manifest​ ​Charisma,​ ​Manifest​ ​Tactician​ ​(Best​ ​General) 17.​ Lorgar​​​ -​​​ ​Sovereign​ ​Rhetoric,​ ​Manifest​ ​Charisma,​ ​Manifest​ ​Psyker​ ​(second​ ​best​ ​Psyker) 18.​ ​Vulkan​ ​-​ ​Sovereign​ ​Compassion 19.​ ​Corvus​ ​- 20.​ ​Alpo​ ​-​ ​Sovereign​ ​Intrigue 21. Tactician:​ ​Battlefield​ ​insight 22. Valor:​ ​Battlefield​ ​power