Critical Hit - Warhammer 40,000 Roleplay

Warhammer 40k Roleplay (W40kRP) takes characters into the realms of STORE the Warhammer 40,000 universe.

You play a mutant hunter, pit fighter, mercenary, psyker - any of over 100 Warhammer 40k character types - skilled in the arts of battle and psionics, an adventurer in the perilous Warhammer 40k universe, opposed by , Orks, , Warhammer 40k and a multitude of monstrous enemies. W40kRP provides an unmatched depth of background and atmosphere, with a fast, detailed Warhammer flexible game system, exciting combat and powerful psionics. Warhammer

If you want to take part in the adventure then prepare yourself now. Forget the power of technology, science and common humanity. Forget the Warhammer Fantasy promise of progress and understanding, for there is no peace amongst the Roleplay stars, only an eternity of carnage and slaughter and the laughter of thirsting gods. But the universe is a big place and, whatever happens, you will not be missed. WFRP

This website is completely unofficial and in no way endorsed by Limited.

WHAT'S NEW BESTIARY Being a notification of updates to the web site, As permitted by the Administratum, a compendium Critical Hit, as and when said site is ameliorated. of the divers species that can be found in the 41st millennium including homo sapiens, aliens and RULES daemons and other warp abominations. The directives and regulations contained herein must be adhered to as laid down by the Adeptus ADVENTURES Terra. Divergence from said directives herein is For GMs only, a series of short encounters and permissible only through careful consideration of devious schemes for the amusement of player moral and social deviation. characters.

CHARACTERS' SECTION APPENDIX (FLUFF ZONE) Being for the most part a compendium of works Background articles and fluff. concerning persons hereby referred to as Adventurers: a disclosure of said people's diverse background and the varied professions of the 41st SEARCH millennium concerning a myriad of vocations, among them Mutant Hunters, Psykers, Torturers, DOWNLOADS and Wych Finders. Manuscripts from Critical Hit maybe taken for a scribe's private use. WEAPONS, EQUIPMENT & ARMOUR Being several learned disclosures of the diverse WARHAMMER 40K LINKS

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/index.html (1 of 2) [25/05/2002 14:36:48] Critical Hit - Warhammer 40,000 Roleplay weapons, equipment and armour to be found in the For collectors of obscure arcane lore and purveyors 41st millennium, alien or otherwise, as can be used of illicit practices, the pages entombed herein for the purpose of role-play in said era. should only be visited by those of sound mind. You have been warned. PSIONICS Comprising a treatise on the use of heretical powers THE TOP 100 WARHAMMER 40k SITES (Vote known as psionics; a discourse on psionic lore with for us!) useful and interesting notes on the practices and results of each power.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/index.html (2 of 2) [25/05/2002 14:36:48] Warhammer 40k Roleplay Rules Home : Rules by A. R. Fawcett & I. D. Fawcett WARHAMMER 40k ROLEPLAY RULES

This section details the rules and mechanics that enable characters to perform actions in the Warhammer 40k universe.

To run a game you should be familiar with the rules, but you shouldn't commit them all to memory. If a situation crops up that isn't covered by the rules then it is up to the Gamesmaster to improvise in a consistent and realistic fashion. It is, after all, virtually impossible to cover every eventuality with a set of rules.

Introduction - an introduction to role-play.

Timing: Actions & Phases - timing is undertaken using Rounds and Turns. In the fast paced affair of a shoot out, the round is further split into Phases and Actions.

Shooting - rules for using projectile weapons.

Assault - rules for close combat.

Armour Penetration - rules to determine whether any armour worn is penetrated potentially wounding the character.

Damage - charts to workout damage from shooting or combat.

Critical Hits - if serious damage is caused, roll on these charts.

Medical Attention - after combat, the characters will probably be in need of healing.

Disease - rules for diseases and a description of some common diseases.

Vehicles - wheeled, tracked and other forms of transport.

Buildings - buildings and other constructions in 40k roleplay.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/index_rules.shtml [25/05/2002 14:37:39] Introduction to Warhammer 40k Roleplay Home : Rules : Introduction by A. R. Fawcett INTRODUCTION

WHAT IS ROLE-PLAY?

Most of you will know what role-play is, if so skip this section.

If you're a newcomer, you are probably used to the idea of battles between armies of miniatures, like those used in Warhammer 40,000. Imagine what it would be like to actually be one of the warriors, to take part in his everyday actions and travel from place to place as if you were him i.e. you are taking over his role: this is role-play.

A role-playing game is an adventure, in which you have the leading parts to play. You can compare it to a play or film, in which actors play the roles of characters and act through a preordained plot. In a role- playing game each player takes the role of a character, a fictional personality who may be very different from the player himself. However, unlike in a film or play, in the role-playing game there is no fixed plot. Instead, the players decide exactly what they want to do in any given situation and then must discover if they were successful.

To decide what the players can or cannot do, whether they succeed or whether they fail in any action, there is the gamesmaster (GM). The GM controls the world in which the players' characters live; he is the final arbiter whose word cannot be disobeyed. To help the GM decide what is possible and what is not, there are the rules you look at now. The GM will use these rules to present a balanced setting in which the characters can adventure. He will make the adventure seem real. But the rules are only guidelines, and when the GM feels he has to change them, he will. You have to accept that what the GM says are the rules of this game.

You will have realised by now that in order to play this game you will need several people. You will need a gamesmaster and you will need players. The minimum number of players is two and the maximum practical number of players is probably about a half-dozen. It is possible for more to play, but only if at least some of those present are experienced adventurers. WHAT DO I NEED TO START?

In order to play Warhammer 40,000 roleplay it is recommended that you purchase the Warhammer Fantasy Roleplay Rulebook. No, the rulebook cannot be downloaded for free. Take your hard-earned cash to your local specialist store, or even to our online Warhammer Store and splash out on the book - it's well worth it. You will also need Warhammer 40,000, but you've probably got that already. One or

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/rules_introduction.shtml (1 of 4) [25/05/2002 14:38:02] Introduction to Warhammer 40k Roleplay two Books would also be worth owning, so that you can get into the background of the Warhammer 40,000 universe. Some people also use miniatures to represent themselves in a gun fight so get out the paint brush and do an extra special paint job. THE PLAYING AREA

Unlike a conventional game there is no formal 'board'. All of the information needed by players is written down by them before the game using scrap paper or the special charts given later. A pen or pencil will, of course, be essential, as will scrap paper. The only other things you must have are dice. Role-playing games utilise a variety of unusually shaped dice, and you will need to purchase a set before you can begin to play.

Sometimes the players' characters will become involved in the fighting - the Warhammer 40k Universe is a violent place and this will happen quite often! On such occasions it helps everyone to picture the scene - to know the positions of characters relative to each other and to scenic features, such as doors, walls, windows, etc - if the GM draws out a map or actually places a scale plan on the tabletop. The positions of characters, or of other features, can then be indicated. Most players prefer to use models to represent their characters, and a huge variety of models are available for this. THE ACTION

All the players have to do to play the game is to make decisions about what their characters are going to do and how they are going to do it. This is quite easy. The players simply pretend to be their characters, and use their imagination to guide their actions as if they really were in the world described to them by the GM. The more the players believe in their roles and the more involved they get in their characters the more rewarding the game will be. Players should always try to forget about the rules of the game and attempt to act the part of their character as realistically as possible.

The task of controlling the players and their characters falls upon the GM. This is a fairly weighty responsibility. The GM needs to be familiar with all the rules of the game and he needs to be able to apply them in a fair and even-handed fashion. He also needs to know when not to stick to the rules but to use his own judgement. Knowing when not to stick to the letter of the rules is the sign of a good GM, and is something that only comes with experience.

One final point. Throughout these rules we have tended to use the word 'he', whenever we are talking about a single player or character. Needless to say, whenever we have used the word 'he' in this book we might just have easily have said 'she', and no discrimination is implied or intended. NARRATIVE

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/rules_introduction.shtml (2 of 4) [25/05/2002 14:38:02] Introduction to Warhammer 40k Roleplay A section of a narrative in a role-play session might go along the lines of this:

Gamesmaster The club is full of life. The lighting from the glowglobes is very dim giving the place a menacing atmosphere despite the fact that people are enjoying the dancers on the catwalk. Small groups of men are huddled in the darkest corners and recesses of the club, no doubt they are up to no good. A layer of smoke has gathered just below the ceiling, obviously created by the chain-smoking men in the dark corners. All kinds of people are making their way to and from the bar. Not one of them looks trustworthy.

Player Just my kind of place! I'll walk over to the bar and ask the barman if he knows of anyone I could discuss business with. My friends, the Mercenary and Gambler, will accompany me.

Gamesmaster OK. You approach the bar where the barman is all ready serving drinks. He is a small, rotund, man with an unkempt appearance. He gives you all an inquisitive look.

Player Hello barman. I need to know if there is anyone in this establishment that would be interested in a bit of selling.

Gamesmaster The barman says "There might be. Would it be you three gentlemen that wishes to buy? I have some nice Vitrian girls for a good price..."

Mercenary I will be blunt here and tell him "Not that kind of business! We need to buy some ammunition."

Gamesmaster (as the barman) "I see. Elijah Baley would be interested. He can get hold of stuff safe from the watchful Arbitrators."

Player Excellent! Where can we find this Elijah Baley? THE DICE

To play Warhammer 40k Roleplay you will need to obtain a set of dice. Everybody is familiar with the ordinary six-sided dice used in most boardgames. You will be using these ordinary dice during the game, but you will also need to use the oddly-shaped and numbered polyhedral dice explained below.

There is a standard way of referring to the different types of dice, as you will notice if you flick through the text. This is to write 'D' (for die), followed by a number which indicates how many sides the die has. The complete list of dice you need is:

D4: A D4 is pyramid shaped. The numbers are marked along the edge of the die. Roll the D4 as you would any other die, but read the score from the bottom edge.

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D6: A D6 is an ordinary die. Your score is the number that shows uppermost.

D8: A D8 has eight sides and is rolled and read in exactly the same way as a D6. Your score is the number that shows uppermost.

D10: As with the D6 and D8, your score is number that shows uppermost. However, most D10s have a 0 rather than a 10 on one face, so you will have to remember that the score is 10.

D12: A D12 is rolled and read exactly like a D6. Your score is the number that shows uppermost.

D20: The D20 is rolled and read in the same way as a D6; your score is the number that shows uppermost.

D100: Assuming you don't buy a single 100-sided dice, this does not mean a single dice roll, but the result of rolling two ten-sided dice. The aim is to give a number between 1 and 100. Roll a Dl0 for the 'tens' -so a score of 4 = 40, 7 = 70 etc ( a score of 10 or 0 is 'no tens'. Next roll a dice for 'units' - so a score of 4 = 04, 7 = 07 etc. A score of 10 or 0 is no 'units'. If both dice turn up 0 your score is 100.

D100s are sometimes referred to as percentage dice or percentile dice. This is because they are used to determine success in terms of a standard percentage (%) - 50% chance, 75% chance etc. When rolling for a % chance, the aim is to roll a number on the dice which is equal to or less than the % chance

D3, D2 etc: It is possible to generate random scores of almost any number using one or more of the dice. A D3, for example, is the score of a D6 halved and rounded up; giving potential scores of 1 1 2 2 3 3. A D2 is just any dice, low numbers counting as 1, high numbers as 2. Alternatively, toss a coin.

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GAME TURNS AND COMBAT ROUNDS

When trying to simulate a highly abstract event, such as a shootout, the first thing the GM needs to do is devise a method for dividing the action into manageable sections.

Time is divided up into the Game Turn and the Combat Round. The Combat Round is then subdivided into Phases, explained below.

1 round is 10 seconds long and a turn is 1 minute or 6 rounds. ACTIONS

Depending on Initiative, a character can perform a number of Actions in a Round. To determine the maximum number of Actions that can be performed per Round, divide Initiative by 10 rounding up. For example, a character with an I of 33 can perform 4 Actions per Round. PHASES

The next step is to determine when during the Round that these Actions can be performed. A character with a high I can perform more Actions per Round, before, during and after a slower person with a low I.

The Round is divided up into 10 Phases. A character may perform actions in some of these phases but not in others - there are Active Phases, where a character can perform an Action and Inactive Phases, in which he may not. See the table below.

Within a Round, all Actions occurring in the same Phase are assumed to happen simultaneously. If two characters are entitled to perform an Action in the same Phase, the character with the lower I declares what he is going to do first. This gives the character with the higher I time to react to the situation. However, the Actions are rolled for simultaneously.

To determine the Phases in which a character may perform an Action, consult the following table:

Phase

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No of Actions 1 2 3 4 5 6 7 8 9 10 1 X 2 X X 3 X X X 4 X X X X 5 X X X X X 6 X X X X X X 7 X X X X X X X 8 X X X X X X X X 9 X X X X X X X X X 10 X X X X X X X X X X

To use the table refer to the number of Actions that a character can perform per Round and then look up the Phase in which he may perform the Action. For example, if a character has I 33, he has 4 Actions which may be performed in Phases 2, 4, 6 and 8. In the other Phases the character is inactive i.e. he may do nothing in Phases 1, 3, 5, 7, 9 and 10. It is best to write down the phases on a PCs character sheet to make for smoother gaming sessions. When it comes to a fight, the GM should run through the Phases in a Round, asking whether anyone can perform an Action in Phase 1, then in Phase 2 and so on.

If none of the characters can perform an Action in one or more Phases, simply move onto the next Phase. A character does not have to perform an Action in a given Phase, but he cannot store Actions to use in the next Round or during Inactive Phases, these Actions are lost. ACTIONS

Below is a short list of Actions that may be performed in a given Phase. Some Actions are particularly complicated or take a long time to perform and these use up 2 or more Action points.

For example, taking a hand-held item from a dead, wounded or knocked out character takes 4 Actions. Such tasks may take longer than a Round to perform if a character has a low I and thus can only carry out a limited number of Actions per Round. Thus, a character with I 33 can perform 4 Actions in Phases 2, 4 , 6 and 8, and can take the hand-held item from his dead colleague if he uses all of his actions in the Round doing so. If the character performs another Action in Phase 4, such as changing the setting on his weapon, then the character must use an Action from the next Round to complete the task of taking the item from the dead body. A slower character, with I 20, can perform 2 Actions per Round in Phases 3 and 6 and he must use 2 Actions in 2 Rounds to perform the same task.

MOVEMENT

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Up to 4 Actions per Round can be spent on Movement Actions. It takes 1 Action to accomplish any one of the following:

● Walking up to your Movement rate in metres (rounded up) over open ground. For example, a character with M4 can walk 4m for 1 Action. ● Running at up to double your Movement rate in metres over open ground. For example, a character with M4 can run 8m for 1 Action. ● Sprinting at quadruple your Movement rate in metres over open ground. For example, a character with M4 can sprint 16m for 1 Action. A character must run before he sprints, i.e. he cannot walk and then sprint in the next action. ● Crawling up to one half of your Movement rate in metres over open ground. ● Jumping up to your Movement rate in metres horizontally, or up to half of your Movement rate vertically, clambering over an obstacle such as a wall. For every consecutive extra Movement Action spent directly running or sprinting before a horizontal jump, you may add a further 1m to the distance jumped. ● Climbing up to one quarter of your Movement rate in metres up a suitable surface, such as a rope, ladder, steep slope, etc. GMs should rule whether the surface is sheer. Two free hands will be needed at all times otherwise a Risk test should be taken. ● Climbing down a suitable surface, such as a rope, ladder, etc at up to half of your Movement rate in metres. ● Abseiling down a rope at up to your Movement rate in metres. ● Swimming up to half of your Movement rate in metres in normal circumstances. ● Changing stance, for example, standing, sitting, lying down.

The movement rates are given for open ground. Over difficult terrain, the GM should halve the rates given above.

For more realism over longer distances, the movement rates per Round or per Turn given in WFRP should be used.

SPEECH

A character may speak up to 5 words of command or instruction per Action. In terms of Rounds, a character may speak approximately 20 words plus 2 per Action. Obviously the GM shouldn't count every word that is spoken, but these guidelines should add to the tension of issuing instructions issued during a fight.

SHOOTING

It takes 1 Action to accomplish any one of the following:

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● Resting a weapon. ● Aiming a weapon. Aiming Actions must immediately precede Firing. You cannot Aim, Move, Fire and gain the Aiming bonus. ● Switching a chamber selector. ● Firing a weapon (single shot, semi-automatic or automatic) unless noted otherwise. ● Throwing a grenade. ● Drawing or putting away a weapon other than a heavy weapon. ● Taking out a grenade, new magazine, power pack, ammo canister or other hand-held item. ● Ejecting spent magazine, power pack, or ammo canister. ● Reloading or fitting a new magazine, power pack or fuel cell to a weapon or piece of equipment. This depends on the weapon and some larger weapons may take longer.

It takes 2 Actions to accomplish the following

● Clearing a jammed weapon.

ASSAULT

Striking a blow in hand-to-hand combat takes 1 Action - more details can be found in the Assault Section.

OBSERVING/SEARCHING

It takes 1 Action to accomplish any one of the following:

● Carefully listening at a closed door for sounds from within. ● Observing a situation with or without binoculars or similar.

It takes 4 Actions to accomplish the following:

● Taking a hand-held item from a dead, wounded or knocked out character.

For searching rooms, use the WFRP rules.

USING OBJECTS

It takes 1 Action to accomplish any one of the following:

● Opening or closing an object, be it a door, a bag or similar. If the object is locked then more Actions may be expended. ● Switching an energy field defence on or off.

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● Operating any hand-held item such as a scanner. ● Picking up a hand-held item from the ground, a table etc.

DRIVING

It takes 1 Action to accomplish any one of the following:

● Entering or leaving a vehicle. ● Driving a vehicle. ● Stopping a vehicle.

EXAMPLE

Rodal (I 27, 3 Actions performed in Phases 3, 6 and 8) opens the door to his hab-unit. Inside, in the dim glow of the elecrocandles, Lorton (I 34 4 Actions performed in Phases 2, 4, 6 and 8) is waiting to question Rodal about his links with a mysterious new cult. In Phase 1 none of the characters can act. In Phase 2, Lorton, whispers, "we meet again, Rodal." In Phase 3, Rodal draws his stubgun. In Phase 4, Lorton, his boltpistol already drawn, aims at Rodal. In Phase 6, both characters can perform an Action. Rodal, with a lower I, staring down the barrel of a boltpistol, decides to dive towards the door to escape. Lorton, decides to fire off a couple of shots on semi-automatic. Now the characters intentions have been revealed, Rodal dives for the door, while Lorton shoots at him. Lorton misses with his first shot, and the second hits Rodal in the leg as he dives through the door. In Phase 8, Lorton barks into his comm-unit, "Medical attention needed, Inquisitor Rodal apprehended." Rodal reaches down to his pocket and depresses the switch on a melta-bomb... COMBINING ACTIONS

Actions can be combined. For example, a character can speak and take aim in the same phase for 1 action. As a rule, if two actions are combined in a phase then tests for the actions the actions should be suitably modified by the GM depending on the situation, such as running and shooting. SUMMARY

● 1 Turn = 1 minute ● 1 Round = 10 seconds = 10 Phases ● Number of Actions per Round = I divided by 10 (rounded up) ● Phases divided into Active and Inactive Phases in which character can and cannot perform actions

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This Section gets down to the real business of shooting. The rules allow a character to take an automatic weapon from off the shelf and spray a building with bullets from left to right - he can even write his name if he wants! SHOOTING

Roll to hit using a D100 - the chance is equal or less than the character's BS, taking into account the range and to hit modifiers (see below).

Reverse the D100 'to hit' roll to see where on the target you have hit (refer to the table below).

Once you have established the location that has been affected you must roll for shot penetration. This is important as the target might be wearing armour. If the location is protected by some form of cover, such as a wall, undergrowth of part of a vehicle then the shot has hit the cover and this must be penetrated before the target can be damaged.

D100 Hit Location 01-15 Head 16-35 Right Arm 36-55 Left Arm 56-80 Body 81-90 Right Leg 91-00 Left Leg

Example: A Pirate (BS 42) shoots at a (not a wise thing to do) using a Boltgun. The Pirate rolls a D100 to hit and gets a 34 and hits. Reversing the roll to 43 it is established that the Space Marine's left arm has been hit. Now the pirate must roll to see if his shot has penetrated the Marine's Power Armour (see Armour Penetration Section).

The normal procedure for firing is as follows:

1. Targeting - determine whether the character can fire at his intended target. 2. Shooting - determine whether the shot hits its target.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/rules_shooting.shtml (1 of 7) [25/05/2002 14:38:04] Shooting in Warhammer 40k Roleplay 3. Hit Location - determine whereabouts on the target the shot strikes. 4. Armour Penetration - determine if armour is penetrated by the shot (see later sections). 5. Damage - determine if the target is wounded or killed by the shot (see later sections). VISIBILITY

In order to shoot at a target it has to be visible! Can your character really see a head sticking out from behind the rocks 100m away, or is it just a strange shaped boulder? Generally, a character can see what a real person could see under the circumstances and the following guidelines should help in determining what is feasible.

You obviously cannot fire at a target unless you can see it and trace a clear line of sight to it. The GM will adjudicate. Whether a target is visible will depend to some extent on its size and how far away it is from the shooter.

A character who is behind cover cannot be seen at ranges greater than those given in the Cover Table below, unless they use specialist equipment. This is covered in the Equipment Section. A character who is completely hidden behind cover cannot be seen at all.

However, a character who fires a weapon reveals his position. Similarly, shouting, using a flashlight or comparable activities gives away a character. In these circumstances, the character can be targeted as normal and can even be seen at greater ranges.

Maximum distance Activity Part exposed character can be seen Observing round corner Head only 40m Observing over corner Head only 30m Aiming/preparing to fire from Head, arms, 80m corner body Aiming/preparing to fire Head, arms, 60m standing from cover body Aiming/preparing to fire Head, arms 50m kneeling from cover Aiming/preparing to fire Head, 1 arm, 40m standing from window body Aiming/preparing to fire Head, 1 arm 30m kneeling from window

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/rules_shooting.shtml (2 of 7) [25/05/2002 14:38:04] Shooting in Warhammer 40k Roleplay The table is used as a guide so that characters who are partially hidden cannot be targeted at ridiculously long ranges, unless they give away their position by making themselves known.

Small targets (an object less than about 1m x 1m) cannot be normally aimed at at distances over 50m without the use of some form of targeting equipment.

Normal targets (1m x 1m to 30m x 30m) can be seen and targeted up to 300m. You may specifically target parts of the normal target which then count as small targets with modifiers noted below. Remember to take into account ranges for targeting small targets.

Large targets are those which a greater than 30m x 30m. Shots fired at a large target automatically hit at ranges up to 100m (but remember to check for weapon malfunction, as noted below). A large target may be subdivided into normal and small targets, which may be fired at separately. Lighting

Twilight: All target location distances are halved.

Night: When there is little or no light nothing can be seen at distances greater than 3 metres without some form of illumination or infrared device.

Illumination: A standard head-lamp cluster can illuminate an area up to 10m across at a distance of up to 150m. Any illuminated area may be fired into as though it were normal daylight, if it is in range.

A searchlight will light up an area 10m across from a distance of up to 250m.

A hand-held flashlight, torch, glowglobe or electrocandle has a range of 15m and can light up an area 2m across. FIRE MODES

The firing very much depends on what weapon a character is using and if it is capable of semi-automatic or fully automatic fire. These are explained below:

S: Single shot

A Single shot weapon fires once per Action. Firing a single shot incurs no penalty to hit, although range and weapon modifiers must be taken into account as normal.

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A semi-automatic weapon may fire a number of times per Action, listed next to the weapons profile. The number in brackets indicates the minimum and maximum number of shots that may be fired per Action. For example, if the weapon states: SA (2/4) then it may be fired 2 to 4 times per Action. The character must declare before he fires the weapon how many shots he is going to fire for that action.

Recoil from semi-automatic fire makes this mode less accurate than single shot. Each shot suffers a -5% to hit penalty. For example, the first shot is fired at -5 to hit and the second at a further -5 to hit (-5 to hit for the 1st and -10 for the 2nd) and so on. The first shot may be combined with an aim action, but this is lost with the second shot.

A: Automatic

Automatic weapons require a lot of ammo to use and a steady hand to fire. Firing on automatic results in the character suffering jerk-backs as the recoil of the gun unsteadies his hands. The number of shots that can be fired per action are listed in the weapon's profile. For example if it states: A (10) then the weapon is capable of firing 10 shots per burst per action. The character must fire all of the shots in the action, even if they hit scenery or open spaces.

Nominate a target as usual and roll to hit using the character's unmodified BS divided by 5. No further penalties apply. JAMMED WEAPONS

On a roll of 96-00, the gun that is being fired has suddenly jammed.

Firing on automatic means there is more of a risk that the weapon will jam. To represent this any double, such as 11/22/33/44/55/66/77/88/99/00, will result in the weapon jamming.

It takes 2 actions to clear a jammed weapon. MODIFIERS & OTHER FORMS OF FIRING

This section takes into account aiming, ranges, spreading fire and so on. In other words this makes weapons more realistic in the gaming environment.

Range

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/rules_shooting.shtml (4 of 7) [25/05/2002 14:38:04] Shooting in Warhammer 40k Roleplay It is harder to shoot and hit a target at long range and conversely it is relatively easy to hit a target at point-blank range. The accuracy of a weapon also depends on factors such as whether it is a pistol, a basic or a heavy weapon. Use the following table for modifiers due to range and weapon type. Shooting weapons in combat is covered later.

Type of Weapon 0-50m 51-100m 101+m Pistol +10 0 -30 per 50m Basic +5 0 -10 per 50m Heavy +5 +5 -5 per 50m

Aiming

A character can spend up to 2 actions aiming if he wishes to. Each action spent aiming increases the chance to hit by +10%. This all depends on the target not moving, in which case the aiming action will have to start all over again. It is possible to aim with an automatic weapon although it only applies with the first shot, after which the weapon jolts the character back.

For 4 actions, a character may track a moving target with his weapon sights and gains +10% to hit.

Wild Fire

If a character fires a single shot or semi-automatic weapon without spending at least one action aiming then this counts as wild fire and represents an indiscriminate, poorly targeted shot. The character's BS is halved for shooting.

Rested Weapon

A rested weapon is one which is supported on a suitable position, like a wall, a ledge or any similar convenient surface about 1 metre high. If the firer is lying down his weapon may be rested on the ground. It takes 1 complete action to rest a weapon. The advantage of resting a weapon is lost as soon as the firer moves. A rested weapon grants a bonus of +5 to hit which may be combined with aiming.

Following Fire with Automatic Weapons

If firing a semi or fully automatic weapon, it is possible to swing the weapon across to a new target while still firing. The new target must be within 8 metres of the previous one and must be visible to the firer. The decision to switch targets may be made after any roll to hit. Note that the decision is made after any hit roll. Damage is not worked out until all of the hits have been allocated.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/rules_shooting.shtml (5 of 7) [25/05/2002 14:38:04] Shooting in Warhammer 40k Roleplay Area Effect Fire

Area effect weapons are those which have a spread of fire, such as weapons which fire shells which burst over an area. When firing an area effect weapon, nominate the target as normal.

Should the shot hit then the burst area of the weapon will be centred on the target.

If the shot misses then it will land and explode elsewhere. To determine where the shot hits the GM should roll a D12 and workout the direction of deviation based on a clock-face principle. The shot travels D10 metres in the nominated direction away from the target. This deviation should not cause the shot to land on the firer unless the GM rules otherwise.

Flamers

Flamers and the like fire a jet of fire or some other substance. Flamers may fire at a target and then, in a similar fashion to automatic weapons, they may switch targets as the jet of flame is sprayed from side to side.

Nominate a target as usual and roll to hit using the character's BS divided by 4. If the target is hit then roll on the following table to calculate the number of locations that are hit. The character using the flamer may switch targets if there is an opponent within 2 metres of the original target. Roll to hit the new target as before and also roll to determine the number of locations hit.

Range Number of Hits 1-10m D6 11-20m D3 21m+ 1

A burst of fire can target a group of people, and the ammunition should be deducted per burst, not per target shot at as for other weapons.

Throwing Objects

The maximum distance that an object can be thrown is equal to a character's strength multiplied by two, in metres. This is decreased by the encumbrance value of the object being thrown.

Indirect Fire

It is possible to shoot some projectiles, such as grenades, over an intervening obstacle at a hidden or

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Shooting to hit modifiers

Shooting Action BS modifier Target is partially hidden -20 1st and each successive shot of semi-auto -5 -10 per 50m per Round Firing at a moving target that the target is moving at. Firer is walking/running -5 per metre. Firer is heavily injured -10 Firer is critically injured -40 Shooting from wrong hand -20 Aiming per action +10 Resting Weapon +5 Shooting at a small target -20 Shooting at a large target +10 Shooting Basic weapon one-handed -20 Shooting Heavy weapon one-handed -60 Shooting two Pistols simultaneously -20

MINIMUM AND MAXIMUM TO HIT

Some of the modifiers will give you a negative value 'to hit'. As it's very hard to roll a negative number on a D100, there is still a 5% chance that a shot will hit (01-05). Conversely, if the chance of hitting is 100% or above, the shot hasn't automatically hit as the dice should still be thrown to see if the weapon jammed or malfunctioned.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/rules_shooting.shtml (7 of 7) [25/05/2002 14:38:04] Combat in Warhammer 40k Roleplay Home : Rules : Assault by A. R. Fawcett & I. D. Fawcett ASSAULT

Even though modern firepower is very efficient at removing enemies at a distance, some psychopaths enjoy screaming a blood-chilling battlecry before tearing their opponents limbs off in close combat. The primeval urge to pummel someone into the ground is strong as ever even in the far future. In fact, technology has advanced to make some highly recommended additions to the trusty sword with the likes of power gloves and chainswords. INITIATING COMBAT

To initiate combat, a character must use a charge action. The character may move up to his 'run' distance to tangle with his opponent and combat takes place when the characters are approximately 1-2 metres away from each other. The charging character strikes his opponent at the end of the charge as part of the charge action. The opponent may draw a weapon to defend himself if it is easily accessible, such as a sword in a scabbard, only if the distance between the combatants is 4m or further before the charge was declared.

Initiative

Actions should follow the rules discussed previously, using active and inactive phases. The more initiative a character has, the more actions he can perform, and the deadlier he becomes as he has more chances to deliver and counter blows. It is possible for a very fast character with a high initiative to strike and kill an opponent with a low initiative before he has time to react.

If two characters can perform an action in the same phase then, generally, the one with the lower initiative declares his intentions before the character with the higher initiative (as explained earlier). If the character with the lower initiative declares a charge action then the character with the higher initiative may receive the charge as normal, or he may declare a charge action and both combatants clash together in a furious bout. The character with the higher initiative may elect to fight after the opponent has struck a blow.

The easiest system to use in combat is to allow the character with the highest initiative to choose when to make a move in a particular phase. Remember to take into account initiative modifiers for using certain weapons.

Surprise

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/rules_assault.shtml (1 of 6) [25/05/2002 14:38:05] Combat in Warhammer 40k Roleplay If a character is unaware of an attacker then he may not receive the charge by drawing a weapon, nor may he counter charge; he counts as being surprised. Surprised characters can only perform defensive manoeuvres during the round in which they were surprised and their WS is halved. COMBAT

Combat actions take the form of attack actions and defence actions. There are some skills that allow characters to perform extra combat actions per round and these are listed in the Skills Section. Attack Actions

A character may make one attack for each action he spends. He can only attack a target to his front. To determine if a target is hit a character must roll equal to or under his WS on a D100, applying any modifiers as noted below. Reverse the D100 roll to determine the location that is hit as for shooting.

Attack actions are listed below:

Charge

A charge initiates combat as explained above. A charge action usually includes a movement action combined with a strike at the end of the run. If the character starts the charge action at 2m or more from the opponent then he gains +10% WS due to added impetus of the charge for the phase in which the charge was made. If the charge action is combined with drawing a weapon then the character does not gain +10% WS. If a character charges, he should have a weapon unsheathed for full effect.

Strike

The strike is a typical close combat attack action that includes moves such as a thrust or slash with a sword, a punch, a kick, even a head-butt (note that there may be penalties associated with unarmed combat, see later). Roll to hit using WS.

If two characters both hit each other in the same phase then you can rule that they both take damage (typically unarmed combatants) or that they effectively block each other and no damage is done (typically if both combatants are using combat weapons).

Roll for armour penetration and damage as normal.

Fire a pistol

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/rules_assault.shtml (2 of 6) [25/05/2002 14:38:05] Combat in Warhammer 40k Roleplay In the close confines of combat, a pistol may be used. For an attack action the character may shoot his pistol. If the target is not stationary then the character does not claim any bonuses for firing at point blank range and his WS is used instead of BS.

Pushback

A character may elect to push an opponent back. Roll to hit as normal. Make a S test (+20 if unarmed) for the attacker and a T test for the opponent. If the attacker passes and the opponent fails then the pushback is a success. The opponent is hurled back D3 metres. The opponent misses their next offensive action and may only defend themselves in combat.

Stun

A character can choose to stun an opponent. Since stunning involves a hit to the head this is generally hard to achieve and a character must test at his WS divided by 4. A target is stunned if he fails a toughness test and misses his next D4 actions and subtracts D10 from his initiative (if human-sized). A character can only attempt to stun an opponent with a blunt weapon, such as a club or his fists. Defence Actions

Generally, defence actions are a natural reaction to an attack. Defence actions are listed below:

Receiving a Charge

If a character is 4m or more from a charging opponent then he may draw a weapon in readiness for combat and may make a parry or a dodge after the opponent has struck. If a character has a pistol or basic weapon then he may shoot at his opponent, with a -20% penalty to BS. The character is not able to parry or dodge after shooting the weapon in this phase.

Parry

A character hit by a close combat attack has a chance to parry the blow. The parry should be declared before damage has been worked out. The chance of parrying the blow is equal to the character's WS, applying any modifiers due to the weapon used (refer to the Parry column in the weapon's profile). If the parry is successful then the attack has no effect.

When a character wishes to parry a blow, he must have a free action which hasn't been used in the active phase. He may parry if he has an action in the next phase but at half WS and forfeits the action in the next phase. An attack cannot be parried more than once if the character has actions in consecutive phases.

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A character may not parry if his opponent is firing a pistol.

Dodge

A character hit by a close combat attack has a chance to dodge the blow. The dodge should be declared before damage has been worked out. The chance of dodging the blow is equal to the character's I. If the dodge is successful then the attack has no effect.

When a character wishes to dodge a blow, he must have a free action which hasn't been used in the active phase. He may dodge if he has an action in the next phase but at half I and forfeits the action in the next phase. An attack cannot be dodged more than once if the character has actions in consecutive phases.

A character may attempt to dodge if his opponent fires a pistol.

Run

A character may choose to run from combat. This can be a difficult choice to make as a character turns his back on his opponent and flees he is particularly vulnerable to being struck. As the character runs from combat his opponent gets a free strike action with a modifier of +10%. This may not be parried or dodged. Should the character successfully flee without getting cut down his opponent cannot follow until his next active phase. Multiple Opponents

A character in a combat faced with multiple opponents can divide his actions between his opponents. So he could strike one opponent with his first action and the second one with his second action and so on. Parrying or Dodging only applies to one attack per action. If a character is struck by 2 opponents he may only parry or dodge one attack per action. Winning and Losing - Pressing the Attack

If a character only makes defensive manoeuvres in a round then he is assumed to be forced back under a hail of blows. He moves back 2 metres, if possible, i.e. if he is not against a wall. The attacking character may press the attack and gains +10 to hit modifier as he forces the defending character back. The attacking character does not have to press the attack and can move away from the combat to perform other actions and the defending character may not perform any offensive actions for the rest of the round. Unarmed and Improvised Attacks

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Characters who normally use weapons in combat are at a disadvantage if they are in a scuffle without their trusted weapons. Unarmed characters suffer a -20% penalty to hit and a penalty of -20 to the damage roll. Unarmed characters cannot parry and must dodge to defend themselves.

Improvised weapons include such objects as rifle butts, chairs, blocks of wood and so on. The penalties associated with using improvised weapons are covered in the Equipment Section. Modifiers

Character charged this action with drawn Charging +10 weapon Attacker is higher up than their opponent, such as at the top of a flight of stairs. Cannot be Attacker is on higher ground +10 claimed simply because one character is taller than another. Opponent is behind an obstacle such as a wall Obstacle -10 and is therefore harder to hit. Attacking with weapon in wrong -20 Does not apply if character is ambidextrous. hand Character is heavily injured -10 Character is critically injured -40

Backstabbing

If a character can sneak up on his target unawares then a special attack known as a Backstab can be instigated. The character should roll to hit as normal using an unmodified WS. If the test is passed then the target has been backstabbed and, if armour is penetrated, the damage roll is modified by +20. The placement of the stab can be modified by +/- 20, possible allowing for a different area to be stabbed, such as the body. If the WS roll is failed the target is still hit, but the benefits of the backstab are not gained and a normal damage roll should be made. Large Creatures

Due to their size, large creatures often have multiple attacks, such as a bite, butt, stomp, tail lash and so on, per action. This is represented by a number in brackets given in the profile for the creature. For example, MA (2), means that the creature has multiple attacks and it can make up to 2 attacks per combat action.

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Creatures can generally make the following combat actions: charge, strike (counts as bite, stomp, etc.), dodge, run:

● A bite attack can only be directed to the creature's front. ● Claw attacks can be directed to the font and sides. ● Gore/butt attacks can only be made to the creature's front. ● Tail lashes are generally made to the creature's rear and sides.

In combat, large creatures do not count as unarmed and fight using their WS and S as normal.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/rules_assault.shtml (6 of 6) [25/05/2002 14:38:05] file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/rules_penetration.shtml Home : Rules : Armour Penetration by A. R. Fawcett & I. D. Fawcett ARMOUR PENETRATION

Armour is very important in the far future. If no armour is worn then it is vital to get behind cover as anyone foolish enough to stand in the open in the middle of a firefight is likely to be gunned down.

This section describes the rules for penetration and how a shot may be stopped if a character wears armour. Different weapons and ammo may be more likely to penetrate depending on the velocity, shape or design of the projectile or weapon. The rules take this into account by applying modifiers to the penetration result.

Once a target is hit, the shot/blow has to penetrate any armour worn before damage can be caused. If a character is protected by a wall, vehicle or so on then this must be penetrated first before going on to penetrate armour and damage the target.

The basic chance of penetrating armour is given in the Armour section.

Note that if a shot/hit fails to penetrate armour then no damage is caused i.e. no damage roll is necessary. ARMOUR PENETRATION MODIFIERS

Some weapons are better at penetrating armour than others. Each weapon has a profile that determines how good it is at penetrating armour.

These modifiers should be added to the basic armour saves listed in the armour summary tables. Roll a D100 if the result is equal or less than the penetration value, the armour has been penetrated and damage may be caused.

Remember, Force fields are not generally affected by the penetration values of weapons. The value shown is the protection offered to all types of weapon, unless stated otherwise in the weapon's description.

If a character is behind cover and wearing armour or is wearing an energy field and armour he is very lucky indeed as the shot has to penetrate two or more types of armour before damage is caused. If cover is penetrated then work out the second armour penetration as normal except add +10 to the penetration roll to reflect the loss of velocity or power of the shot.

Min/Max Penetration

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If the armour penetration value is 100% or above then the armour has automatically been penetrated. If the penetration value is 0% or less, then the armour cannot be penetrated. DUCK-BACKS

Getting hit by a bullet is a nasty shock even if a character is wearing the best armour. If a shot fails to penetrate a character's armour or cover, no damage is caused. However, a character saved by his armour or cover may be forced to duck-back - the sudden shock of a bullet flying off his armour makes the character flinch away.

If a character is hit but the shot fails to penetrate his armour then the duck-back rule applies. If the character suffers damage then the duck-back rule does not apply, even where some shots penetrate and others don't.

The duck-back test is as follows. A standard Cool test must be passed but with penalties as follows:

Weapon Other Power Terminator Cover Type Armour/Fields Armour Armour Pistol -10 -10 -5 0 weapon Basic -10 -15 -10 -5 weapon Heavy -20 -25 -15 -10 weapon

The penalties given are for each shot. So if someone is wearing Power Armour and gets hit twice by a Boltgun then the character must pass a Cl test at -20.

Characters behind cover who duck-back will immediately lie down or kneel, so that as little of him can be seen as possible. The character may do nothing during his following round if he fails a duck-back test.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/rules_penetration.shtml (2 of 2) [25/05/2002 14:38:05] Damage in Warhammer 40k Roleplay Home : Rules : Damage by A. R. Fawcett & I. D. Fawcett DAMAGE

In this section we examine the results of injury to a character.

A character may sustain a minor wound, a light wound or a serious wound.

Once a shot has penetrated a target's amour, roll a D100, add the character's strength (or that of the weapon he is firing or wielding) and deduct the target's toughness. Apply any modifiers noted elsewhere in the rules.

Use the following chart to determine the 'type' of wound caused and the effects.

Head Body Limb Cover/Buildings Damage Roll Wound Effect Wound Effect Wound Effect Damage Effect Less than 01 No damage - No damage - No damage - No damage - 01-10 Minor - Minor - Minor - Minor - 11-20 Minor - Minor - Minor - Minor - 21-30 Light -1W Minor - Minor - Minor - 31-40 Light -2W Light -1W Minor - Light -1Dam 41-50 Light -3W Light -2W Light -1W Light -2Dam 51-60 Serious -4W -5I Light -3W Light -2W Light -3Dam 61-70 Serious -5W -5I Serious -4W -5I Light -3W Serious -4Dam 71-80 Serious -6W -5I Serious -5W -5I Serious -4W -5I Serious -6Dam 81-90 Serious -7W -5I Serious -6W -5I Serious -5W -5I Serious -8Dam 91-00 Serious -8W -10I Serious -7W -5I Serious -6W -5I Serious -10Dam Above 00 Serious -10W -10I Serious -8W -10I Serious -7W -5I Serious -12Dam

Minor Wounds

A minor wound represents minor cuts, abrasions, bruises and so on that are not life threatening. Light Wounds

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A light wound is more serious than a minor wound and represents a deeper cut or a similar wound which interferes with a character's ability to perform. This type of wound will usually heal given time although the heavier wounds might leave a scar. Serious Wounds

A serious wound will initially have a drastic effect on a character. He will most probably be disabled or even killed as a result, in other words serious wounds also have a long term affect on the character. A wounded character may or may not recover completely and may need a bionic replacement should a limb be blown off. In short a seriously wounded will need urgent medical attention. Concussion

If a character's Initiative falls to 0 or less, he is counted as concussed. The character may do nothing for D10 turns or until medical attention is received. Critical Hits

A target can absorb damage up to its wounds total, and damage that exceeds this value is referred to as a critical hit. Critical hits incapacitate and often kill a target.

If a character takes damage that reduces his wounds to less then 0 then roll for a critical hit. See the Critical Hit section for more details. Only one critical hit should be applied per injury per location unless otherwise stated. The highest critical hit value should be used.

The only time a character is killed is if their wounds total drops below 0 and a critical hit is rolled that states that the target dies. The Sudden Death Critical Chart can be used to speed up the process. Medical Attention

If a character survives a skirmish he may be in a bad way and in need of urgent medical attention. For more information on patching up the wounded, see the Medical Attention Section.

Large Creatures

Since large creatures are usually not affected by a mere graze and have greater pain tolerance, they do not suffer from Initiative loss.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/rules_damage.shtml (2 of 2) [25/05/2002 14:38:06] Critical Hits Home : Rules : Critical Hits by A. R. Fawcett & I. D. Fawcett CRITICAL HITS

A target can absorb damage up to its wounds total, and damage that exceeds this value is referred to as a critical hit. Critical hits incapacitate and often kill a target.

Critical hits occur when a character takes damage that reduces his, or her, wounds total to below zero, the extra wounds combine to produce something more serious. For example, a character might simply take a graze from a shot in his arm causing him to drop anything held in that arm, whilst, more seriously, a character might take a shot in the arm blowing it clean off! If anything like that happens then very quick medical attention will be needed, plus a bionic replacement! Establishing a Critical Hit

For each wound caused that reduces a character's total to below 0 take this as the Critical Hit value. For example, if you hit a target that is on 2 wounds and cause 7 wounds you would add cause a Critical Hit with a value of 5. Consult the tables below for the result of the critical hit. Different tables are given depending on the weapon used.

If a character is wounded two or more times in the same location in the same phase then add the number of wounds caused and use this value to determine the Critical Hit taken. For example, a pirate (W 4) is targeted and hit in the body by two Space Marines using bolters, causing 4 and 5 wounds, respectively. The total of 9 wounds is used to determine that a critical hit of 5 is caused.

Note that the character is counted as having wounds 0, until medical attention is received. In subsequent phases, any further wounds caused are applied as above to the zero wound baseline i.e. the character does not have a negative wounds total and wounds caused in consecutive phases are not cumulative.

If a character receives a critical hit that results in him or her taking additional Wounds per round then the GM should determine the number of wounds received and then refer to the Sudden Death Critical Hit Table. This table results in either death or no effect. A character surviving death is still suffering from the original critical hit, and the GM must check the character's fate each round, until medical assistance is received. Note: Wounds received in this way are not cumulative - the character's Wounds total stays at zero, and all subsequent damage is simply an indication of the column to be checked on the Sudden Death Table, for that round. Critical Hit Charts

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Sudden Death

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ARM

Result The shot cuts the hand severely. Anything held in the hand is dropped and the hand is incapacitated 1 for the next round. The shot cuts the hand severely. Anything held in the hand is dropped and the hand is incapacitated 2 for D3 rounds. The shot cuts a deep enough wound in the arm causing it to become incapacitated indefinitely until 3 medical attention can be administered. The shot imbeds itself in the wrist making it extremely painful to perform even the slightest of 4 actions with the hand making it useless until medical attention can be obtained. Anything held in the hand is dropped. The shot smashes the target's forearm. The arm is completely incapacitated until medical attention 5 can be obtained. The shot lodges itself in the shoulder causing immense pain and continued blood loss in the process. The target loses D3 wounds per round and must pass a T test in order to perform any action other 6 than speaking. This will continue until medical attention can be administered. Characteristics are temporarily reduced by -30/-2. The shot blows off the hand at the wrist leaving nothing but a bloody, mangled, stump. The 7 individual slumps to the floor unconscious, losing D4 wounds per round until medical attention can be received. Future Criticals should be rolled on the Sudden Death Critical Chart. The shot blasts into the shoulder rupturing major blood vessels. The arm hangs off the shoulder, blood spurts everywhere showering everyone within a 2 metre radius. The individual slumps to the 8 floor unconscious, losing D6 wounds per round until medical attention can be received. Future Criticals should be rolled on the Sudden Death Critical Chart. The shot blows the arm clean off! Blood spurts from the shoulder socket as the target slumps to the 9 floor dying instantly. The shot strikes the side of the shoulder and it deflects off the shoulder blade to the heart. Death is 10+ instantaneous.

HEAD

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Result The shot strikes the top of the head and glances off the skull. The target may do nothing at all until 1 the next round. The shot glances off the target's temple causing the target to become dazed for D4 rounds, unable to 2 do anything at all. The shot strikes the eye, destroying it completely. The target may do nothing next round and attacks at -10 to hit until medical attention is received. Any sight-related skills are lost (including Night 3 Vision), and BS is reduced by 20, to a minimum of 5. There is a 20% chance that the shot will pierce the brain exactly as 7, below. The shot smashes through the target's front teeth at an angle and slices through the jawbone beneath 4 the ear. The target falls to the ground unconscious unable to do anything for D4 hours or until medical attention can be administered. The shot stays imbedded in the target's head, fracturing the bone as it drives inwards towards the brain. The target falls unconscious and may do nothing for D10 hours or until medical attention can 5 be received. Additionally, the target must pass a Toughness test or lose 10 points from all percentile characteristics as a result of brain damage. The shot passes through the neck and lodges in the spinal column. The target will doe in D6 rounds 6 unless medical attention is received. Great shot! The shot strikes the forehead leaving a clean entry. The brain is pierced as the shot 7 travels through the head. Death is instantaneous as blood spurts through the back of the head. The shot passes through the neck and severs the target's spinal column. The target collapses in a 8 heap and then dies. 9 The shot penetrates and eye and then to the brain. Death is instantaneous. 10+ The shot strikes the target between the eyes. Death is instantaneous.

BODY

Result The shot penetrates the right side of the chest, grazing the bone. The target falls to the ground 1 unable to do anything except parry, in hand-to-hand combat, for the next D4 rounds. The shot smashes through the chest just below the shoulder, sending the target sprawling to the 2 ground. The target is stunned for D4 rounds and may do nothing except parry while clambering upright. The shot cracks a rib and sinks into the stomach causing much discomfort as the target loses 20 to 3 WS, BS and I until medical attention is received.

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The shot lodges itself between the bones of the target's hip joint. All characteristics are reduced by 1 4 or 10 as appropriate and movement allowance is reduced by half until medical attention is received. The shot embeds itself in the target's abdomen, making him collapse to the ground unconscious. The 5 target loses 1 wound per round from internal bleeding until medical attention can be received. The shot strikes the target's spine, severely damaging the vertebrae to the spinal cord. The target 6 falls to the floor and may do nothing until medical attention is received. Additionally the target must pass a Toughness test or be paralysed permanently from the waist down. The shot rips its way through to the abdomen, severely damaging several internal organs. The target 7 collapses in agony and will lose D4 wounds per round until medical attention is administered. The target's stomach is blown apart showering the place in innards, blood and intestines. Needless to 8 say death is instantaneous as the target is blown backwards splattering against the wall (if there is one). 9 The shot hits the target's upper spine, severing the spinal column. Death is instantaneous. The target is blown apart, literally, in two pieces! The upper half of the body lies twitching in a 10+ mass of blood and gore. Horrifying.

LEG

Result The shot lands in the thigh, causing the target to lose balance and fall to the ground. Any hand-held 1 objects are dropped unless a Dex test is passed, and the target may only parry for the next D4 actions while clambering back upright. The shot bites into the leg with some force. The target's Movement and Initiative scores are halved 2 for D4 rounds while hopping around in agony. The shot shatters the target's kneecap. Movement and Initiative are halved until medical attention is 3 received. The target must test against Initiative or fall down. The shot buries deep into the leg, tearing through the muscle and grazing the bone to pass through 4 the other side. The target collapses to the ground and loses 1 wound per round until medical attention is received. Roll any further criticals on the Sudden Death Critical Chart. The shot smashes the target's kneecap wrecking the knee. The target falls to the ground and may do 5 nothing until medical attention is administered, until then D3 wounds are lost per round. The shot passes through the thigh destroying large parts of muscle tissue. The target collapses to the 6 ground and may do nothing until medical attention can be obtained, until then D4 wounds are lost per round. All further criticals are rolled on the Sudden Death Critical Chart.

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The shot blasts through the target's hip joint. The target collapses and may do nothing until medical 7 attention is received, and D6 wounds are lost per round. Roll all further criticals on the Sudden Death Critical Chart. The shot glances off the pelvis and lodges in the target's groin. The target falls to the ground 8 unconscious and D6 wounds are lost per round until medical attention is received. The target is blown through the air, at the force of the shot, as the leg is blown off. Death is 9 instantaneous. The shot rips the leg from the pelvis causing the leg to fly off in a shower of blood. Death comes 10+ swiftly from shock and blood loss.

file:///C|/Documents%20and%20Settings/Administrateu.../w40krp/rules_critical_hits_conventional_ammo.shtml (4 of 4) [25/05/2002 14:41:04] Critical Hits: Sudden Death Home : Rules : Critical Hits : Sudden Death by A. R. Fawcett & I. D. Fawcett CRITICAL HITS: SUDDEN DEATH

The sudden death critical hit chart should be used for blood loss results i.e. if a critical hit leads to a character losing a certain number of wounds per round then the character should roll on the following sudden death critical hit chart. The chart can also be used when the GM doesn't want to use the detailed critical hit system for minor NPCs. To resolve the percentage chance of death, determine the critical hit value as explained in the main rules, and then look up the result in the 'Chance of Death' column. For example, if a character takes a level 3 critical hit from terminal bleeding then there is a 50% chance that he will die. If the character doesn't die then he hasn't recovered from the wound and will need to test for dying in the next round until medical attention is received.

Critical Hit Value Chance of Death 1 20% 2 40% 3 50% 4 60% 5 80% 6+ 99%

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/rules_critical_hits_sudden_death.shtml [25/05/2002 14:41:05] Medical Attention in Warhammer 40k Roleplay Home : Rules : Medical Attention by A. R. Fawcett & I. D. Fawcett MEDICAL ATTENTION

After combat, it is very likely that the characters will have sustained wounds. Some wounds maybe fairly light and will not have any adverse effects on the character other than the odd scar. However, some wounds will be fairly serious and will require immediate medical attention before the character can get back into action. Some serious wounds will have long term effects and in some cases bionics, if available, should be fitted before the character is able to perform normal functions.

A wounded character falls into one of three categories:

Lightly Injured: The character has 2 or more wounds remaining.

Heavily Injured: The character has less than 2 wounds and hasn't suffered a critical hit.

Critically Injured: The character has suffered a critical hit. MED TEST

A Med test is taken using the mean of the character's I, Dex and Int. LIGHTLY INJURED

Lightly injured characters will recover naturally given enough rest time and the attention of comrades

A lightly injured character treated by a healer with First Aid, Medic or Surgery who passes a Med roll, recovers D3 wounds immediately and 3D10 initiative up to a maximum noted on the character's profile. Only one treatment may be administered per combat engagement. A failed test means that the character does not gain any wounds or initiative and must recover them by rest.

Characters recover 1 wound point and 10 initiative per day of complete rest. If the character is treated by a healer with the Medic skill who passes a Med test and is in attendance for half an hour or more per day then the number of wounds and initiative gained is multiplied by 2 i.e. 2 wounds and 20 initiative are recovered. If the character is treated by a healer with Surgery who passes a Med test and is in attendance for half an hour or more per day then the number of wounds and initiative gained is multiplied by the character's toughness divided by 10 i.e. (T/10) x 1 wound and (T/10) x 10 initiative are recovered.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/rules_medical_attention.shtml (1 of 4) [25/05/2002 14:38:07] Medical Attention in Warhammer 40k Roleplay HEAVILY INJURED

Heavily injured characters do not start to recover naturally until they have been treated by a healer with the First Aid, Medic or Surgery skill.

A character recovers 1 wound if successfully treated by a healer with the First Aid or Medic skill (the healer must make a successful Med roll). A character recovers D3 wounds if successfully treated by a healer with the Surgery skill (the healer must make a successful Med roll). After initial treatment, the character is then counted as Lightly Injured. If the test failed then the operation can be repeated but with a penalty of -10 for each previous failure. If the test is failed by 50 or more then the character may have a permanent injury. Roll a D6 and consult the following charts. The GM should determine which chart to use - this may be influenced by the location of a critical hit or the area that took the most damage.

Leg Effect 1 Leg is useless, 1/2 M, -20 I, cannot run. 2 -20 I 3 -15 I 4 -10 I 5 -5 I 6 Superficial scarring

Arm Effect 1 Arm is useless, -15 WS, -15 BS, S-10, -15 Dex. 2 -15 WS, -15 BS, 15 Dex 3 -10 WS, -10 BS, -10 Dex 4 -5 WS, -5 BS, -5 Dex 5 -5 WS 6 Superficial scarring

Head Effect 1 Wound is too serious, character lapses into coma and dies. 2 -15 I, gains a disorder, loses any psychic powers. 3 -15 I, gains a disorder.

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4 -10 I 5 -5 I 6 Superficial scarring

Body Effect 1 Wound is too serious, character succumbs to wounds and dies. 2 -10 WS -10 S, -10 T, -1 W 3 -10 WS, -1 W 4 -10 WS 5 -5 WS 6 Superficial scarring

Blinded Effect 1 Character is blinded permanently. 2 -10 WS, -10 BS, -10 I 3 -5 WS, -5 BS, -5 I 4 -5 BS, -5 I 5 -5 I 6 Full recovery.

CRITICALLY INJURED

A critically injured character is in need of immediate medical attention. It may specify on the Critical Hit chart how soon attention is required before the character dies. If a healer with the First Aid, Medic or Surgery skills can reach the character then there is a chance of survival. The types of Critical Hit can be broadly classified as:

Terminal Bleeding: The character loses wounds each round until they are treated or until they bleed to death. A character may attempt to apply a tourniquet, bandage or some other means of stemming the blood loss if they pass both a Med test and a Toughness test. This test may only be taken once per combat engagement. A healer with the First Aid, Medic or Surgery skills can staunch the blood loss on a successful Med roll. This test may be repeated once per round.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/rules_medical_attention.shtml (3 of 4) [25/05/2002 14:38:07] Medical Attention in Warhammer 40k Roleplay The character must then be treated by a healer with the Surgery skill within 24 hours otherwise the character will die. The operation takes 2 hours to perform, after which the healer with the Surgery skill makes a Med roll. If the test is passed the character sleeps for 24 hours and is counted as having 1 wound and is treated as being lightly injured. Failure means the character dies.

Broken or Dislocated Limbs: Unless treated within a week by a healer with the Medic or Surgery skill, the character will lose the use of the affected limb. On a successful Med roll, the character is counted as having 1 wound as is treated as being lightly injured. The limb remains strapped up and incapacitated for D4 + 1 weeks.

If the test is failed, the operation can be repeated with a penalty of -10 for each previous failure. If the operation is not performed successfully within one week of the injury the limb will be permanently incapacitated.

Amputated Limbs: Only a healer with the Surgery skill can deal with a character that needs an amputation. To perform the operation takes 2 hours after which the surgeon takes a Med roll. If the test is successful, the character recovers to a lightly injured state with 1 wound after 6 + D6 days. If the test is failed then the character dies.

A character requiring amputation can be fitted with a bionic device. Rules for this are covered in the Bionics Section.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/rules_medical_attention.shtml (4 of 4) [25/05/2002 14:38:07] Disease in Warhammer 40k Roleplay Home : Rules : Disease by A. R. Fawcett & I. D. Fawcett DISEASE

The 41st millennium is home to billions of terrible and contagious diseases. War is seemingly never- ending; massive populations live crammed together on over-populated and often polluted , and such conditions are perfect for new diseases to flourish.

Man has explored thousands of light years into deep-space, charting new planets. Although this has brought many benefits to mankind, it has also brought new diseases to challenge the immune systems of man. Even strict quarantine procedures have not halted the increase in the new diseases found. The Imperium uses chemical and biological weapons frequently and sometimes the horror of these weapons come back to haunt them in the form of a unique strain of disease. Some diseases are so contagious that it is not unknown for a single afflicted man to infect populations of millions. USING DISEASE IN THE 41ST MILLENNIUM

Diseases offer sources for scenarios. For example, most diseases are unknown by the authorities of the Imperium and finding a cure for an unknown disease could mean -hopping all over the galaxy.

Diseases are numerous in the 41st millennium and some strains have quite a similar affect on the victim. To represent this there are eight different types of disease. Each one will almost certainly have countless millions of subtle differences but they will fall under the same title, for instance there might be a million different strains of biological mutation (see below).

Some diseases might only be caught by touching an infected person or a disease might be airborne or carried in water and some diseases are more contagious than others. To represent this there are four sub- headings for any type of disease: Contagion, Source, Range, and Effects.

Contagion

Every disease has an infection range from its source; this is detailed in the particular disease's profile, below; anyone within this range has a chance of being infected. To resist an infection a basic T test must be passed. However, some diseases are more contagious than others. When creating your own diseases you can roll for a random contagion value on the following chart:

D10 Contagion Value 1-2 +20

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3-4 +10 5-6 +0 7-8 -10 9-0 -20

Add or subtract the contagion value of the disease to the victim's Toughness. Diseases can be extremely contagious with a possible -30% or -40% to resistance, and even more!

Source

The source of a disease will usually be someone or something who is already infected, though some disease can be acrid in the air, water, or just sit around waiting to be picked up. Roll a D100 and consult the below chart:

Roll D10 Source 01-40 Infected person 41-52 Airborne disease 53-65 Water carried infection 66-77 Carried by infected animal 78-92 Carried by infected insect 93-00 Infected surface or substance

Range

The range of an infection can vary from 0, requiring skin contact with the source, to 5 metres. Roll a D6- 1 for the range, or choose it yourself. Air-borne diseases may well be blown along by the wind. To simulate this, roll D12 and use the clock-face principle, and move the central source 1 metre in this direction every turn. Water carried diseases will either be in drinking water, or may require complete immersion to infect the victim. DISEASE EFFECTS

Most diseases can be helped by someone with the Medic skill. Although the text point to a 'medic' this term is used for anyone with the Medic skill.

You may rule that only a human can infect a human, or a human can infect an who will then only be a carrier of the disease rather than being overtly affected.

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Biological Mutation

Thankfully this is a rare disease. It transforms the victim into something else, usually something repulsive, and violent. What's more, the victim in this stage will not remember anything, totally irresponsible for his actions.

The progress of this disease is quite slow to begin with. Once infected, the victim will feel rather light- headed and jittery. After a day of this, the victim will go to bed, and wake up in the morning as a . Sometimes the transformation can be permanent, or sometimes the transformation only happens at night or during the day.

Once transformed into this hideous creature, the victim retains all of his characteristics but will only ever fight in hand-to-hand combat. As a hideous creature, the victim has sharp teeth/claws, and all attacks are at a +0 armour penetration. The victim cannot use any technological weapons. Advanced mutations will grant special powers, but these are almost unheard of. In all cases, the Inquisition will always attempt to capture and quarantine anyone afflicted with this disease.

Extreme Irritation

The victim of this disease begins to feel painfully itchy and irritated. This disease lasts for 2D6 days, after which it generally clears up. During this time, the victim temporarily loses D3x10 points from WS, BS, and I. The irritation is so much that the victim may lose D4 actions per round if he fails a T test. This may result in the victim not being able to attack at all as he tries to find a place to deal with his irritation.

A course of anti-biotics helps to soothe this infection. An injection once every 12 hours from a medi-kit will return all lost characteristics to normal, though he will still be infected and could carry the infection on to other people around him.

Fever

Anyone succumbing to a fever will get very hot (though they may feel very cold inside) and start to lose coherency in anything they try to do; this will start to happen after 2D12 hours. After this period the victim will fall unconscious and suffer from fever for 2D10 days unable to do anything and keep any food down. This obviously has a wearing effect on the victim who, during this time, must test against every characteristic (except Movement, Wounds), losing 1 point of 10% for every failed test. If Strength and Toughness reach zero, the character dies. After 2D10 days the character will regain 1 point or 10% on each characteristic per two days of complete bed rest.

A skilled medic, with a medi-kit, can halve the disease period if he passes a Med test by injecting penicillin and similar drugs. Additionally, if the medic passes another Med test, a character will gain a

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/rules_disease.shtml (3 of 6) [25/05/2002 14:38:08] Disease in Warhammer 40k Roleplay +10 bonus to all tests during this time as above. Lost characteristics are recovered every day rather than every two days. If the Med test is failed the character's system reacts badly to the drugs and receives a penalty of -10 instead.

Inconvenience

This disease can take one or more of a number of forms, including a heavy head-cold, a violent coughing, aching limbs, fatigue, headaches, boils, fainting and so on. These will manifest themselves after 2D6 hours, and continue for 4D4 days, unless medical attention is obtained. The victim of this disease loses 10 to all percentage characteristics during this period.

A medic, with a medi-kit, can reduce the period of the disease from 4D4 to 2D4 if he administers the drugs - no Med roll is necessary.

Invasive Fungal

This disease will literally eat away at its victim, eventually turning them into living fungi! The disease will manifest itself after 2D4 hours with a sudden wracking pain that stops the victim from doing anything but clutching their sides and rolling on the floor. They will then sustain 1 wound every hour. Once the victim dies, the body will usually release spores into the air, to infect others.

This disease is very, very rare, and the genetors of the Adeptus Mechanicus have failed to truly understand it. They have developed some drugs that can temporarily halt the disease but not completely annihilate it.

Mental

A character that is infected by a disease that causes a mental disorder will be afflicted by any one of the disorders on page 83 of the WFRP rulebook.

Sensory Deprivation

After 2D4 hours, the sense affected will gradually 'fade out' - sight will blur, fingers will go numb, or sound will become muffled - and after an hour the sense will be unusable. A 3-day course of injections from a medi-kit will restore the lost sense. There are five senses including hearing, sight, smell, taste, and touch.

Wasting Disease

This disease has longer-term effect on its victims than most diseases. It will start making its presence felt

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/rules_disease.shtml (4 of 6) [25/05/2002 14:38:08] Disease in Warhammer 40k Roleplay after D6 days, in the form of a growing headache and loss of appetite. The infected person will grow hot and feverish, and suffer from blackouts. Everyday not spent in hospital the victim will lose D10 points to each percentage characteristic. Every three days the victim will lose D10 points from Strength and Toughness. Should either Strength of Toughness reach 0 the victim dies. The disease lasts for 2D6+2 days.

If the victim goes to hospital then only half the number of characteristic points are lost each day. Strength and Toughness are only lost after 6 days. SAMPLE DISEASES

Here are just some known diseases in the 41st millennium.

Bubonic Plague

Resistance Modifier: -30% Range from Source: Within 6 metres Source: Carried by infected insect Effect: Fever

The Bubonic Plague is an incredibly contagious disease characterised by inflamed swellings (buboes) in the groin or armpit. It has been known to wipe out entire hives on the over-populated hive worlds. What makes the plague even more deadly is that it has several sources of contagion but the most common is by infected insects. Huge cargo carries carry billions of tons of food from agricultural worlds everyday and it only takes a single insect to 'fly through the net' and spread the disease, once the carriers have reached their destinations.

Bubonic Plague is treated exactly as the fever disease type except there is a -10 penalty to all characteristic tests when resisting the disease.

Catachan Disease

Resistance Modifier: +0% Range from Source: Skin contact Source: Wound from infected creature Effect: Wasting Disease

As befits the name, Catachan Disease originally came from the death world of Catachan. Some of the planet's animal species passed on the disease through contact of the few human inhabitants that live there and then onto the crew members of relief ships.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/rules_disease.shtml (5 of 6) [25/05/2002 14:38:08] Disease in Warhammer 40k Roleplay It is believed to be caused by a deadly bacteria that slowly eats away the flesh of the infected person. What makes the bacteria even more deadly is that it is resistant to a wide variety of antibiotics.

Lycanthropy

Resistance Modifier: -20% Range from Source: Bite from infected creature Source: Wound from infected creature Effect: Biological Mutation

So far there is no cure for Lycanthropy. The only help administered is usually from an Inquisitor's boltgun. Not even the genetors of the Adeptus Mechanicus know how Lycanthropy came to be; how it evolved remains a mystery.

What is known about this hideous disease is that it transforms its victim into a werewolf. Once transformed, the werewolf attacks and kills anything in its way becoming totally unpredictable in its use of violence. As with any biological mutation, when the victim transforms often depends on the time of day, week or month, if the victim is wounded, or in some cases it is permanent and the only hope for the victim is a quick death. Once a werewolf, the victim adds +10 to WS and I and gains +10 Strength. BS and Fel is reduced to zero, all other characteristics remain the same.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/rules_disease.shtml (6 of 6) [25/05/2002 14:38:08] Vehicles in Warhammer 40k Roleplay Home : Rules : Vehicles by A. R. Fawcett & I. D. Fawcett VEHICLES

Vehicles of all types can be found in the 41st Millennium, from simple transports to heavy tanks bristling with weaponry, from crude buggies belching forth toxic fumes, to highly sophisticated, waspish Eldar skimmers. Vehicle Characteristics

Vehicle 'characteristics' are listed in terms of various statistics in a similar fashion to those given for characters. However there are a few differences, and these are explained below.

Vehicles can be classified according to the general motive type and according to size or design:

Heavy vehicles are very large vehicles weighing many tonnes, probably encased in thick armour and/or capable of transporting substantial cargoes. They may be fitted with large weapons for use on the battlefield. Heavy vehicles are slow and ponderous, but are able to sustain significant amounts of firepower levelled at them.

Medium vehicles are of average size and weight, encompassing general road vehicles and smaller tanks.

Light vehicles are small cars and bikes. They are easily damaged and can only survive light collisions. However, they make up for their lightness with their speed and agility.

Tracked vehicles use caterpillar tracks, like tanks of today. They can move over most terrain, driving over certain features such as hedges, fences and walls. Movement through woods and similar terrain can be attempted at slower speeds. Tracked vehicles cannot move over deep water, but can traverse streams and fords without penalty. Some tanks may be able to move along a river bed, submerged, if suitably equipped.

Wheeled vehicles are well known to us all. Some vehicles have large rugged wheels designed for off road use. Generally, a wheeled vehicle may not cross an obstacle of any kind or move through a wood (unless following a track).

Bikes are very much like contemporary motor cycles, with two or three wheels (the so-called trike). A bike cannot cross an obstacle of any kind - it will crash if it attempts to do so. Bikes may cross difficult and very difficult ground at slow speeds.

Walkers have been designed to move over difficult terrain. They can move over most obstacles and

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Skimmers are vehicles powered by gravitic reaction motors which allow the vehicle to float above the ground. Therefore, they may simply fly over an obstacle that gets in their way.

Movement Characteristics are explained below.

Target Point describes the part of the vehicle that has been targeted/hit. The target point, such as the wheels, lights or so on, may be hit randomly if the vehicle as a whole is targeted, or the individual target points may be aimed at, taking into account their size, which is listed.

Armour Penetration Value indicates how hard it is to damage a vehicle. This may be negative for some heavily armoured tanks; powerful weaponry is needed to damage the tough exterior. Once armour is penetrated, the target area of the vehicle may be damaged.

Strength: this characteristic refers to the 'strength' of the vehicle in a collision. Driving, Riding & Flying

Driving, riding or flying any sort of vehicle (as appropriate) takes 1 Action per Round. The vehicle is moved as soon as a character decides to use this action for driving.

1 Action must be spent per Round in order to drive the vehicle, if not then it may go out of control, as detailed below under Control Loss.

Each vehicle has three characteristics concerning its manoeuvrability:

Max Speed, expressed in terms of kilometres per hour, should only be used when determining speeds and times for long distances where traffic is not a problem.

In the course of your adventures you are much more likely to be using vehicles in a combat situation, where they will need to be controlled, swerved, skidded, sharply cornered, and so on. For such situations you should use the other ratings, which are scaled into the Round system, and are expressed in terms of metres per Round (or m/R).

Accelerating & Decelerating

To reach high speeds a vehicle must gradually accelerate until it is eventually travelling at the required speed. Similarly, if you are travelling along at high speeds, you will not be able to come to a dead stop without losing control of your vehicle. Instead, each vehicle has an Acceleration/Deceleration Rate,

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/rules_vehicles.shtml (2 of 8) [25/05/2002 14:38:09] Vehicles in Warhammer 40k Roleplay which is the maximum rate you may increase or decrease your speed per Round. Each vehicle's Acc/Dec Rate is noted in its particular Profile. Some vehicles are capable of great speeds and their drivers certainly wouldn't be able to manoeuvre into combat at these speeds.

Stopping

Once a vehicle has slowed down sufficiently, it may come to a stop. Each vehicle has a Maximum Stop Speed, which is the greatest speed a vehicle may be travelling at to stop safely. This speed is sometimes higher than the Acceleration/Deceleration Rate; if you have to make an emergency stop, travelling at a speed higher than your Stop Speed, however, you must roll for Control Loss.

Skimmers

It is somewhat rare in the Imperium for vehicles, other than in the military, to have anti-gravity systems that allow them to hover. There are many variants, however, where moving air is used instead to create the same effect (using customised hypo-fans). Eldar vehicles utilise advanced anti-gravity technology.

Hover vehicles may skim over the surface of roads, as if they were normal wheeled vehicles. In this mode they could be treated like normal vehicles, as above. Alternatively, they may be flown through the air, like a standard aircraft, though Skimmers do not handle as well. In the air, a Skimmer may Climb at a rate of 25% of its current speed (round fractions up to whole numbers), and Dive at a rate of 50% of its current speed. In an emergency, you may attempt to Climb or Dive at speeds greater than this, but you must save against Control Loss.

Rough Terrain

Vehicles are slowed down by travelling over rough terrain. In some cases a vehicle may not be able to move over certain areas. Rather than giving explicit rules, it is up to the GM to determine the effects of terrain as they can vary so widely. Some guidelines are given below.

Difficult Ground: Vehicles moving over difficult ground are slowed down. Heavy vehicles are slowed down by up to 20%, medium vehicles by up to 40% and light vehicles by up to 20-60%.

Obstacles: Generally, heavy vehicles will not be stopped by obstacles, such as hedges and walls. Medium and light vehicles may take damage or will be stopped by obstacles.

Fords: A fording depth is listed in the vehicle profile. If the depth of the ford/river is greater than the fording depth then the vehicle is likely to get stuck or stall, necessitating a rescue vehicle to tow it out of trouble. Some vehicles are aquatic and can therefore move along river beds.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/rules_vehicles.shtml (3 of 8) [25/05/2002 14:38:09] Vehicles in Warhammer 40k Roleplay Characters in Vehicles

When characters get into or onto a vehicle, you should note where each character is seated, and specifically who is doing the driving. In the event of someone shooting at the vehicle, the occupants may be hit, and in the case of an open-topped vehicle, the driver is likely to be targeted. Of course, if the random hit on the vehicle does turn out to have hit a character, determine damage as normal i.e. use the armour penetration rules and damage rolls for characters. If a character is wounded whilst driving the vehicle, roll for Control Loss (see below), until the vehicle is brought to a safe halt. If the driver is killed, the vehicle automatically loses control. A passenger may attempt to take control of the vehicle in the following round by making a successful Drive test. One test may be attempted each round until the vehicle is brought under control. Entering or Leaving (Mounting or Dismounting)

Climbing into a vehicle or the back of a bike takes 1 Action. Similarly, climbing out of or off a vehicle takes 1 Action. If the vehicle has a door then this will take 1 Action (or more if it is locked) to open. The GM is free to change these numbers depending on the size of the vehicle, the number of people boarding and so on.

Characters may jump out of a vehicle while it is moving. If the vehicle is moving at speeds less than 100m/R then the characters may jump out of the vehicle relatively unscathed, may be with the odd scrape or torn sleeve. At speeds of 100m/R or above, the character will take a hit to the body with a penetration modifier of speed/4 x100% (rounding up) and Strength speed/4 (rounding up). For example, if a character attempts to jump out of a vehicle travelling at 160m/R, he will take a Strength 40 hit with an armour penetration of +40%. Force fields and shields do not provide protection. SHOOTING FROM VEHICLES

Characters riding in vehicles may fire weapons from the vehicle. If the vehicle is open-topped then all of the characters can fire their weapons. Characters can fire from windows, firing slits and through open doors of a vehicle. Generally only the character next to the firing point may shoot a weapon, but the GM may rule otherwise, depending on the design of the vehicle. Remember to take into account modifiers for travelling at fast speeds.

Some vehicles may have mounted weapons. Characters inside the vehicle may fire these weapons, but a character may fire only one weapon per round, including their own. Vehicle-mounted weapons may be limited in terms of tracing a line of site, for example, a weapon in a left sponson should not generally be fired at a target to the right of the vehicle.

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A vehicle is much harder to destroy than a creature of flesh and blood. Most fighting vehicles are heavily constructed from steel and tough alloys and their hulls are protected by thick armour plates, sloped or angled to deflect shots. Any hits that do penetrate may only cause slight damage or strike non-essential systems. Shots may simply pass through the vehicle without causing any damage at all. On the other hand, vehicles carry a supply of fuel and ammunition that will blow them apart if they are hit, and however tough a vehicle is, its crew can always be stunned or disabled by hits made against its armoured hide.

Targeting Vehicles

Vehicles can be targeted as described in the shooting rules taking into account modifiers due to speed and so on. Roll a D100 to work out the target point hit using the Vehicle Characteristics.

Once a vehicle has been hit, the firer must roll to see if the vehicle's armour has been penetrated.

Armour Penetration

Due to the thickness of a vehicles armour, its design and so on, the chance of penetrating a vehicle may be a negative number. Therefore a powerful weapon is needed to combat vehicles - a laspistol just doesn't have the punch to damage a Land Raider.

When hitting a vehicle take into account whether the shot comes from the front, side or rear as vehicles often have different armour values in these regions.

If a vehicle's armour is penetrated then roll for damage on the charts given below.

If the chance of penetrating a vehicle is negative the weapon is not powerful enough to breach the vehicle's armour and cause damage. The GM is at his liberty to modify this rule so that there is always a 1% chance of penetrating a vehicle, representing a lucky shot. DAMAGE CHARTS

If a shot penetrates the vehicle's armour, then the vehicle will sustain damage. The location hit may be destroyed and in some instances the whole vehicle will be rendered useless or even destroyed. Refer to the charts below corresponding to the location penetrated and roll a D10, adding the Strength of the weapon used divided by 10 (rounded up), to determine the effects of the penetrating hit. For example, if using a lascannon roll D10 and add 10 (Strength 100 divided by 10 = 10) to the value.

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Vehicle Damage Charts

COLLISIONS

Collisions are inevitable in the frequently perilous adventuring environment. It is almost certain that collisions with other vehicles will occur. What a vehicle actually hits will, of course, depend upon what exactly is in the way at the time.

Armour Penetration in a collision: As usual, in any collision, the vehicle's Armour MUST be penetrated exactly as for a normal hit. The Armour Penetration value is calculated by dividing the speed that the vehicle is going at (in m/R) by 4. So if a vehicle is going at 100 m/R the Penetration Modifier is +25%.

Strength Values in a Collision: To work out strength to use for a collision, multiply the strength of the vehicle by the speed/100 (rounded up). For example, a light vehicle with strength 40 is travelling at 50m/R, it has a strength of 40 in a collision. If it speeded up to 150m/R, its strength in a collision would be 80.

Damage involving Buildings: As well as the building taking a hit, the damage is rebounded to the vehicle: apply armour penetration and strength of hit caused to building to the vehicle involved in the collision.

Damage To Pedestrians: If the person is aware of the vehicle then he may jump out of the way on a successful initiative test modified by GM. Control Loss

A vehicle may lose control for any number of reasons, including going too fast, trying to stop too suddenly, having to swerve around an obstruction, and so on. In the following Round, a character may try and regain control, by making a Drive test. If successful, then the character regains full control of the vehicle culminating in the next Round (he might be wrestling with the controls in the next few seconds). If the test is failed, the vehicle will suffer from Control Loss.

When Control Loss occurs, the Gamesmaster will roll to determine the direction the vehicle will travel in during the next Round. To do this roll a D6:

D6 Direction 1 90 degrees to right 2 45 degrees to right

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3,4 Straight 5 45 degrees to left 6 90 degrees to left

The vehicle will travel in the direction indicated, at the speed it was moving at prior to the loss of control. If the vehicle is travelling at 100 m/R or greater, roll a D100 and consult this chart: (There is a chance of the vehicle Spinning, Skidding or Rolling).

D100 Result 01-10 Vehicle goes into a Roll 11-35 Vehicle goes into a Spin Vehicle suffers not further effects and 36-00 continues on the course determined above

If the vehicle goes into a Roll it may end up on its roof or on its side; whatever happens, it will badly damage the vehicle. A Skid will do less damage, but may end up spinning the vehicle. In this latter case, the character may have to roll against Drive Skill to regain some control of the vehicle.

Rolling a Vehicle: Any vehicle going into a roll will take D6 random hits per 50m/R it was travelling at before the roll and comes to a stop in an attitude determined from the table below. The occupants will be too shaken up to make any more actions in this Round. If the random hits above indicate damage to the driver or other occupants, they may be more severely injured. The vehicle will end up D10 metres away from where it started the roll, in the following attitude (roll a D100):

D100 Result Vehicle upside down. Any doors have 15% chance of being jammed shut. Occupants 01-40 lose all actions for next Round too, and lose D10 Initiative. Vehicle upright. Occupants dazed, and next 41-80 Round's actions are halved. Vehicle lands on driver's side. Doors on this 81-90 side are unopenable. Occupants dazed, and next Round's actions are halved. Vehicle lands on other side. Effects are as 91-00 for previous entry.

If the vehicle is not enclosed (such as a bike), it will roll, but the rider will be thrown off and take D3

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Skidding a Vehicle: If a vehicle goes into a skid, re-randomise the direction. It will travel D10 metres in this new direction before coming to a halt, and take D2-1 random hits. The driver must make a further Drive test, or the vehicle will slip into a full-blooded Spin. Any vehicle going into a spin will have its direction randomised using a D12 and the 'clock-face principle'. If it hasn't collided with anything, it should now be stationary. Control Loss of Flying Vehicles

Obviously, vehicles many hundreds of metres above the ground will not roll or spin when you lose control of them. Instead, Control Loss means that the craft will simply start to plummet downwards, gaining speed very rapidly, until you either recover the controls and drag it back up into the air, or smash straight into the ground! The speed of such a dive is equal to the current speed of the vehicle, increasing by its Acc Rate +10 every Round. The pilot may attempt to regain control, by making a Drive test. If successful, he can pull the vehicle out of its dive. In the unfortunate event of a vehicle hitting the ground, it will suffer the standard collision damage based on its speed. Any occupants will take damage.

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AMMUNITION STORAGE DAMAGE CHART

Roll Result The shot hits the ammo storage and is deflected. Luckily the shot does not penetrate the vehicle's armoured ammo storage, 2-8 however there is a 5% chance that the ricochet will hit a random crew member. Part of the ammunition is destroyed but luckily it does not affect any other part of the store. The vehicle loses a quarter of 9-12 its ammunition as a result. There is a 10% chance of a strength 50 hit to a random crew member. A chain reaction caused from the shot diverts into a randomly determined weapon. Determine which weapon is affected and 13-15 then roll for its critical as normal (see armament/weapon table). A fire has started in the ammo storage. In D6 rounds it will 16-18 have spread to the ammunition itself. When this happens it will immediately explode (as below). The ammunition storage takes a direct hit destroying its entire stock. As a result the vehicle takes D10 random strength 100 19+ hits and may no longer fire any of its weapons. All the vehicle's occupants suffer the equivalent of a Melta Bomb hit to the body.

ANTI-GRAVITIC MOTORS DAMAGE CHART

Roll Result The skimmer manages to stay afloat despite the odd harmless 2-8 judder. Some minor components are destroyed in the gravitic motor. 9-14 As a result the skimmer's maximum speed and acc/dec rate is reduced by 25%.

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The gravitic motor takes minor damage causing disruption to 15-18 the driver's controls. This is enough for a period of control loss unless the driver can pass a standard Drive test on a D100. The gravitic reactor takes a direct hit and is destroyed sending 19+ the skimmer plummeting to the ground.

ARMAMENTS/WEAPON DAMAGE CHART

Roll Result Apart from some cosmetic damage, no significant damage is 2-4 caused. The weapon's ammo feed or power supply is jammed or become fused. Every time the weapon is fired it becomes 5-8 temporarily jammed. A jammed weapon maybe repaired as normal by a character. The weapon may continue to fire as normal but with a -5 penalty to hit until repaired. Subsequent -5 results are 9-12 cumulative. Should the penalty reach -30 the weapon is destroyed. The weapon may continue to fire as normal but with a -10 penalty to hit until repaired. Subsequent -10 results are 13-16 cumulative. Should the penalty reach -30 the weapon is destroyed. The ammo feed or power supply is blocked or severed. The 17 weapon maybe fired once more after which it cannot be fired again until it has undergone repairs. The weapon is destroyed, blown off in a brilliant display of 18 fire and sparks. The weapon is destroyed rupturing its power supply. Roll for a 19+ critical on the body/hull damage chart but with a +2 bonus.

BODY/HULL DAMAGE CHART

Roll Result The shot scratches the paintwork otherwise causing no 2-6 significant damage.

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If the weapon has an area effect then the shot rocks the vehicle causing it to go into a skid if the driver fails a Drive test. Occupants of the vehicle take a random strength 30 hit if they 7-12 fail an I test due to the sudden jolt. For other weapons the shot penetrates the hull and has a 30% chance (modified by the GM as appropriate) of hitting a random crew member. The shot strikes the vehicle, has a 30% chance (modified by the GM as appropriate) of hitting a random crew member and 13-15 ricochets into the engine. Roll for damage on the engine damage chart. All the doors on the vehicle jam shut (D6: 1,2,3) or fly open (D6: 4,5,6) and cannot be closed. A strength test may be attempted each turn to prize a door open. If doors fly open then D6 randomly determined occupants are thrown out of the 16 vehicle if they fail an Initiative test, and may take damage depending on how fast the vehicle is moving. If the vehicle is open topped and therefore has no doors (e.g. a bike or buggy), a sudden jolt throws D6 randomly determined people overboard. The occupants are hit by flying shrapnel. This has the same 17 affect as a frag grenade (targeted at the characters' body). 18 The shot flips the vehicle into a roll. The vehicle is completely destroyed as it takes a direct hit. All 19+ the vehicle's occupants suffer the equivalent of a Melta Bomb hit to the body.

ENGINE DAMAGE CHART

Roll Result The shot glances the engine but otherwise does no significant 2-7 damage. The engine suffers minor damage reducing the vehicle's speed 8-13 by 25%. This may cause control loss if the driver fails a Drive test. The vehicle may no longer accelerate as the engine sustains 14-16 minor damage.

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The engine is destroyed. The driver must pass a Drive test (-20 penalty) or the vehicle will go into control loss. If the driver is 17 successful then the vehicle grinds to a halt. Needless to say the engine will need urgent repair. With a heavy clumping noise the engine is destroyed causing 18 immediate control loss. Furthermore a fire spreads to the fuel tank, roll on the Fuel Tank Damage Chart. The engine is destroyed and a secondary explosion affects the fuel tank which is immediately destroyed. All the vehicle's 19+ occupants suffer the equivalent of a Melta Bomb hit to the body.

FUEL TANK DAMAGE CHART

Roll Result Although the shot grazes the fuel tank, miraculously no 2-7 damage is done. The fuel tank is punctured but does not catch fire. Any 8-10 subsequent shot to the fuel tank has a +1 bonus to this damage chart because of the escaping fluid. The vehicle begins to fill up with toxic fumes. Everyone must pass a T test each round or succumb to coughing. If the driver 11-14 is affected then he must make a Drive test or the vehicle will go into control loss due to coughing. The vehicle's fuel tanks burst open, spilling a pool of volatile liquid around the machine. Roll a D100. On a 01-50 the vehicle's power cuts out and the machine comes to an 15-16 immediate halt. On a 51-00 the fuel erupts into a ball of fire with a 3 metre radius around the vehicle. The vehicle is destroyed and any characters inside will suffer the equivalent of a Melta Bomb hit to the body. The fuel tank catches fire and will explode in D6 rounds. 17 Anyone in the vehicle when the fuel explodes will suffer the equivalent to a Melta Bomb hit to the body. The fuel tank is punctured. Any Leaking fuel is ignited by a 18 small fire. The reaction causes the fuel tank to ignite blowing the vehicle off course. The vehicle goes into a roll.

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The vehicle is destroyed in a brilliant fiery explosion. All the 19+ vehicle's occupants suffer the equivalent of a Melta Bomb hit to the body.

STEERING DAMAGE CHART

Roll Result 2-7 No significant damage caused. The steering receives slight damage. Any Drive tests are made 8-11 with a -10 penalty until the steering can be repaired. The steering momentarily jams forcing the vehicle to go in a straight line for D3 rounds. Afterwards the steering returns to 12-14 something approaching normal (-10 penalty to any Drive tests until steering can be repaired). 15-17 The steering jolts in a random direction. Roll for Control Loss. The steering jams. The vehicle can only travel in a straight 18 line. The steering and brakes are put out of action. The vehicle is 19+ unable to steer and cannot stop.

TRACKS DAMAGE CHART

Roll Result 2-7 The track is damaged slightly but manages to keep on running. The track is damaged but keeps running. The vehicle may only 8-11 now move at half its maximum speed until it can be repaired. 12-14 The vehicle is sent into a skid. One of the tracks jams and the driver must test for control loss. Regardless of whether the driver is successful one of the tracks 15-17 is badly damaged and as a result the vehicle is unable to steer at all and must come to a complete halt or move about in an endless circle. A track is blown off and the resulting damage smashes the 18+ vehicle's drive shaft causing it go into a roll.

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Roll Result The wheels suffer no additional damage and the vehicle is 2-7 allowed to continue as normal. A wheel is badly buckled reducing the maximum speed of the vehicle by 25%. If the vehicle has less than four wheels (e.g. a 8-10 bike), then the driver must test for immediate control loss (with +10 bonus to the Drive test). The vehicle is sent into a skid as the wheels jam. If the vehicle 11-13 is a bike then the rider must pass an Initiative test or be flung from his bike. The shot completely buckles the wheels, punctures any tires 14-16 etc, sending the vehicle into an immediate skid. The tyres are blown off sending the vehicle into immediate 17 control loss if the driver fails a Drive test (-20 penalty). A wheel is blown off sending the vehicle chassis grinding into the ground. The vehicle will suffer control loss as a result. If 18+ the vehicle is a bike then the rider is sent hurtling off his mount.

WALKER LEGS DAMAGE CHART

Roll Result 2-7 The walker sustains no significant damage. The shot does not penetrate the walker's legs sufficiently to damage it but it is enough to force the walker to immediately 8-10 stop for the next round, it may fire its weapons if it has any. Afterwards the walker may continue to move and function as normal. The walker's manoeuvrability becomes hampered as locomotion circuitry is damaged. As a result the walker's 11-13 Movement is reduced by 25% until its locomotion can be repaired.

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The walker's locomotion functions are damaged. The walker can only now move randomly. At the start of each round there is a 50% chance that the walker will stride off in a random 14-15 direction at its full Movement rate. This may take it out of hand-to-hand combat, if applicable. The walker will continue to move randomly until its locomotion unit is repaired. The walker suddenly falls as if tripped. As a result the walker becomes prone for D6 rounds unable to move or fire any 16 weapons, if it has any. After this period the walker manages to get back to its feet. The crew are shaken but are otherwise unhurt and the walker will function as normal. The walker is completely crippled following damage to its legs. The walker may not move and may not turn from its present facing. If the machine has weapons it can only shoot at 17 targets directly ahead of him in a 90 degree arc, unless it is fitted with a separate 360 degree firing weapon. The walker will need extensive repairs if it is ever to move again. The walker is crippled and falls over. Anyone inside the machine suffers the equivalent of a frag grenade hit to the 18 body. There is also a 50% chance that the walker's fire control systems will fail (see Walker Body Damage Chart). The leg is blown off sending the walker crashing to the 19+ ground. A subsequent fire spreads to the walker's body area. Roll again on the Walker Body Damage Chart.

WALKER BODY DAMAGE CHART

Roll Result The walker is jolted slightly but otherwise suffers no 2-7 significant damage. The internal micro-bore hydraulics begin to leak. The walker 8-10 loses some power as a result. The machine loses 2 Movement points until the hydraulics can be repaired.

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The walker suffers damage to its heat exchange units and actuators. This causes a dangerous build-up of heat. The walker has a 15% chance of being shutdown, completely unable to move or fire its weapons. However, the cooling 11-13 systems will be able to restore power should the walker shutdown. If the walker has shutdown then there is a 25% chance each round that it will come back online and will function normally. Damage to the walker's fire control systems causes a fire to break out in the walker's circuitry. For each round that the fire is not extinguished the walker will suffer an automatic critical 15-16 hit on a D100 roll of 01-10. This 10% chance will increase by +5% per round and affects the walker's body area. The fire will continue to burn until extinguished or the walker is completely destroyed. The driver or pilot suffers a critical injury and the walker comes to a standstill. The driver/pilot is reduced to 0 wounds 17 and falls unconscious in a critical but stable condition. The driver/pilot can only be revived by someone with the Medic skill and a shot from a medi-pack. The walker's emergency systems are triggered as a result of internal damage, activating emergency shut-down procedures. 18 The walker comes to a complete stand still and may not do anything, even fire its weapons if it has any. The walker will remain in this state until it is repaired. The heat build-up in the walker has reached a critical level following damage to the cooling and exhaust systems. As a 19+ result the walker is destroyed in a brilliant explosion killing the driver or pilot. Any accompanying crewmen will suffer the equivalent of a Melta Bomb hit to the body.

WALKER ARMS DAMAGE CHART

Roll Result The walker sustains no significant damage. Arm functions as 2-8 normal. Arm does not function properly. The walker loses -20 to BS 9-12 and I as the arm's motion is damaged.

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If the walker has a weapon arm then its armament is damaged. 13-15 Roll on the Armaments Damage Chart. If the walker does not have a weapon arm then re-roll on this chart. The walker's arm ceases to function and is stuck rigid. If it is a 16-18 weapon arm then the weapon may not be fired until the arm is repaired. The walker's arm is blown off destroying any weapon it may have. There is a 75% chance that a flashback will affect the 19+ walker's body. If this is the case then roll on the Walker's Body Damage Chart.

WALKER SENSORS DAMAGE CHART

Roll Result 2-7 No significant damage caused. The walker's visual mechanisms are thrown out of focus, affecting its ability to shoot if it has a weapon. The walker's 8-11 BS is reduced by 50% as a result until the visual mechanisms can be repaired. The walker's stabilisers are jammed. As a result its directional movement is impaired. Roll a D100: 01-50 the walker may no longer turn to the right - it may move straight forward or may 12-14 turn to the left, 51-00: the walker may no longer turn to the left - it may move straight forward or turn to the right. This will continue until the stabilisers are repaired. The walker's visual, audio, tactile systems are temporarily scrambled. For D6+6 Rounds the walker's WS, BS and I are reduced by 50%. In order for these systems to be repaired the 15-16 walker must remain stationary for the allotted time as auto- repair kicks in. When stationary the walker may not do anything, move, fire, or enter hand-to-hand combat. The walker's targeting systems are destroyed. If the walker has 17 a targeter then it no longer benefits from using it. Additionally, the walker's BS is reduced to 10%. The walker is blinded, making it impossible to move or fire accurately. The walker may still fight in hand-to-hand combat 18 but its attacks have only a 10% chance of hitting. Additionally, the walker can only now move or fire in a random direction.

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Major central control system damage. The equivalent of the 19+ walker's nervous system is shredded. As a result the machine sustains 1 random critical hit per round on a random location.

file:///C|/Documents%20and%20Settings/Administrat...r/Bureau/w40krp/rules_vehicle_damage_charts.shtml (10 of 10) [25/05/2002 14:42:59] Buildings in Warhammer 40k Roleplay Home : Rules : Buildings by A. R. Fawcett & I. D. Fawcett BUILDINGS

Buildings and other constructions are an important part of the game for several reasons. Not least of these is that they provide cover for characters.

Buildings/constructions need not be simply houses, or even industrial complexes such as oil refineries and mines. Constructions might be bunkers, built for defence or ancient tombs, the remnants of a dead civilisation. MAPPING

In an ideal world, all buildings should be mapped including details such as doors, stairs, windows and important internal fittings.

As characters enter the building, the GM describes where they are inside, what they can see and other details he thinks relevant. The GM then plots the position of the characters as they move through the building. The players do not see the map at any time, but can make rough plans from the GM’s description.

If close combat or shooting occurs within the building, then models can be used to represent the combatants. The interior of the building can be improvised or imagined, while the relative positions of the antagonists are indicated by the models themselves. SECTIONS

Each building should be divided into one or more sections. A section corresponds to a single level, approximately 8m x 8m in area. Most small buildings can be considered to be 1 section per level. AREA WEAPONS WITHIN BUILDINGS

Any area weapon fired into a building section automatically causes a hit on all characters, equipment, etc. within the section. This is due to the effects of an explosion in a confined space. When firing or throwing from outside through a small opening, such as a door or window, the firer should roll to hit, to determine whether the shot/throw actually goes through the gap. If successful 1 automatic hit is scored on every occupant of the section (the hit affects D6 locations on the target). If a character is throwing a grenade through a window, but is so close that it obviously wouldn’t miss, then there is no need to roll to

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Buildings take on many different forms, but the types described below are common throughout the universe. All buildings have a penetration, a toughness and a damage rating. The damage rating is similar to the wounds characteristic of creatures, it represents how many points of damage a single section of that building can take before it collapses.

Damage % Chance of Construct Toughness per Penetration Section Mud/straw huts, light 90% 70 10 wooded and tin shack Plexi-shelter 70% 80 15 Timber building 50% 80 25 Stone/concrete building 20% 80 30 Stone/concrete tower or 0% 100 50 emplacement Wooden or improvised 60% 60 10 barricade Free-standing 30% 60 15 brick/stone/concrete wall

In order to damage a building, it must be penetrated first. Once penetrated, roll on the damage charts appropriate to the weapon, on the Cover column. The damage that can be caused to a building is 'Light', 'Serious' and 'Catastrophic'.

Light Damage

This is minor damage that chips away at a building infrastructure. It causes scratches to paintwork and gouges plaster, but mostly this is superficial and can be repaired easily.

Serious Damage

This type of hit causes structural damage and shakes the framework of the building causing further cracks. A building cannot take many serious hits and remain standing unless it is reinforced or

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/rules_buildings.shtml (2 of 4) [25/05/2002 14:38:10] Buildings in Warhammer 40k Roleplay specifically built for warfare. For each Serious hit a building takes, add 10 to the damage roll. COLLAPSE OF BUILDINGS

A building/section which loses all of its damage points will collapse. Characters inside take D6 Strength 40 automatic hits (with a penetration value of 50% for all armour types including force fields). Characters may also suffer damage from falling from an upper floor. HACKING THROUGH WALLS

If characters are appropriately equipped they can force their way through interior walls, spacecraft bulkheads, roofs, floors, etc. Hits are automatic. Work out penetration and damage as normal except any damage caused is doubled. To make a hole big enough for a human-sized character (including Squats) to squeeze through, a total of 10 Damage points must be caused to a single area of the construction. A Ratling or character with the contortionist skill can squeeze through a hole of 5 Damage points.

Toughness of walls is as follows:

Surface type % Chance of Penetration Toughness Solid concrete wall 20% 80 Solid timber wall 50% 70 Plexi-glass 70% 70 Sheet steel 30% 70 Corrugated iron 30% 70 Most flooring 50% 70 Light wooden 60% 60 Light flooring 80% 60 Wattle and daub 90% 50 Thatch 90% 50

DOORS

If a door is reached, characters will listen for movement or sounds on the other side. Then they will undoubtedly batter it down.

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% Chance of Door Toughness Damage Lock Rating Penetration Plastic 60% 20 D6 D4x10% Toughened 50% 30 2D6 (D4+1)x10% glass Light wooden 60% 40 3D6 (D4+1)x10% door Light steel 30% 50 4D6 (D4+3)x10% Heavy steel 20% 80 6D6 (D4+4)x10% Toughened 0% 100 7D6 (D4+6)x10% steel

A door that has lost half its damage has a hole large enough to look or reach through.

Locks can take the form of primitive mechanisms requiring keys (use the WFRP rules for Picking Locks) to advanced locks using number combinations, swipe cards or even retina scanning (to open these locks the character will need an appropriate skill and the GM may rule that a door cannot be unlocked and will need to be broken down). FIRING FROM BUILDINGS

Characters firing from buildings count as being behind cover. Characters firing from rooftops are behind cover to troops on the ground, but not to flying troops or characters on a higher building level.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/rules_buildings.shtml (4 of 4) [25/05/2002 14:38:10] Warhammer 40k Roleplay Characters Home : Characters' Section by A. R. Fawcett CHARACTERS' SECTION

This section lists the rules and charts for creating a character to use in a Warhammer 40k Roleplay adventure. The system is based on careers, so your character can start out as a lowly servant, gain experience through a series of dangerous adventures and end up as an Imperial Guardsman or a Gang Leader depending on his fortunes and your decisions.

Creating the Adventurer - a guide to creating and determining the profile of a Player Character (PC).

Determining Career - basic careers for characters encompassing the Military, Civilian, Rogue and Explorer classes.

Advanced Careers - a list of advanced careers, including rules for changing careers.

Skills - skills and abilities for characters in 40k role-play.

Creating Ab-Human Characters - a short guide to generating Squat, Halfling or Ogryn characters.

Creating Eldar Adventurers - details of Eldar characters and Exodite, and Outcast careers.

Creating Space Marine Characters - a detailed guide to generating a powerful Space Marine character.

CONTRIBUTIONS

Character Generator by Niklas Greve - Requirements: Windows: 9x, Me, NT, 2000 or XP.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/index_characters.shtml [25/05/2002 14:37:39] Generation of Character in Warhammer 40k Roleplay Home : Characters' Section : Creating the Adventurer by A. R. Fawcett CREATING THE ADVENTURER

The Grox glared angrily at Carolus as it charged at him again. The large horny reptile bound forward with its head of horns held low intent on goring the Grox herder to death against the sturdy timber pen. Carolus moved aside just in time but the momentum sent him sprawling to the muddy floor. "Carolus!" came a loud shout from within the farmhouse. It was his stepfather's. "If you haven't cleaned the Grox pen by sundown I will tan your behind!" Carolus, now covered in sickly Grox excrement, gathered himself together. When will his day come when he would leave this Groxpat? In his free time, which there wasn't much of because free time was usually when his stepfather beat him, he would nip off to see Old Quintus. He used to be an adventurer and he had many fantastic tales to tell; of the world outside; of the place known as the Imperium. The Imperium, Carolus thought to himself, I so want to see it and be what Quintus was. "Carolus!" his stepfather shouted. This time he was standing outside the pen with bludgeon in hand. "Get out here! It looks like I must beat it into you whenever I want something done! Do you think the Grox pen cleans all by itself?" Carolus's stepfather then entered the pen and dragged the filthy Grox herder outside and into the farmhouse where he proceeded to beat him. But Carolus couldn't stop thinking of Old Quintus. It would be today, Carolus resolved. As the last blow struck his backside he wriggled free and grasped a meat cleaver. His stepfather no longer saw a frightened child but a grown man, with a meat cleaver. He lunged forward with his bludgeon to smite Carolus's head but Carolus avoided the blow and buried the meat cleaver somewhere inside his stepfather's body. Carolus dashed out of the kitchen and into his stepfather's bedroom. He rummaged around in the drawers of the dresser and found his stepfather's laspistol and it was fully charged. In haste Carolus grabbed what possessions he had. Today, he thought, was the start of something new, to see maybe even new worlds, I wonder if Old Quintus will come with me? For a split second he thought of his stepfather and how he would now be a wanted man. But he swiftly dispelled them and thought: it doesn't matter now, I'll be far away. 1. THE CHARACTERISTICS

Throughout the pages of this website you will be confronted with row up row of strange charts with letters and numbers in. They are not mere technical jargon to confuse you, but the actual 'make-up' of a character. These details make characters different from each other, so that some are faster, others stronger or tougher, and others more intellectually minded, or even less or more friendly. More importantly the characteristics will show what a character is good or no so good at.

Movement - M. This is a number used to determine creatures' speed in any given situation.

Weapon Skill - WS. This determines a character's ability to fight in hand-to-hand combat, reflecting natural aggression, disposition and training. It is expressed in 'percentage' terms; i.e. from 01 to 100%.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/generation_characters.shtml (1 of 13) [25/05/2002 14:56:39] Generation of Character in Warhammer 40k Roleplay The higher the WS the easier it is to strike a blow in hand-to-hand combat.

Ballistic Skill - BS. Probably the most important characteristic your players will look at; the ability to blow an enemy's face off at 100 metres. A low BS means that a character is not particularly good when it comes to throwing or shooting weapons, indicating that he or she needs more practice, whereas a character with a high BS is a competent shot. Like WS, BS is expressed in percentage from 01 to 100%.

Strength - S. This is an indication of how powerful that creature is, and how much damage it can cause in combat although the use of hand weapons will greatly alter this more than innate strength. Strength is measured on a scale from 01 to 100. However, some creatures may have Strength over 100, representing truly awesome creatures, such as Greater Daemons for example. Good adventurers will likely have an S in the 50's.

Toughness - T. A creature's T is an indication of its ability to resist damage - even in the 41st millennium it is better to have some innate resistance to damage than none at all. Like S, T is represented from 01 to 100 and as before only the most powerful of creatures will have a T more than 100.

Wounds - W. Some creatures can sustain more damage than others, either because they have more physical stamina or because they have little regard for, or feeling of pain. This is represented by the number of W a creature has - representing the amount of damage that can be endured before serious injury or even death is caused. However, even the most hardy individual may be killed by a single shot from a stub gun in the 41st millennium, regardless of his Wounds total. The number of Wounds is expressed as 1 or more.

Initiative - I. This characteristic reflects a character's speed of thought, whether he is quick-witted or sluggish. It also judges how many actions a character can perform in a round and is one of the most important characteristics. The more Initiative a character has the more he can achieve in a round. Initiative is expressed as a percentage of 01-100%. Good adventurers are likely to have an I score in the 60's.

Dexterity - Dex. This is an indication of the character's ability to perform complex, intricate or delicate manual tasks. It will determine whether the character is good at sleight-of-hand tricks, picking pockets and other tasks requiring patience and manual skill. The characteristic is expressed as a percentage of 01- 100%.

Leadership - Ld. This characteristic indicates a character's ability to lead others. A character with high Ld is naturally charismatic, inspiring confidence and loyalty, whilst a character with a low Ld may be rather indecisive. This characteristic is expressed as a percentage of 01-100%.

Intelligence - Int. This determines a character's ability to think and understand. An average Int would be around 25 to 30, whereas a character with an Int of 60 or 70 would be very intelligence indeed and capable of absorbing and understanding information others couldn't. This characteristic is expressed as a

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Cool - Cl. This characteristic represents a creature's ability to remain calm, collected - even sane - under severe psychological stress. There are limitless creatures in the galaxy that are truly horrifying and may only be confronted by characters with a high Cl value. Cl is expressed as a percentage of 01-100%.

Will Power - WP. This is a measure of mental and psychic resistance. It reflects a creature's ability to resist the effects of psychic power, charms, and mental influence. Psykers require a very high WP if they are to use psychic powers well. WP is expressed as a percentage of 01-100%. However, some creatures may have a WP in excess of 100, such as Daemons and exceptional mortal psykers.

Fellowship - Fel. This reflects a character's social skills, appearance, ability to empathise, sympathise and generally 'get on with people'. A character with high Fel will find it easy to make new friends, and will be able to obtain information from others by carefully steering a conversation. Characters with low Fel, however, have an amazing talent for saying just the wrong thing, and are always putting their foot in it. They are impervious to hints, unreceptive to atmosphere and completely without tact. Fel is expressed as a percentage of 01-100%. 2. CREATING AN ADVENTURER

Generally, the majority of adventurers in the Imperium will be overwhelmingly Human, i.e. the dominant race of the Imperium. Our Human Adventurer is generated below using a D3 (roll a D6 halve the result, round up), 2D10 (two ten-sided dice) and a D4. (Followers of the old rules will notice that Attacks, Tech skill, Med skill, and Drive skill are missing. In the case of Attacks, the Action system complements this and the three other characteristics are now compiled as an extension of Initiative, Dexterity and Intelligence.)

Human Player Character:

M D3+2 WS 2D10+20 BS 2D10+20 S 2D10+20 T 2D10+20 W D4+3 I 2D10+20 Dex 2D10+20 Ld 2D10+20

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Int 2D10+20 Cl 2D10+20 WP 2D10+20 Fel 2D10+20

Height:

● Male 160cm + 3D10cm ● Female 150cm + 3D10cm

Age:

● 5D10 + 10 years

Example:

Our character is called Limnar Ponyets. He is a Human male and he has the following characteristics.

M WS BS S T W I Dex Ld Int Cl WP Fel 5 31 30 28 32 6 31 30 30 31 29 31 35

Limnar is a good, balanced character. Most of his characteristics are 30 or more and we can see that he has a high Fellowship, so he tends to say the right things at the right time and people should be well disposed to him. His Strength and Cool are somewhat low but after experience he will become stronger. Also Limnar's Weapon Skill (WS) is adequate enough for him to take on a foe in close combat and his Movement score (M) is very high, meaning that he will be able to run faster than most when necessary.

The next thing to sort out is what type of planet your Adventurer comes from. This is important because it not only gives your Adventurer some useful skills, it also gives your character some depth and makes it easier to develop a background for him or her. 3. WHERE DO ADVENTURERS COME FROM?

Adventurers are incredibly varied people coming from the million or so worlds that comprise the Imperium. What world an Adventurer comes from dictates his outlook on life, what skills he starts with and what starting careers he is restricted to (if any.) To this end an Adventurer will come from one of the Imperial worlds listed below. Most populated Imperial worlds fall under the categories of these planets.

Adventurers from Agricultural Worlds

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Agricultural worlds are planets given over entirely to the cultivation of crops and the husbandry of animals, ranging from fluffy sheep to the large reptiles known as Groxen, and are geared towards exporting foodstuffs to non-self-sufficient places, like hive worlds and forge worlds. Agri-words are sparsely populated, have very few conurbations and lack any real military resources and are quite vulnerable to attack. Technology levels range from horse and plough to automated harvesters. Adventurers from these planets are generally salt of the earth, honourable, hardworking folk.

Mandatory Skills: Adventurers from Agricultural worlds will have D3 of following mandatory skills (to be determined randomly, chosen by the player, or the GM) and the first skill will always be Specialist Weapon - Lasers. Choose from: Animal Care, Drive Cart, Game Hunting, Herb Lore, Identify Plants, Specialist Weapon - Lasers.

Adventurers from Civilised Worlds

There are many Civilised worlds in the Imperium. They are planets which are generally self-sufficient with a technology base ranging from low-tech to very good. They are extremely varied worlds and possess a mixture of many of the different cultures throughout the Imperium: agri, cardinal, , mining, and even medieval world cultures. As such the people from Civilised planets may rely on horse- drawn carts or steam-powdered engines. Some Civilised worlds are known as Cardinal Worlds and are ruled over by the Ecclesiarchy and act as centres of spiritual and physical power of the Ministorum of Terra. These worlds tend to have a fairly high level of technology and standard of living and are ruled by a council of Cardinals.

Mandatory Skills: Adventurers from Civilised worlds will have D3 of following mandatory skills (to be determined randomly, chosen by the player, or the GM) and the first skill will always be Specialist Weapon - Lasers. Choose from: Etiquette, Mining, Read/Write, Secret Language - any one from Battle, Ecclesiarchy or Thief, Specialist Weapon - Lasers, Theology.

Adventurers from Feudal Worlds

There are many worlds in the Imperium that have only just embraced the rule of Imperial law. They are worlds that have regressed to a feudal/medieval state; feudal barons in opulent manors or great castles is just one example. Feudal technologies range from stone throwers and cannons to flintlock firearms. Adventurers from these planets are quite often tough, being used to virtually no technology whatsoever and a harsh lifestyle. The most advanced technology feudal characters have ever encountered will quite often be the modest flintlock firearm or blackpowder weapon.

Mandatory Skills: Adventurers from Feudal worlds will have D3 of following mandatory skills (to be determined randomly, chosen by the player, or the GM) and the first skill will always be Specialist Weapon - Blackpowder weapons. Choose from: Dodge Blow, Drive Cart, Fish, Game Hunting, Ride,

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/generation_characters.shtml (5 of 13) [25/05/2002 14:56:39] Generation of Character in Warhammer 40k Roleplay Specialist Weapon - Blackpowder weapons.

Adventurers from Hive Worlds

Hive worlds are planets that can no longer support themselves in terms of foodstuffs and water. They are planets that have been exhausted of many of their natural resources to the extent that hive worlds must rely a lot on imports, especially food and drink. They are heavily industrialised planets and are typically concerned with mining, factory and atmosphere processing machinery. The populations of such planets live in urban conglomerations called hives; they are many miles in height, mostly dirty, overpopulated and quite often very dangerous. Adventurers from these planets maybe closer to the outlook of Feudal characters than they might think. They have experienced the cramp living conditions of a hive, and may even have been involved in the gang warfare that is endemic in all hive worlds, if not part of a gang they will almost certainly have seen someone shot and killed - they might have even done the killing.

Mandatory Skills: Adventurers from Hive worlds will have D3 of following mandatory skills (to be determined randomly, chosen by the player, or the GM) and the first skill will always be Specialist Weapon - Lasers. Choose from: Dodge Blow, Flee!, Secret Language - Thief, Specialist Weapon - Lasers, Street Fighting, Strike Mighty Blow.

Example:

We have decided that Limnar Ponyets comes from a Hive world, it could be the notorious . In rolling a D3 we have rolled a 2. As noted in the description of skills for Hive world, we see that the first skill is always Specialist Weapon - Lasers (a good thing to have coming from a hive world!), which enables Limnar to use laspistols and lasguns, so we note this down on the character sheet. The second skill we choose is Street Fighting, which makes Limnar better adept at fighting with his fists in hand-to- hand combat. 4. FATE POINTS

Because adventurers are marked out for better things, and they are a cut above the normal Imperial citizen, they have what are known as fate points. They can be seen as the adventurers' destiny and the fact that they have a definite goal to fulfil. This means that adventurers are unlikely to be shot and killed the moment they have a disagreement with a scuffle with a gang of footpads! Fate and destiny are tied up with the will of the gods and the flow of the warp. The Imperium is the dominant empire in the galaxy which means that Humans gain more Fate points than most other races; they can settle on virtually any world, reproduce reasonably quickly and are stubborn! Your Human adventurer is therefore allotted D3+1 Fate points.

Example:

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/generation_characters.shtml (6 of 13) [25/05/2002 14:56:39] Generation of Character in Warhammer 40k Roleplay We roll a D3 and score a 3. With the +1 modifier, we see that our character Limnar Ponyets has 4 Fate points. This means that someone, somewhere, has marked Limnar for great things! 5. CAREER CLASSES

Once a character's profile has been generated it is now time to choose his or her Career Class. The Career Class dictates what background an Adventurer comes from and what career he had before turning to a life of adventure. This is important to remember because a life of adventure does not have much time for a day job.

Military Class: Adventurers with a military background may be former Imperial Guardsmen, Arbitrators or Mercenaries. On the other hand they could have been Bodyguards, Penal Soldiers or Pit Fighters. As player characters are adventurers, it is unlikely that any of them will still be serving Arbitrators or Imperial Guardsmen; unless the Gamesmaster says otherwise. However, it isn't inconceivable that an adventurer will still be a Bodyguard or Protagonist, as they are careers without much adherence to rules and, the most important thing, superiors! There are many reasons why an adventurer has chosen a life of adventure: he or she could be tired of following other people's orders, then there are the issues of low pay, terrible working conditions, boredom, disillusionment or sick of working for little or no reward - the reasons are many for the promise of fame and fortune and a better life.

Civilian Class: Adventurers with a civilian background are, along with Rogues, the single most dominate group of humanity and many adventurers will probably come from this class. A civilian background means that an adventurer has more than likely left the boredom of his day job to seek a more exciting life. Perhaps the character wants to see what the Imperium really is like out there? Characters with a civilian background may have been Labourers, Students, Traders or even Lawyers, Nobles or Vigilantes.

Rogue Class: Adventurers with a rogue background are people who are well-used to using their wits to get ahead in life; some may have been shady Drug Dealers; stalking Footpads, ready to pounce upon whichever poor individual happens to be passing; they may have been Freedom Fighters, battling against injustice; or they may even have been swashbuckling Pirates. Whoever they may have been, Rogue characters seldom change, mentally, unless through the right circumstances; an adventurer who may have been a Drug Dealer may still feel the need to 'grab that bargain' or sell the drug now and again.

Explorer Class: The Explorer class is slightly different to the Military and Civilian ones in that an Explorer character might still be following his chosen career, as the nature of the Explorer lends himself to adventuring ways and not being tied down to an organisation. Some Explorer characters might still be vengeful Bounty Hunters, fanatical Seers, or pious Missionaries whereas others may have been Colonists, Grox Herders or Miners in their not so distant past. Whatever the case, Explorer characters are quite often used to being alone and are determined people.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/generation_characters.shtml (7 of 13) [25/05/2002 14:56:39] Generation of Character in Warhammer 40k Roleplay Players are allowed to choose their Career Class within the following restrictions. Once you have decided note it down on your character sheet.

Class Restriction Military The character must have a WS or BS of 30 or more Civilian No restrictions Rogue The character must have a WS or I of 30 or more Explorer The character must have a BS or Cl of 30 or more

Example:

Limnar Ponyets is a good all-round character and so is able to be any Class. We have decided to make him a Rogue because both his WS and BS are fairly good and his M score is definitely becoming of someone who must live by his wits! He is also from a hive world, which was also a factor behind the decision to make him a Rogue character. 6. ADVENTURER SKILL CHARTS

There are a great many skills open to characters and the majority of them can only be found in the Warhammer Fantasy Roleplay rulebook, i.e. we cannot reproduce them here! Skills are specific talents that a character possesses, such as being able to read and write (not everyone in the Imperium is capable of this!), riding a horse (a more widespread method of transport than you might think in the Imperium), or being ambidextrous. A character, in addition to his mandatory 'planet skills', gets D4 random skills to be determined according to the character's Career Class and the type of world he comes from - Agri, Civilised, Feudal, or Hive.

Example:

Limnar Ponyets is a Rogue hive worlder and he already has Specialist Weapon - Lasers for his mandatory skill. Rolling a D4 we get a 2 so we roll for 2 random skills on the Rogue skill chart and use the Hive world column. We roll a D100 and score a 60, which means Limnar gains the Luck skill, and then we score a 48, which means Limnar gains the Fleet Footed skill. With luck on Limnar's side and a bolstered M of 6, due to the Fleet Footed skill, our hive worlder really should be able to get out of trouble very quickly indeed!

MILITARY SKILL CHART Agri Civilised Feudal Hive Skill Title 01-05 01-05 01-05 01-05 Acute Hearing

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06-10 06-10 06-10 06-10 Ambidextrous 11-15 11-15 11-15 11-15 Dance - - 16-20 16-20 Disarm 16-20 16-20 21-25 21-25 Dodge Blow 21-30 21-30 26-30 26-30 Drive Cart 31-35 31-35 31-35 31-35 Excellent Vision - - - 36-40 Fast Draw* 36-40 36-40 36-40 41-45 Fleet Footed 41-45 41-45 41-45 46-50 Lightning Reflexes 46-50 46-50 46-50 51-55 Luck 51-55 51-55 51-55 56-60 Night Vision 56-60 56-60 - - Read/Write 61-65 61-65 56-65 - Ride 66-70 - 66-70 - Silent Move Rural - 66-70 - 61-65 Silent Move Urban 71-75 71-75 71-75 66-70 Sing 76-80 76-80 76-80 71-75 Sixth Sense 81-85 81-90 - 76-85 Specialist Weapon - Lasers - - 81-85 86-90 Street Fighter 86-90 91-95 86-95 91-95 Very Resilient 91-00 96-00 96-00 96-00 Very Strong

*equal chance of either Fast Draw pistol or hand weapon.

CIVILIAN SKILL CHART Agri Civilised Feudal Hive Skill Title 01-05 01-05 01-05 01-05 Acute Hearing 06-10 06-10 06-10 06-10 Ambidextrous 11-15 11-15 - 11-15 Astronomy 16-20 16-20 11-15 16-20 Blather 21-25 21-25 16-20 21-25 Dance 26-30 26-30 21-25 26-30 Drive Cart

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31-35 31-35 26-30 31-35 Etiquette 36-40 36-40 31-35 36-40 Excellent Vision 41-45 41-45 36-40 41-45 Flee! 46-50 46-50 41-45 46-50 Fleet Footed 51-55 51-55 46-50 51-55 Heraldry 56-60 56-60 51-55 56-60 Lightning Reflexes 61-65 61-65 56-60 61-65 Luck 66-70 66-75 61-65 66-70 Read/Write 71-75 - 66-70 - Ride - - 71-75 - Silent Move Rural 76-80 76-80 - 71-75 Silent Move Urban 81-85 81-85 76-80 76-80 Sing 86-90 - 81-85 81-85 Sixth Sense - 86-90 - 86-90 Specialist Weapon - Lasers 91-95 91-95 86-95 91-95 Very Resilient 96-00 96-00 96-00 96-00 Very Strong

ROGUE SKILL CHART Agri Civilised Feudal Hive Skill Title 01-05 01-05 01-05 01-05 Acute Hearing 06-10 06-10 06-10 06-10 Ambidextrous 11-15 11-15 11-15 11-15 Blather 16-20 16-20 16-20 16-20 Bribery 21-25 21-25 21-25 21-25 Dance 26-30 26-30 26-30 26-30 Dodge Blow - 31-35 - 31-35 Drug Dealing 31-35 36-40 31-35 36-40 Excellent Vision 36-40 41-45 36-40 41-45 Flee! 41-45 46-50 41-45 46-50 Fleet Footed 46-50 51-55 46-50 51-55 Lightning Reflexes

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51-55 56-60 51-55 56-60 Luck 56-60 61-65 56-60 61-65 Night Vision 61-65 - 61-65 - Ride 66-70 66-70 66-70 66-70 Scale Sheer Surface 71-75 71-75 71-75 - Silent Move Rural - 76-80 76-80 71-75 Silent Move Urban 76-80 81-85 81-85 76-80 Sing 81-85 86-90 86-90 81-85 Sixth Sense 86-90 91-95 - 86-95 Specialist Weapon - Lasers 91-95 96-00 91-95 96-00 Very Resilient 96-00 - 96-00 - Very Strong

EXPLORER SKILL CHART Agri Civilised Feudal Hive Skill Title 01-05 01-05 01-05 01-05 Acute Hearing 06-10 06-10 06-10 06-10 Ambidextrous 11-15 11-15 11-15 11-15 Astronomy 16-20 16-20 16-20 16-20 Dance 21-25 21-25 21-25 21-25 Drive Cart 26-30 26-30 26-30 26-30 Excellent Vision 31-35 31-35 31-35 31-35 Fleet Footed 36-40 36-40 36-40 36-40 Identify Life-form 41-45 41-45 41-45 41-45 Lightning Reflexes 46-50 46-50 46-50 46-50 Luck 51-55 51-55 51-55 51-55 Night Vision 56-60 56-60 56-60 56-60 Orientation 61-65 61-65 61-65 61-65 Prepare Poisons 66-70 66-70 - - Read/Write 71-75 71-75 66-75 - Ride - 76-80 76-80 66-70 Scale Sheer Surface

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76-80 81-85 81-85 - Silent Move Rural 81-85 - 86-90 71-75 Sing 86-90 86-90 91-95 76-80 Sixth Sense 91-95 91-95 - 81-90 Specialist Weapon - Lasers - 96-00 - 91-95 Very Resilient 96-00 - 96-00 96-00 Very Strong

7. ADVENTURER TRAPPINGS

All characters begin their adventuring lives with some equipment, acquired from their previous activities. Each Career Class has a set of general trappings as described below.

Military Class: Characters from this background wear sturdy clothing, a flak jacket (protects the body and arms) and a flak helmet. They will also wear boots and carry a backpack or sack, containing: spare clothes, food rations, tinderbox and a blanket. The character will also come equipped with a lasgun. Feudal characters do not normally have access to this technology so they can come equipped with either a musket (20 lead shots), bow (quiver of 20 arrows) or a crossbow (20 bolts) and a sword - they may also substitute their flak jacket for a sleeved mail shirt and their flak helmet for a metal helmet. A Military character will also have D6x50 credits.

Civilian Class: Characters from this background wear decent clothing and a flak vest (protects the body). They will also be equipped with a laspistol. Feudal characters do not normally have access to this technology so they can come equipped with either a blackpowder pistol (20 lead shots), bow (quiver of 20 arrows) or a crossbow (20 bolts). A Civilian character will also have D6x50 credits.

Rogue Class: Characters with a rogue background wear sturdy and rather worn clothing and a flak vest is also worn for protection. Rogue characters also carry a laspistol. Feudal characters do not normally have access to this technology so they can come equipped with either a blackpowder pistol (20 lead shots), bow (quiver of 20 arrows) or a crossbow (20 bolts). A Rogue character will also have D6x50 credits.

Explorer Class: Characters from this background wear a suit of good but typically travel-stained clothing, including a hooded cloak and thick leather boots. A leather bag or backpack contains D3 blankets, spare clothes, and a tinderbox. An Explorer character is equipped with a laspistol. Feudal characters do not normally have access to this technology so they can come equipped with either a blackpowder pistol (20 lead shots), bow (quiver of 20 arrows) or a crossbow (20 bolts). An Explorer character will also have D6x50 credits. 8. DETERMINE CAREER

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Now you will need to determine the career that your adventurer used to follow. In some cases the character may still be following this career because they offer a bit of independence, such as a Ranger, a Bodyguard, whereas there are others which certainly don't! such as Imperial Guardsman and Arbitrator. Click here for the full list of basic careers.

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Carolus was no longer a humble Grox Herder. He was an adventurer, a term he liked a lot but he couldn't help but think that he was nothing but an at best or a murderer at worst. Somehow it wasn't much comfort. The Watch would be after him soon after he buried the kitchen meat cleaver inside his stepfather's chest. How long would it be before people were asking questions? How long would it be before the Watch were after him? But Carolus managed a smile underneath his wide broad brimmed hat. The Watch, he thought, nothing but fools in this place. He had heard stories from Old Quintus that the Watch on other Imperial worlds were like avenging angels, every criminal's worst nightmare. They wore black armour and black helmets with black reflective visors. But the Watch on this world of animal husbandry were ignorant, indolent imbeciles. However, even imbeciles grow teeth and Carolus had no wish to be bitten. He had to get away. Then it hit him. He had heard from Old Quintus that spaceships carrying Grox steak and Grox hides transported their cargo to the nearby world of Grandis Primus. Carolus wondered whether he could get a job on these cargo freighters or stowaway somewhere in the depths of their cargo holds; he was used to Grox meat after all. Carolus then thought of the steam powered monorail that was claimed by Old Quintus to convey people from town to town faster than any horse. Perhaps he could hitch a ride and seek his fortune elsewhere on the planet?

Each Career Class comes with its own set of unique Careers and each one will provide some additional background information for a character, not to mention additional Skills and Trappings. So for example, a character of the Military Career Class might have been a Penal Soldier and have additional skills such as Luck and Street Fighter, as well as the associated 'Trappings' of Laser Tattoos (being of the Military Class means that the character already owns the lasgun and flak jacket, which are associated with the Penal Soldier career - he can't have two lasguns and two flak jackets!). Players are not allowed to choose their Basic Career like they can their Career Class. They must abide by the dice roll. Use the charts below to determine the character's career, or what he might have done before he turned to a life of adventure using a D100. NPCs, however, will be already following these careers because they are not adventurers like the PCs are (Player Character) although some PCs might just be able to keep their 'day jobs' going.

A note on Feudal characters: Any Basic Careers which have Specialist Weapon - Bolters/Conventional/Lasers (any technological weapons along those lines) should be replaced by Specialist Weapon - Blackpowder weapons. This is for starting characters only, subsequent careers that a Feudal character takes do not have to abide by this rule.

Click on the career title for full details of the career.

MILITARY BASIC CAREER CHART

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/generation_career_charts.shtml (1 of 7) [25/05/2002 14:56:41] Arbitrator Career by A. R. Fawcett ARBITRATOR

The Adeptus Arbites is the judicial arm of the Imperium, and is the most militant outside the Inquisition and Adeptus Astartes. They are responsible for law and order and are a judicial army which must quell insurrection and rebellion and any immediate threats, both alien and human. If matters are even more serious then it is common practice for the Imperial Guard to be called in to assist. The Arbitrator enforcement officer is the face of the Imperium that most citizens will ever see. They are there to remind Imperial society of their duties and to enforce the Imperial Decrees passed by the High Lords of Terra. With an Imperium spanning thousands of light years and a million planets, it is not surprising that Arbitrators are somewhat varied in appearance, but they are seldom mistaken for anything else than the organisation they represent: the Adeptus Arbites.

Arbitrators from feudal worlds are the remnants of the previous civilised state that has since regressed into feudalism; they are often referred to as the Wardens of the Dark Watch, or the Watch. They adhere to the laws of the Book of Judgement in their own way and there are many interpretations; stealing your neighbour's horse is quite often considered a terrible offence and is punishable by a public flogging or at least a few days and nights in the stocks. Feudal Arbitrators dress differently to those from other worlds; some wear long cloaks and shiny corselets of mail, others may wear the dress of a cavalier and a hat of feathery plumes. Training is still almost as vigorous in these feudal worlds as they are elsewhere and they have many traditions going back centuries; some of them even to the time when the world was civilised so that old methods are not easily forgotten.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +10 +2 +10 +10 +10

Skills: Concealment Urban; Disarm; Dodge Blow; Repair Jammed Weapon; Secret Signs - Adeptus Arbites; Silent Move Urban; Specialist Weapon - Bolters, Close combat weapons, Conventional, Grenades, Lasers; Strike Mighty Blow; Strike to Stun; 25% chance of Law.

Trappings:

Hive and Civilised World Arbitrator: Carapace helmet with photochromatic visor; Gorget with communicator and re-breather; Carapace vambraces; Carapace chest armour; Carapace leg armour; Utility belt; Boots with weapon sheaths (can hold one pistol weapon or dagger in each boot); Armoured gauntlets; Pump action combat shotgun with 15% chance of 2D3 Executioner shells and 35% chance of

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcm_arbitrator.shtml (1 of 6) [25/05/2002 14:58:24] Arbitrator Career 6+D6 Scatter shells; Bolt pistol; Knife; 10% chance of power maul; 10% chance of suppression shield.

Agri World Arbitrator: Flak helmet; Flak jacket; Communicator; Pump action shotgun; Laspistol; Knife.

Feudal World Arbitrator: Helmet; Sleeved Mail Shirt; Sword; Blackpowder pistol; knife.

Career Exits: Bodyguard; Freelance; Gang Leader; Investigator; Veteran Arbitrator. THE ADEPTUS ARBITES

Arbitrators of more advanced worlds always wear a dark uniform and an all-enclosing helmet. The style of uniform varies slightly from planet to planet and different ranks always wear different uniforms. The normal rank and file wear a shiny helm with two reflective eye sockets or one continuous reflective slit. Higher ranks wear a pseudo-knight's helm (common with Proctors) whilst other ranks wear a combination of the two and may sport a crest or laurel wreath.

The Adeptus Arbites operate in a precinct marshalled by its Courthouse and led by the Marshal of Court. The Marshal of Court is often just a simple judicial bureaucrat rather than a great Arbitrator, though some may have been part of the militant security forces at some point in their lives - more than likely he will be a member of the nobility but learned in the ways of Imperial justice. They are the figurehead for the Arbitrator precinct and must ensure that order is kept within it and are answerable to their Judge.

The Judge is the lord and master of several precincts and may command an entire army of Arbitrators. Of the personal misdemeanours of the citizens of a million worlds the Judges care nothing. Such matters are for the Lords of individual worlds to deal with as they wish. The Judges concern themselves with more weighty issues. It is their task to bring the rebellious to trial, to hunt down enemies of the Imperium, to destroy those who threaten its safety from within. To the eternal sorrow of mankind its servants stray all too often from their appointed path. Officials of the Adeptus weave plots of their own, driven by their lust for power, for wealth, or for forbidden knowledge. Many who occupy positions of authority, even the High Lords themselves, may be tempted and can fall into the arms of corruption.

ARBITRATOR TEAMS

Patrol teams consist of 2 to 5 Arbitrators. They are tasked with patrolling a precinct and to respond quickly to emergencies. They often ride on armoured patrol bikes so that they can pursue criminals and get to crime scenes very quickly. Patrol teams have to be versatile because in emergencies they can be called upon to assist any of the below teams.

Riot or Shock squads are deployed in large numbers in times of insurrection or revolt. They are specially trained in the use of the shock maul and suppression shield, which they are not afraid to use when a rebellion must be quelled. Webbers, which fire strands of sticky irregular threads that quickly

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcm_arbitrator.shtml (2 of 6) [25/05/2002 14:58:24] Arbitrator Career solidify over a target, are used widely by riot teams in order to capture rabble rousers or particularly dangerous groups.

Death Squads, sometimes known as 'the Slayers' or 'the Executioners', must respond to reports of mutant gangs or cultists. These abominations must be culled and cannot be allowed to wonder freely in the cities and hives of the Imperium. Death squads consist of at least 5 experienced Arbitrators wearing sinister pseudo-knight's helms. They are distrusted and feared by their fellow Warriors of Justice.

Anti-Terrorist teams are tasked with countering terrorism; so-called freedom fighters are an ever present threat not to mention the blackmail and kidnapping of influential Imperial officials. No detail is left untouched to these anti-terrorist teams as they undergo an operation like a choreographed dance, even to which way a door opens. Such matters could be the difference between life and death. A typical anti-terrorist team consists of 5 to 10 highly trained Arbitrators and 2 Detectives. The detectives are necessary to conduct an operation.

NON-COMBATIVE TEAMS

Investigators, or Detectives, are sometimes ex-Arbitrators and often work undercover to crack crime rings or pursue cyber criminals through the Imperium's cogitator matrix of the Adeptus Administratum. Investigators are greatly respected throughout the Adeptus Arbites and often work in tandem with anti- terrorist teams.

Forensic teams operate to help solve crimes where there have not been any apparent eyewitnesses. A forensic team consists of a mixture of Adeptus Mechanicus tech-priests, medics, and servitors. They take gene-prints, molecular fragments, and even thermal residue, to help detectives solve the crime.

Retrieval units are tasked mainly with clearing up what is left after a crime scene, including equipment and even dead bodies. Retrieval units can also double-up as emergency medical teams when necessary. A typical Retrieval unit consists of servitors, a tech-priest, and a medic, and a guard of 1 or 2 Arbitrators.

ARBITRATOR EQUIPMENT

A fully trained and patrol-ready Arbitrator is equipped with the following.

Arbitrator Helm

The hallmark of intimidation is this shiny black helmet that completely encloses the head of the Arbitrator. Underneath, the Warrior of Justice wears a flame-retardant balaclava. The helmet is classed as carapace and its visor functions as photochromatic.

Gorget

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This high armoured collar guard is clipped on at the back before the helmet is put on. The gorget is not only designed to protect the throat but holds the speaker and rebreather (respirator).

Padding

An Arbitrator wears two shoulder and knee pads. The padding is made from flexible plexi-fibres which is very tough and hard-wearing. Additionally, the padding on the shoulders displays which precinct an Arbitrator is from. For example, some have striped shoulder pads, or chequered patterns, whilst others are plain.

Vambraces

An Arbitrator wears protective carapace armour on each arm. They are designed to be relatively light and comfortable and offer good protection.

Breastplate

An Arbitrator wears a carapace breastplate, made from the same material as the vambraces. The torso area has to be well-protected for the Arbitrator's life is at constant risk when keeping law and order in the Imperium. Over the left breast is the badge of the Imperial eagle which shows the unit number the Arbitrator is part of.

Armoured Gauntlets

These are standard for their type and are used to stun and restrain in hand-to-hand combat.

Utility Belt

An Arbitrator wears a utility belt incorporating 10 padded pouches, which are designed to be easily opened using only one hand. These pouches contain ammunition, hand cuffs, and grenades, which varies from Arbitrator to Arbitrator. For example, a standard patrol-Arbitrator, with a shotgun, will carry up to 5 shotgun cartridges in each ammo pouch.

Leg Armour

An Arbitrator wears a combination of flexible carapace and plexi-fibres on the legs. This gives the Arbitrator full mobility that other carapace types do not offer. This leg armour is counted as carapace.

Boots

An Arbitrator's boots are made from the same material as his padding, the tops of which end in an

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Imperial eagle. Both boots have space available for a pistol weapon and/or a knife. It is common for the left boot to contain a sheath for the knife and the right boot to contain a stub gun. JOINING THE ADEPTUS ARBITES

It is usual for height restrictions to apply for anyone wanting to join the Imperial Judges. For men this is often 6 foot and for women 5' 8". But this is just the tip of a very big iceberg as the training involved for the Adeptus Arbites is mentally intensive as well as physically. Just being good with a gun is not good enough.

Anyone wanting to join the Adeptus Arbites must go to an Arbites Courthouse and apply there, which is where all Arbitrators are trained. The prospective recruit must then wait for his summons when he will be required to join the rest of the recruits for the test of suitability.

Requirements for the Adeptus Arbites is far more than the Imperial Guard. Indeed, the requirements of a recruit, and what is demanded of him or her, is arguably the most demanding outside the Adeptus Astartes.

The Test of Suitability

This test is done in the catacombs beneath the Courthouse where the recruit is required to sit on an iron chair. Once on the iron chair, the recruit is incarcerated in a cage as iron straps hold his body rigid, and an iron helmet is lowered onto the recruit's head.

Sinister robed techs set the iron chair humming with electricity as they test the candidate for: musculature potential, psychosis level, psychic profile, ocular reflex, intelligence, pain tolerance, and drug use reading which tests for signs of common drugs such as Blitz, Stimm, Frenzy, Spook, Dream-bat, hedonic acid, halcyon, and joyspike. The height of the candidate will also be measured exactly. If it does not meet the criterion the candidate could be instantly rejected.

During this ordeal the candidate is undergoing a rigorous test. The Adeptus Arbites do not deem it their job to train any old Tom, Dick, and Harry, to be an Arbitrator. They want a prospective recruit to all ready have some of the qualities, so that then all is required is the knowledge of Imperial Law.

Therefore a candidate must have at least WS 35, BS 35, S 35, T 35, W 7, I 35, Ld 35, Int 30, Cl 30, and WP 30 before he or she can become an Arbitrator Cadet (see below).

If a candidate meets this stringent criteria he will be accepted as an Arbites cadet (not an Arbitrator yet!) and will be required to undergo training immediately. Of course the character must have 100 experience points in order to change career to an Arbitrator.

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Arbites Cadets must wear black robes and spend the next year reading piles of parchment, holoscript, and books, of Imperial Law (GM could interpret this as an Int test to gain the Law skill, failure results in the character either being ejected or forced to sit another year). They will also learn to love and respect the Emperor. This will almost certainly have a character unable to adventure for a very long time and his adventuring life with 'normal' adventurers might be over too.

Arbites Initiates

At the end of the year the Arbites cadets will become initiates after an hour long ceremony in the Courthouse's main hall. There they swear oaths of allegiance to the Emperor and to the holy Book of Judgement. Now the initiates will be required to learn everything about Arbitrator weapons and equipment.

But the initiates are not Arbitrators yet, nor are they kitted out as Arbitrators (basic flak armour and stub guns). This merely allows them to leave the grounds of the Courthouse and put their skills and knowledge into good use.

Once 'on the streets' a group of Arbitrator initiates is led by an experienced Arbitrator or Proctor who will be their mentor until the initiates are ready to be enrolled as fully fledged Arbitrators.

The time it takes for an initiate to become an Arbitrator may be very short if the initiate proves himself (interpreting the law, leadership values etc.). The Arbitrator mentor will keep an account of how well his initiates are doing and if they do well he may recommend that they attain the status of Arbitrator. Becoming an Arbitrator usually involves an initiate gaining enough experience points for Specialist Weapons - Bolters, Close Combat weapons, and Grenades, and maybe some close combat skills like Dodge Blow. So to have the full title of 'Arbitrator' a character may need to earn 400 experience points.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcm_arbitrator.shtml (6 of 6) [25/05/2002 14:58:24] Bodyguard Career by A. R. Fawcett BODYGUARD

The Imperium is a dangerous place and the wealthy pay very well indeed for a good bodyguard regardless of culture. Orks frequently threaten trading ships in space and vicious gangsters may intimidate their richer neighbours, so it is up to the bodyguard to ensure that his employer doesn't come to any personal harm. How many bodyguards a wealthy person has usually dictates how important or influential he is. The bodyguard not only has to protect his employer but he has to remain vigilant at all times. It is not only the legitimate people who have bodyguards at their side, crime bosses are typically surrounded by many. Some bodyguards will be nothing but heavies or thugs whilst others will be members of a semi-professional workforce. In the Imperium, it is common for the nobility to be surrounded by many bodyguards and it is in this employ that most bodyguards can be found in.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +10 +2 +10

Skills: Disarm; Dodge Blow; Specialist Weapon - Close combat weapons, Lasers; Street Fighting; Strike Mighty Blow; 15% chance of Furious Assault.

Trappings:

Agri, Civilised and Hive worlder: Laspistol; Flak jacket (body/arms).

Feudal worlder: Helmet; Mail shirt; Knuckle-dusters; Sword; Knife.

Career Exits: Arbitrator; Gang Leader; Mercenary; Outlaw Leader.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcm_bodyguard.shtml [25/05/2002 14:58:24] Commissar Cadet Career by A. R. Fawcett COMMISSAR CADET

The Schola Progenium teach and train orphans of Imperial Officials until they are ready to become Cadet Commissars. As such, their training continues on the galaxy's battlegrounds where they are formed into special squads. Fighting alongside Imperial Guard units, they are completely devoted servants of the Emperor whose loyalty and bravery know no bounds.

It is the duty of the Commissars in the Imperial Guard to maintain the highest standards of discipline and inspire the troops by their own example. They have the power of absolution in order to restore the morale of the troops at critical moments on the battlefield. Commissars are both feared and respected. They do not often need to exercise their powers because their presence among the troops is enough to instil devotion and confidence.

Devotion to the Imperial cause, sound judgement, unshakable resolve and honour are the qualities required in a Commissar. Personnel selected to become Cadet Commissars are drawn from schools run by Missionaries of the Ministorum. There are many such schools throughout the Imperium, known as Schola Progenium. Here, orphans of Imperial Officials who gave their lives in the service of the Emperor are educated by the Missionaries. They soon learn to regard the Emperor as their spiritual father and build a strong personal devotion to the Imperial cause. Their sole ambition is to serve the Imperium and Humanity in some way, and the special qualities of their education make them well suited for service in the Imperial Guard or the Inquisition as Cadet Commissars.

The Commissar-General of an Imperial Guard Regiment selects the most promising recruits from those recommended to him by the schools of the Ministorum. After basic Imperial Guard training these become Cadet Commissars and proceed to special training for their demanding responsibilities as Commissars. The best way to achieve this is for the Cadets to be instructed under battlefield conditions.

For a Cadet Commissar to learn how to function according to his vocation, he must understand the nature of the troops for whose morale and spiritual welfare he is accountable. "You cannot teach in theory what has to be practised in a storm of energy beams, was how Commissar-General Obin Heethe summed up the need for Cadet Commissars to live, fight and if necessary die alongside the troops they were supposed to inspire. For this reason, Cadet Commissars use the same standard weapon as Imperial Guardsmen, the lasgun. This training forms the basis of much of the respect accorded to Commissars by Guardsmen, for they know that only those Cadets who have shown bravery and devotion in the face of enemy fire are selected.

The Commissar-General is the senior Commissar of the regiment with the longest service and most extensive experience. He assigns Commissars to Imperial Guard officers according to his judgement of the battlefield situation or the character of the Imperial Guard Officers in question. Cadet

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcm_commissar_cadet.shtml (1 of 2) [25/05/2002 14:58:25] Commissar Cadet Career Commissars are allocated to Commissar Training Squads by the Commissar-General of an Imperial Guard regiment. These squad members are identified by a blue uniform trim and Cadet badge.

The Commissar-General assigns one of his Commissars to take the regiment's Cadets and form a tactical unit in its own right, known as the Commissar Training Squad. The unit is made up of one Commissar and nine Cadet Commissars. The Commissar Training Squad accompanies Imperial Guard forces into battle and takes part in some of the fiercest fighting.

The training of a Cadet Commissar has no fixed duration. A Cadet qualifies as a full Commissar on the judgement of the Commissar-General. He will be awarded his Commissar status as soon as he is deemed worthy of it by his actions. This provides great inspiration to the other Cadets on the battlefield. The new Commissar can then be allocated Commissarial duties in his own right. Commissar Training Squads are highly motivated fighting units, respected by all other troops in the Imperial Guard. Any Imperial Guard force accompanied by such squads will consider itself fortunate and probably destined for victory.

When a Commissar decides that a Cadet has failed in his duty, but has not shown cowardice or insubordination, the Cadet is relieved of his position and duties. Commissar Cadets who fail their training can often get a commission in a penal battalion. Others volunteer for service in a Rogue Trader entourage. Sometimes, their destiny will be decided by the Commissar-General or Commissar under whom the ex-Cadet trained.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +10 +10 +10 +10

Skills: Dodge Blow; Etiquette; Read/Write; Secret Language - Battle Tongue, Ecclesiarchy; Specialist Weapon - Close combat weapons, Conventional, Lasers; Theology; 25% chance of Street Fighting; 10% chance of Specialist Weapon - Bolters.

Trappings: Lasgun; Flak padding (body/arms/legs); Greatcoat (superficial purposes!); Black-peaked cap; 15% chance of Chainsword.

Career Exits: Commissar; Imperial Guardsman; Imperial Officer; Mercenary Captain; Outlaw Leader; Preacher.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcm_commissar_cadet.shtml (2 of 2) [25/05/2002 14:58:25] Guard Career by A. R. Fawcett GUARD

Wealthy merchants and nobles hire large numbers of Guards to protect their interests, in preference to, often expensive, mercenaries. The calibre of the Guard is quite variable. Some may have been involved with the Adeptus Arbites or the Imperial Guard at some point in their lives whereas others are nothing more than semi-skilled watchmen. But the Guard has to be prepared for trouble and there are some times when the Guard is not equipped to deal with it; wealthy employers on the other hand can ensure that they are well-equipped and well paid. However, when there is no work or if duties are too perilous the Guard will give up and seek for better employment elsewhere. Being an adventurer is one of the options.

Guards on feudal worlds may be part of a noble's household or a baron's castle retinue or perhaps even a king's own guard. They often wear the fine livery of their master and parade up and down the corridors and battlements to protect his interests. Some carry pikes and halberds whereas others carry muskets, as can be found on the world of Arcturus Prime, where the cavaliers of the king's retinue are sworn to serve him to the death, and they carry muskets.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +10

Skills: Dodge Blow; Specialist Weapon - Lasers; 50% chance of Strike Mighty Blow (Feudal auto); 35% chance of Strike to Stun; 15% chance of Disarm (Feudal auto).

Trappings:

Agri, Civilised and Hive worlder: Laspistol; Flak Helmet; Flak jacket (body/arms).

Feudal worlder: Helmet; Sleeved Mail Coat (arms/body/legs); Halberd; Sword.

Career Exits: Bounty Hunter; Freelance; Mercenary Captain; Racketeer.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcm_guard.shtml [25/05/2002 14:58:25] Imperial Guardsman Career by A. R. Fawcett IMPERIAL GUARDSMAN

Imperial Guardsmen are the rank and file of the Imperium; there are billions of these soldiers stretched across the galaxy and they make up the vast bulk of the Imperial military machine. They are recruited from the armed forces of worlds throughout the Imperium and the fighting ability of each Imperial Guard regiment reflects the world and society it comes from. The many hive worlds throughout the Imperium breed vicious gang members that are ideal for recruitment, whereas the more primitive worlds offer medieval soldiers or savages. Depending on the traditions of their home worlds Guardsmen may bear facial tattoos, ritual scars, or other testaments to their initiation as warriors. In time, regardless of background, new recruits into the Imperial Guard come to respect one another and serve the Emperor.

Every planetary governor in the Imperium must contribute at least 10% of their total defence force to the Imperial Guard in any year. The size of a planetary governor's army varies tremendously throughout the galaxy: agricultural worlds tend to be more sparsely populated than the multi-billion populations of hive worlds. An army is gathered from a number of worlds, usually over a radius of no more than ten thousand light years, and its theoretical size is a tenth of the entire armed forces of those worlds, as mentioned above. However, should there be an immediate danger, the planetary governors will often be called to contribute their forces more frequently or in greater quantity than normal.

Troops recruited from a world at one time are formed into a single Imperial Guard regiment. As a result there is no such thing as a typical size for a regiment. It could consist of a few hundred to hundreds of thousands, depending on the size of their lord's armies. When a regiment is recruited it is named after the world whence it came from along with a regiment number, such as the Mordian 9th. In this way the regiment keeps a tie to their home world. Some regiments become so famous and hardy that they are given nicknames, and some of these nicknames might just consist of the regiment's commanding colonel's.

The Imperium is vast, and the wars are constantly raging throughout the galaxy. Rebellions flare up and are crushed; Orks, Tyranids and other alien races attack on a thousand fronts; heretic prophets rise to brief glory and are destroyed; new worlds are discovered, claimed for the Imperium, and pacified. As far as the line troopers of the Imperial Guard are concerned, the whole universe is at war. With this in mind, it is not surprising that many Guardsmen desert and are never seen again, such individuals will almost certainly be shot if they were ever found; they turn to a life of adventure, away from the nuclear war zones of the galaxy.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel

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+10 +10 +10 +2 +10 +10

Skills: Dodge Blow; Repair Jammed Weapon; Secret Language - Battle Tongue; Secret Signs - Imperial Guard; Specialist Weapon - Grenades, Lasers; Street Fighting; 25% chance of Concealment - Rural; 25% chance of Concealment - Urban; 25% chance of Disarm; 20% chance of Strike Mighty Blow.

Trappings: Lasgun; Knife; Flak jacket (body/arms); Flak Helmet; 25% chance of D3 frag grenades.

Career Exits: Footpad; Freelance; Gang Leader; Mercenary Captain; Missionary; Outlaw Leader; Pirate; Racketeer; Veteran Imperial Guardsman. IMPERIAL GUARD HOME WORLDS

If the player wishes, and if the GM allows it, his Imperial Guard character may come from one of the below Imperial Guard home worlds. This option is only open to players who determined that their characters were Imperial Guardsmen to begin with, i.e. characters who enter this career from another do not get this option for obvious reasons. A player must bear in mind the planet type. If the planet type corresponds with where the player's character comes from, i.e. a feudal world, then he may choose that particular world for his character to originate from. For example, a Feudal worlder character may choose to come from Pangeria, a feudal world.

Arbor Primus

Arbor Primus is a world mostly covered in dense jungle foliage. The evergreen forests are nourished by almost constant rainfall throughout large parts of the Arbor year. Whole areas can be regenerated relatively quickly, especially when spores are scattered over the land during freak hurricanes. These high winds batter the villages and towns, sending the spores through the streets so that they sometimes rest in the walls of buildings. If these spores aren't disposed of quickly, they will eventually take root and undermine the building's structural integrity causing it to collapse in a heap of rubble. Further away from the jungles, Arbor is a prosperous planet. Teams of jungle commandos are often dispatched into the jungle to curb the growing presence of the resident drug warlords. Although these teams are trained for jungle warfare, they are just as capable outside the jungle, indeed they have to be because there are other regions on Arbor which do not entirely approve of the governing forces and they must be confronted on land as well as sea if the planetary governor is to hold rule. Every year Arbor sends a portion of its jungle commandos for service in the Imperial Guard.

Planet type: Civilised.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcm_imperial_guardsman.shtml (2 of 5) [25/05/2002 14:58:26] Imperial Guardsman Career Skills: Concealment Rural; Silent Move Rural.

Attila

Humans colonised Attila many thousands of years ago and must have adopted the nomadic life almost immediately. The original landing site of Khanasan has grown into the only city on the whole planet. The bustling metropolis is a gathering place for the tribes of Attila and the centre of its government. As for the bulk of the population, they are nomads who subsist from their herds of Ovigors. These are gigantic shaggy and savage animals native to the world of Attila. Their rich flesh and dark blood form the basic subsistence diet of the tribes.

The Attilans' warrior prowess is founded upon a tradition of fighting amongst themselves, for the tribes of Attila respect only power and a ruler must be prepared to demonstrate his might to doubting rivals. When a warlord defeats an enemy he cuts off the opponent's head and his artificers turn the skull into a drinking cup as a permanent symbol of his victory. Characteristic features of an Attilan warrior are the scars that he bears upon his cheeks, long knife cuts of white tissue which stand out against his weather beaten skin. These marks are cut into his cheeks as a young man, and ashes from the camp fire are rubbed into the wounds so that they leave deep and prominent scars. The Attilans are said to be born in the saddle. The horses they prefer are thick-set beasts, ill-tempered and likely to kick anyone unwise enough to give them the chance to do so. The riders depend upon their horses a great deal, and value them more highly than gold. In adversity a warrior will draw off some of the animals blood and drink it to sustain himself. In this way Attilans can live without food or water for many days. They rarely wash themselves or clean their clothes, believing that to do so would affront the spirits of water with which they superstitiously people their land. This tradition has proven hard to break, despite considerable effort on the part of the Adeptus Ministorum preachers in the barely tolerated mission in Khanasan.

Planet Type: Feudal.

Skills: Animal Care - Horse; Ride - Horse; Trick Riding.

Diepr

Diepr is a world of mountain ranges and, as one would expect for an agri-world, huge tracts of land given over to crop cultivation and animal husbandry. Agricultural worlds do not normally possess enough of a military presence to warrant a few of their number to join the Imperial Guard. However, Dieprians happen to be superb mountain climbers and a select few of the mountain regiments are allowed to join the Imperial Guard. On Diepr, the mountain platoons have to guard the plantations against raids from bandits and other undesirable bands of society's vagabonds and .

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Planet type: Agricultural.

Skills: Scale Sheer Surface.

Necromunda

Necromunda is a world of mines, factories, refineries and processing plants. The planet is a vast powerhouse of industry, making thousands upon thousands of different items for use throughout nearby planetary systems. Nothing which can contribute to the planet's output has been left untouched. Mountains have been reduced to rubble for the ore they contain. Oceans have been turned into little more than chemical sludge ponds. The once fertile plains have disappeared under huge urban developments of great housing and factory blocks, forming new ranges of man-made mountains every bit as tall as the long-since flattened natural land features. Each hive on Necromunda is home to millions of people and each spire is home to large and dominant gangs and these gangs sometimes form entire platoons in the Imperial Guard; the Imperium is very keen to keep this close camaraderie. Gang icons are often incorporated into official regimental insignia, and can appear in a variety of forms (cloth/embroidered patches, designs painted on body armour, and so on).

Planet type: Hive world.

Skills: Concealment Urban; Strike Mighty Blow; 25% chance of Drug Dealing.

Pangeria

Pangeria is a feudal world of a pre-black powder level and very low technology. Constant tribal war has bred some ideal recruits for the Imperial Guard. The warriors of this world have very dark skin and possess remarkable subterfuge skills. This has come about through a life of hunting where, when young, the prospective warriors stalk the Pangerian scrub horse and the lightning quick Pangerian gazelle for food and clothing. The society is mostly based upon hereditary lines with a tribe's chieftain's son assuming the head of the tribe upon his father's death. The Pangerian warriors are not alien to advanced technology. When the Imperium came they were given laser weapons in return for their loyalty to the Emperor whom they now worship as a warrior-god alongside their own warrior beliefs - not before the powerful Pangarn tribe destroyed all its near rivals and established itself as the dominant tribe with the help of Imperial

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcm_imperial_guardsman.shtml (4 of 5) [25/05/2002 14:58:26] Imperial Guardsman Career technology. It is the custom of a Pangerian warrior to cut the index finger, or right ear, off a fallen foe he has killed. Now Pangerian Guard regiments are dispatched to war zones on jungle worlds where their skills have proven to be invaluable.

Planet type: Feudal.

Skills: Concealment - Rural; Follow Trail; Silent Move Rural.

Tallarn

Tallarn is a world mostly covered in wide expanses of arid deserts. Settlements are spread thinly and they are always near running water and the coasts are where the largest cities lie. The cities are incredibly beautiful and the gardens of the noblemen are full of green palm trees and magnificent fountains. Great merchant ships cross the blue oceans bringing spices, silks, silver, copper, bronze and gold, making the merchants and nobles very rich. The smaller settlements are often plagued by bandits and it is left to the authorities to dispatch their riders into the scorching deserts to hunt them down and bring them to justice. The most ancient Tallarnian records tell of a time when Tallarn was a lush world and not at all arid, and that it was as a result of terrible wars that the world is like it is today. But this age is never told and only a few of the wisest scholars know anything of those dark times. Guardsmen from Tallarn are known as Desert Raiders. They are expert at surviving hot weather environments, especially in deserts where their clothing protects them from the heat. The Desert Raiders are also skilful riders as Tallarn itself has many fierce Arabian-like tribes.

Planet type: Civilised.

Skills: Specialist Weapon - Close combat weapons; 75% chance of Ride - Horse.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcm_imperial_guardsman.shtml (5 of 5) [25/05/2002 14:58:26] file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcm_imperial_pilot_trainee.shtml by A. R. Fawcett IMPERIAL PILOT TRAINEE

Imperial Pilot Trainees are promising young recruits for the great Imperial Navy. They are often hot- headed individuals always eager to prove that they are the best, even better than the fully trained Imperial Pilots that soar through the sky. It is a gruelling first few weeks for the trainee as he has to understand the concept of space travel, astrophysics, down to understanding the workings of his spacecraft. Many dropout, but the determined stay on to become fully fledged Imperial Pilots, some of which may go on to become Navy Officers. Those trainees that do dropout can usually find work elsewhere, such as in the entourage of a rogue trader, or in the merchant cartels.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +1 +10 +10 +10 +10

Skills: Astronomy; Orientation; Read/Write; Specialist Weapon - Lasers; 35% chance of Rune Knowledge.

Trappings: Laspistol; Flak jacket (body/arms).

Career Exits: Gunner; Imperial Officer; Merchant.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcm_imperial_pilot_trainee.shtml [25/05/2002 14:58:26] Mercenary Career by A. R. Fawcett MERCENARY

There is plenty of conflict in the Imperium and fighting men can easily find a war somewhere. Some of these fighting men can be called mercenaries, as they fight for money and, in some cases, the taste of blood. Mercenaries worship money and dream of wealth and riches. However, reality is harsh and most never fulfil this dream and instead they lie dead in an unmarked grave somewhere in the galaxy. But mercenaries are not always involved in large, full-scale conflicts, far from it. Wealthy nobles, even Imperial Commanders with a hidden agenda, will hire mercenaries to settle a debt or for ventures far from wholesome. The wiser ones tire of doing this dirty work for little pay and instead turn to a life of adventure where their rewards can potentially be much greater.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +10 +2 +10 +10 +10

Skills: Dodge Blow; Secret Language - Battle Tongue; Specialist Weapon - Lasers; 50% chance of Repair Jammed Weapon; 25% chance of Strike Mighty Blow (Feudal auto); 15% chance of Disarm (Feudal auto).

Trappings:

Agri, Civilian and Hive worlders: Lasgun; Knife; Flak Helmet; Flack jacket (body/arms).

Feudal worlders: Helmet; Sleeved Mail Shirt; Crossbow and ammunition (20 bolts); Sword.

Career Exits: Freelance; Mercenary Captain; Mutant Hunter; Outlaw Leader.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcm_mercenary.shtml [25/05/2002 14:58:27] Militiaman Career by A. R. Fawcett MILITIAMAN

There are many areas in the Imperium that do not benefit from Imperial protection for whatever reason; distance is the obvious reason. The militia is an armed force of the citizenry and in some places they are the only law or army. Their equipment is almost always bought (or even made) by each individual member of the militia force. The quality of equipment varies tremendously. Some militias are nothing but vaguely organised mobs of yokels with pitch forks and rakes (on poor or feudal worlds) for their weapons, whereas other militias are equipped with firearms from the primitive flintlock, and the more reliable revolvers, to the cheap and rechargeable lasguns and laspistols. Sometimes there is conflict between local, and established, militia forces and those of the Adeptus Arbites and Imperial Guard. Inevitably, their roles overlap creating many difficulties forcing the militia to be disbanded leaving its members to either assimilate back into society or joining local planetary defence forces. Others choose a life of adventure wherever the road takes them.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +10

Skills: Dodge Blow; Specialist Weapon - Lasers; 25% chance of Strike Mighty Blow (Feudal auto).

Trappings:

Agri, Civilian and Hive worlders: Laspistol; Club; Flak jacket (body/arms).

Feudal worlders: Crossbow and ammunition (20 bolts); Helmet; Mail shirt (body).

Career Exits: Bandit; Footpad; Mercenary; PDF Soldier.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcm_militiaman.shtml [25/05/2002 14:58:27] Outlaw Career by A. R. Fawcett OUTLAW

There are many reasons why someone becomes an Outlaw. Some are army deserters, from the Imperial Guard, planetary defences forces, and independent mercenary armies, others have been driven into an outlaw way of life through poverty or the brutal practices of a governing regime. These factors alone mark them out as different to bandits although Outlaws are typically labeled as such by the authorities. Outlaw groups can become to be quite powerful and may form small armies in their own right, especially those consisting of former soldiers; they may well train and collaborate with any bandits or freedom fighter movements. Outlaws on feudal worlds are no less different. All Outlaws live by robbing the wealthy and the minions of the establishment.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +10 +10

Skills: Dodge Blow; Scale Sheer Surface; Secret Language - Battle or Thief; Set Trap; Specialist Weapon - Lasers; Spot Trap; 50% chance of Strike to Stun (Feudal auto); 25% chance of Ride; 25% chance of Strike Mighty Blow (Feudal auto).

Trappings:

Agri, Civilised and Hive worlder: Lasgun; Flak jacket (body/arms).

Feudal worlder: Crossbow and ammunition (20 bolts); Helmet; Mail Shirt; Sword.

Career Exits: Freelance; Outlaw Leader; Rustler.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcm_outlaw.shtml [25/05/2002 14:58:27] PDF Soldier Career by A. R. Fawcett PDF SOLDIER

Each of the populated worlds of the Imperium has its own planetary defence force, raised from among its population. The lex imperia de munimenta publica lays down that each planet shall raise and maintain a planetary defence force, and a further Imperial decree provides that these planetary defence forces shall provide recruits for the Imperial Guard. Among the planetary defence forces, it is considered a great honour for recruitment into the Imperial Guard. Many young hopefuls, especially on hive worlds and factory planets, flock to the planetary defence force in the hope of being found worthy of the Imperial Guard - their only chance of escape from their claustrophobic homeworlds. Methods of recruitment vary according to the world involved. On hive worlds such as Necromunda, it is common to draft entire street gangs into the planetary defence force - in effect, to legitmise their activities and give them formal control of an area. The most successful of these are drafted into the Imperial Guard. On feral and feudal worlds, the planetary defence force is recruited from the warrior caste by a series of trials and ordeals, and given names such as the Knights of the Star Lord or the Eagle Warriors. The greatest of these, chosen again by trial, may join the Warriors from the Stars when their great ships come out of the sky. Some feral-world warriors will commit ritual suicide if they fail to meet recruitment criteria. However, not all PDF Soldiers want to join the Imperial Guard, they might still want to stay at home with the familiar surroundings, or flee from Guard recruitment altogether on a merchant ship as a stowaway or as part of the crew.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +10 +10

Skills: Dodge Blow; Secret Language - Battle Tongue; Secret Signs - Planetary Defence Force; Specialist Weapon - Lasers; Street Fighting; 25% chance of Disarm (Feudal auto); 25% chance of Strike Mighty Blow (Feudal auto).

Trappings:

Agri, Civilised and Hive worlders: Lasgun; Flak Helmet; Flak jacket (body/arms).

Feudal worlders: Crossbow or Musket and ammunition (20 shots each); Helmet; Sleeved Mail Shirt (body/arms); Sword.

Career Exits: Bounty Hunter; Footpad; Gunner; Imperial Guardsman; Imperial Officer; Mercenary Captain; Outlaw; Pirate.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcm_pdf_soldier.shtml [25/05/2002 14:58:28] Penal Soldier Career by A. R. Fawcett PENAL SOLDIER

The Penal Battalions are drawn largely from the Imperial Guard and planetary defence force troops who have committed capital crimes, and had their sentences commuted to life service. There are a great many capital crimes, so the supply of potential troops for the Penal Battalions is never-ending. New troops have their heads shaved and tattooed with the unit insignia, and explosive slave-collars are put round their necks. The collars are a disciplinary device rather than a means of turning the troops into human bombs - the blast is directed inwards, and will have little effect on anyone standing even a few feet away. The collars are controlled by the Adeptus Mechanicus personnel accompanying the force, and are detonated sparingly, when discipline needs to be enforced without destroying the troop's morale.

Penal Soldiers rarely survive their first battle. Some volunteer for the battalions of Human Bombs, where the Emperor in his mercy has ordained that Penal Battalion troops should have the opportunity to repent and atone for their crimes. When a Penal Soldier dons the explosive harness, he is absolved by the Emperor and the burden of guilt is lifted. He also has the chance of freedom, for some of the harnesses are rigged not to explode - if he survives the battle, he is absolved and free. In this way a Penal Soldier can escape his torment. Luck has given him this chance to live another life. Many go back into old ways but others turn to a life of adventure, in the employ of the merchant cartels as mercenaries is a favoured choice.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +10 +10 +2 +10

Skills: Disarm; Dodge Blow; Luck; Specialist Weapon - Lasers; Street Fighting; Strike Mighty Blow.

Trappings: Lasgun; Flak jacket (body/arms); Tattoos or branded marks.

Career Exits: Freelance; Gang Leader; Mercenary; Outlaw; Thief.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcm_penal_soldier.shtml [25/05/2002 14:58:28] Pit Fighter Career by A. R. Fawcett PIT FIGHTER

The Imperium is far from a civilised place. Death is a popular entertainment on many worlds including hive, feral and feudal worlds. The cheapest entertainment takes the form of two people, often criminals, brawling inside a ring of excited spectators. In many cultures the art of pit fighting is a sport where huge sums of money can be won and lost. Pit Fighters are skilled in close combat because of their vicious, and frequently bloody, melees. Some Pit Fighters are professionals who choose to do what they do and travel from place to place fighting for money. However, it is the norm that Pit Fighters are held in confinement with only death in a bloody pit to release them from their imprisonment. Pit Fighters who survive many fights and please the spectators are sometimes lucky to be released. Those that do almost always follow a fighting path and become bounty hunters or bandits.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +10 +2 +10 +10 +10

Skills: Disarm; Dodge Blow; Specialist Weapon - Close combat weapons; Street Fighting; Strike Mighty Blow; Strike to Injure; 50% chance of Very Resilient; 25% chance of Furious Assault; 25% chance of Parry Blow; 20% chance of Fast Draw - Hand weapon; 15% chance of Swift Assault.

Trappings:

Civilised and Hive Worlders: Flak helmet; Flak jacket (body/arms); Sword; Flail

Feudal Worlders: Helmet; Mail Shirt; Shield; Sword; Flail.

Career Exits: Bounty Hunter; Footpad; Imperial Guardsman; Outlaw Leader.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcm_pit_fighter.shtml [25/05/2002 14:58:28] Protagonist Career by A. R. Fawcett PROTAGONIST

A Protagonist earns money through varying acts of intimidation or violence. Roughing up a few unimportant characters might earn him enough for a night in a hotel or some dive in a pre-black powder world, whereas a murder is reward enough for a Protagonist to live on for a few months, maybe even a year depending on the victim. The more injuries a Protagonist is required to inflict on someone, the more a Protagonist can expect to earn. But even the Protagonist must be careful for their are some people more vicious or tougher than they and their employers may be far from willing to pay the required amount for the Protagonist's dirty work. Sometimes particularly notorious Protagonists are pressganged into military service where their skills are put to more constructive use in the service of the Emperor. Others find different jobs, either through injury or a change of lifestyle, and turn to a life of adventure.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +10 +2 +10 +10

Skills: Disarm; Dodge Blow; Specialist Weapon - Close combat weapons, Lasers; Street Fighting; Strike Mighty Blow; Strike to Injure; Strike to Stun.

Trappings:

Agri, Civilised and Hive Worlders: Laspistol; Flak jacket (body/arms); Knuckle-dusters.

Feudal Worlders: Crossbow and ammunition; Mail Shirt; Knuckle-dusters.

Career Exits: Bounty Hunter; Executioner; Footpad; Freelance; Imperial Guardsman.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcm_protagonist.shtml [25/05/2002 14:58:29] Bounty Hunter Career by A. R. Fawcett BOUNTY HUNTER

Bounty Hunters can be found all over the Imperium, especially on its more lawless fringes. They live by tracking down wanted criminals, and other undesirables, and bringing them to justice. Local authorities pay rewards for catching or disposing of criminals so a good Bounty Hunter can potentially make a lot of money from this business. A Bounty Hunter has to not only be a skilled fighter, but he must also be able to track their quarry without being thrown off the trail, and they tend to be single-minded, harsh and cynical. They must not hesitate to administer whatever justice they feel is necessary in order to dispose of their quarry. This makes them akin to assassins in every sense. Because of their way of life, Bounty Hunters are often feared and distrusted by normal folk.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +10 +2 +10 +10

Skills: Follow Trail; Shadowing; Silent Move - Rural; Silent Move - Urban; Specialist Weapon - Conventional, Lasers, Lasso, Net; Strike Mighty Blow.

Trappings:

Agri, Civilised and Hive Worlders: Revolver or Stubgun; Knife; Flak jacket (body/arms); Rope; Net; D4 pairs of manacles.

Feudal Worlders: Crossbow and ammunition (20 bolts); Mail Shirt; Knife; Rope; Net; D4 pairs of manacles.

Career Exits: Executioner; Footpad; Freelance; Mercenary; Mutant Hunter; Protagonist; Slaver.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bce_bounty_hunter.shtml [25/05/2002 14:58:29] Colonist Career by A. R. Fawcett COLONIST

Colonists are normal, everyday people, who have volunteered, through guilds, to live on newly discovered Imperial planets. They have a chance to leave their, often, dull and stressful lives on dirty, polluted planets and set up new homes on virgin soil. To many, volunteering to live on a new planet, where dangers have yet to be ascertained, is far from desirable. Sometimes it is true that these planets have not been properly chartered by the Adeptus Terra but Colonists are given a job and a home and these two things alone manage to pull plenty of volunteers. However, a Colonist may become disillusioned with life on a new planet, as it didn't turn out like his vision suggested. Perhaps the actual conditions of the new world were kept a secret by the Imperial authorities and that it was actually cleansed by exterminatus? Or maybe some disaster befell the colony, natural or otherwise, thus forcing a Colonist to leave for a life of better rewards or even a life of adventure? Some colonies have been separated from the Imperium for such a long time that they have regressed into feudalism and what skills these Colonists can learn come from very old books.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +1 +10 +10

Skills: Astronomy; 25% chance of Identify Plants; 25% chance of Read/Write; 25% chance of Rune Knowledge; 10% chance of Consume Alcohol; 10% chance of Dousing.

Trappings: GM's discretion.

Career Exits: Bandit; Labourer; Outlaw Leader; Prospector; Thief.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bce_colonist.shtml [25/05/2002 14:58:29] Gamekeeper Career by A. R. Fawcett GAMEKEEPER

There are plenty of worlds throughout the Imperium which have many game reserves for the ruling classes, or the rich, to partake of their love for blood sports. Some planets might even be an entire game reserve in itself. It is not surprising that these reserves are inhabited by many strange and fantastic creatures and these need protecting from anyone wanting to steal them. Gamekeepers enter this role. They ensure that any hunting parks are kept away from trespassers and view such people with suspicion, which can often lead to fatal consequences.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +2 +10 +10

Skills: Concealment Rural; Set Trap; Silent Move Rural; Specialist Weapon - Lasers; Spot Traps; 25% chance of Identify Life-form; 25% chance of Identify Plants.

Trappings:

Agri and Civilised Worlders: Lasgun; Flak jacket (body/arms); Man Trap.

Feudal Worlders: Bow or crossbow and ammunition; Man Trap.

Career Exits: Bandit; Hunter; Militiaman; Outlaw; Ranger.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bce_gamekeeper.shtml [25/05/2002 14:58:29] Grox Herder Career by A. R. Fawcett GROX HERDER

The discovery of the reptilian creature known as a Grox was a good one; it is a big, horny, reptilian creature, capable of reaching lengths of five metres from nose to tail. The creature is able to digest almost anything no matter how poor or inedible it may seem to humans and the Grox itself provides a good nutritious meat. Grox steak has become the staple diet for many humans throughout the Imperium. The only drawback to Grox farming is that these reptilian creatures are large and the males aggressive and territorial. It is the Grox Herder's task to farm these reptiles and ensure that they are healthy for slaughter and to make sure that rustlers and other thieves do not steal them. They have a natural affinity for most types of animals and not just the Grox. They also tend to be poor and come from planets with sparse populations and where technology is scarce. However, a Grox Herder might be able to get his hands on some pieces of technology to help him with his job; perhaps trading a Grox in return for a weapon.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +10 +2 +10 +10

Skills: Animal Care - Grox; Charm Animal; Specialist Weapon - Sling; 50% chance of Animal Training; 50% chance of Very Resilient.

Trappings: Staff; Sling and ammunition.

Career Exits: Militiaman; Outlaw; Ranger; Rustler.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bce_grox_herder.shtml [25/05/2002 14:58:30] Groxskinner Career by A. R. Fawcett GROXSKINNER

Groxen are a very versatile species of giant reptile and highly adaptable to most planetary conditions; being strong and powerful enough to act as beasts of burden and to be a staple diet for the majority of Humanity (Grox steak is enormously popular in the Imperium). Groxskinners look after Groxen to ensure that they are fit and co-operative for wagon or grox trains; merchants on many worlds use Groxen as a means of transporting their goods from place to place. Since everyone working on a long-distance caravan must be able to look after themselves, Groxskinners often double as guards.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +10 +10

Skills: Animal Care; Specialist Weapon - Close combat weapons, Lasers; 75% chance of Drive Cart; 25% chance of Animal Training.

Trappings:

Agri and Civilised Worlders: Laspistol; Whip.

Feudal Worlders: Whip; Crossbow and ammunition.

Career Exits: Bandit; Ranger; Smuggler.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bce_groxskinner.shtml [25/05/2002 14:58:30] Hunter Career by A. R. Fawcett HUNTER

Many people in the Imperium still rely on hunting as a way of subsistence and it is one of the oldest professions known to man. Hunters have a talent for tracking animals and then expertly killing them for food and trophies. Some Hunters still use the bow and arrow to kill their prey; others use the javelin; whereas others use the crossbow or lasgun. Hunters all over the Imperium share a natural affinity for animals be they the deer, the pheasant, the wild pig, the grox, or the Canak Mammoth. Hunters are not used to civilisation and prefer to stay in wild places where they feel more at ease. Hunters exist on hive worlds where they hunt the creatures of the wastelands. There they earn a meagre living trading pelts and skins for any belongings they may need from wasteland nomads.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +2 +10 +10

Skills: Concealment Rural; Follow Trail; Game Hunting; Silent Move Rural; Specialist Weapon - Lasers.

Trappings:

Agri, Civilised and Hive Worlders: Lasgun; Trophies of wild creatures.

Feudal Worlders: Crossbow or bow and ammunition; Trophies of wild creatures.

Career Exits: Outlaw; Ranger; Rustler.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bce_hunter.shtml [25/05/2002 14:58:30] Miner Career by A. R. Fawcett MINER

There are countless mines throughout the Imperium and sometimes whole planets are given over to mining for raw materials. The life of a Miner is harsh and not without dangers, as tunnel cave-ins are an occupational hazard, and this, and often appalling conditions, is more than enough to force a Miner to look for better work.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +10 +10

Skills: Consume Alcohol; Mining; 25% chance of Metallurgy; 25% chance of Orientation (Underground Only); 25% chance of Very Resilient; 25% chance of Very Strong.

Trappings: 10% chance of Filtration plugs; Dirty overalls.

Career Exits: Freedom Fighter; Militiaman; Prospector; Protagonist.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bce_miner.shtml [25/05/2002 14:58:31] Missionary Career by A. R. Fawcett MISSIONARY

The Missionaries are part of the Adeptus Ministorum and the charitable institutions called Missions. These typically take the form of hospitals and schools on worlds where such things are rare or unknown. The secondary purpose of these institutions is to recruit new members and further the observance of the Imperial Cult. When new human populations are discovered a Mission is usually sent immediately. These Missions are a vital part of assessing populations for signs of genetic deviation, cultural pollution, and psychic activity. A determined Missionary can rise high in the echelons of the Imperium becoming Preachers and then Confessors. However, some Missionaries get embroiled in other affairs and leave their religious duties for a while to become Freelances or even Slavers; the Emperor works in many mysterious ways.

Feudal Missionaries may be the descendents of Imperial workers who have since lost contact with the Imperium and the Adeptus Ministorum. This does not diminish their piety in any way - if anything it fuels it making them travel far and wide throughout the land to convert people to the Guiding Light of the Emperor.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +10 +10 +10 +10 +10

Skills: Astronomy; Public Speaking; Secret Language - Ecclesiarchy; Specialist Weapon - Lasers; Theology - Imperial Cult ; 25% chance of Custom Knowledge; 15% chance of Economics; 10% chance of Sociology.

Trappings:

Agri, Civilised and Hive Worlders: Laspistol; Flak jacket (body/arms) under heavy robes; Religious symbol.

Feudal Worlders: 50% chance of Blackpowder pistol; Heavy robes; Religious symbol.

Career Exits: Freelance; Preacher; Slaver.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bce_missionary.shtml [25/05/2002 14:58:31] Nomad Career by A. R. Fawcett NOMAD

Nomads are natural wanderers and they rarely ever stay in the same place for long. Even on the densely populated and polluted hive worlds they prefer the open and sometimes putrid ash wastes to the claustrophobic interior of a hive spire. However, Nomads are rarely loners, many are part of close-knit groups and communes, relying on each other for protection. Strangers are typically met with extreme caution and suspicion, but once the nomads feel at ease strangers are made to feel welcome and are given food and drink and the protection of their commune. Sometimes nomadic communities breakup for a number of reasons, governmental forces (they tend to believe nomad groups may harbour mutants or renegade psykers), other nomadic groups or particularly large bands of bandits or outlaws, or through natural reasons, such as the elements or lack of subsistence; leaving the stronger members to go in search of food. These reasons alone are enough for some Nomads to enter a life of adventure, whether or not through their own design is something they only know.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +10 +2 +10 +10

Skills: Concealment Rural; Orientation; Silent Move Rural; Specialist Weapon - Lasers; 75% chance of Very Resilient.

Trappings: Lasgun; Flak jacket (body/arms).

Career Exits: Bandit Leader; Mutant Hunter; Pilgrim.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bce_nomad.shtml [25/05/2002 14:58:31] Pilgrim Career by A. R. Fawcett PILGRIM

Pilgrims, sometimes known as wayfarers, are devout souls who travel to distant shrines or temples as a sign of their piousness. Some may have been missionaries in their not-so-distant past or, as is usual, they are ordinary Imperial folk who have undertaken a religious quest. Some Pilgrims are harsh, religious zealots with much in common with the confessors of the Adeptus Ministorum, whereas others are kindly and wise. During his travels, a Pilgrim meets many strange people and not all of them recognisably Human. While they prefer to travel alone, or at least with people of their own kind, they will latch onto other groups for protection because they want to fulfil their quest and these groups are often wayfarers too: adventurers.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +2 +10 +10 +10 +10 +10

Skills: Read/Write; Secret Language - Ecclesiarchy; Theology.

Trappings: Staff; Robes; Backpack with bed-roll and belongings.

Career Exits: Demagogue; Missionary.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bce_pilgrim.shtml [25/05/2002 14:58:32] Prospector Career by A. R. Fawcett PROSPECTOR

Prospectors invariably come from worlds rich in minerals. They spend their lives sifting through the silt of river and stream beds in search of gold washed down from the mountains. When rich veins of precious minerals are found, shanty towns spring up and spread like a contagious disease as news of the find reaches the ears of other prospectors. When there are no more minerals to be found, a Prospector considers his lot and may leave his former life behind. He may find other veins of precious minerals somewhere else on the planet or he might not, leaving him no alternative but to go to another planet, if he has the means, or to become an adventurer.

Some of the most polluted hive worlds, such as Necromunda, are smothered in a layer of, often, putrid ash, the product of thousands of years of industry, and within these gigantic wastelands of ash can be found many useful minerals that a Prospector may harvest for a few credits. Some Prospectors might even follow the mining vehicles and salvage what they can from any rejects the vehicles leave behind. This in itself is extremely dangerous as many a mining vehicle has crushed an excited Prospector under its huge wheels and many have fallen foul of the miners themselves.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +10

Skills: Metallurgy; Orientation; 25% chance of Luck; 25% chance of Mining.

Trappings: Pick; Pan; Shovel; One-man tent.

Career Exits: Labourer; Militiaman; Nomad.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bce_prospector.shtml [25/05/2002 14:58:32] Ranger Career by A. R. Fawcett RANGER

Rangers are common throughout the Imperium on rural worlds. They spend almost all of their lives in the great outdoors with periods living in caves or trees. Their work involves the protection of rural settlements ensuring that any dangers from bandits and rampaging , to natural phenomena, such as landslides for example, are known about by the local population. With this in mind, Rangers must be able to survive in the wilderness and they must be able to identify the tracks in the earth that could potentially spell danger to a nearby village or town. Being in the wilderness means that Rangers must also know how to handle themselves, but being mostly alone means that they must see the danger coming first otherwise the situation could prove fatal. Rangers often find themselves coming into contact with bandits, poachers, the odd stray wild animal and the occasional smuggler. Many Rangers prove to be invaluable to travellers, or even the army, for they know the secret paths through the densest forests and boggiest swamps. However, some Rangers tire of this wild and lonesome lifestyle and dream of greater rewards that another career might be able to give them.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +10 +2 +10

Skills: Concealment Rural; Follow Trail; Orientation; Silent Move Rural; Secret Language - Ranger; Specialist Weapon - Lasers; 20% chance of Animal Care.

Trappings:

Agri and Civilised Worlders: Lasgun; Flak jacket (body/arms); Rope.

Feudal Worlders: Crossbow or Bow and ammunition; Mail shirt; Rope.

Career Exits: Freelance; Mercenary; Outlaw.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bce_ranger.shtml [25/05/2002 14:58:32] Rustler Career by A. R. Fawcett RUSTLER

Rustlers make a living from stealing cattle. In the 41st millennium this invariably includes not only sheep and cows but groxen. A grox is a large reptilian creature which can eat practically anything and still remain healthy whilst at the same time providing a good nutritious steak. Groxen are more common than normal cattle animals as they do not need much farming and their predators are few and far between. The only real worry for grox herders are the Rustlers. Rustlers use skilful techniques to steal whole herds of groxen and sell them for large profits. This means that grox farms must spend money on hiring guards to protect their stock. As a consequence, grox rustling is dealt with severely on worlds with grox herds.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +10 +2 +10

Skills: Drive Cart; Silent Move Rural; Specialist Weapon - Lasers, Lasso; 20% chance of Animal Care.

Trappings:

Agri and Civilised Worlders: Laspistol; Horse and cart; Lantern; Rope - 10 metres.

Feudal Worlders: Horse and cart; Lantern; Rope - 10 metres.

Career Exits: Bandit; Slaver.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bce_rustler.shtml [25/05/2002 14:58:32] Seer Career by A. R. Fawcett SEER

In the Imperium there is much for religious zealots to preach about to anyone who will listen. Seers are mostly to be found on the fringes of the Imperium or in places where Imperial law is lapse for what they say could be construed as heresy to some ears. They tend to capitalise on the insecurities of those around them, preaching to them about the right way to live and the wrong way. Many Seers can be found spreading the gospel of the Emperor, which is typically tolerated by many Imperial authorities, however there are some Seers who may preach about their own religion or what they see the Imperial Cult should to be. Unsurprisingly this does not go down well with the Imperial authorities who will track the Seer down and administer a swift punishment. Some Seers truly believe they are divinely inspired; more often than not, though, they are either charlatans on the make or eccentrics.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +1 +10 +10 +10

Skills: Blather; Divination; 50% chance of Public Speaking; 25% chance of Psychic Sense; 10% chance of Secret Language - Ecclesiarchy.

Trappings: Divination equipment (bones, tarot cards etc.)

Career Exits: Agitator; Cultist.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bce_seer.shtml [25/05/2002 14:58:33] Trapper Career by A. R. Fawcett TRAPPER

There are many worlds in the Imperium that are as yet undeveloped or have spacious tracts of land. Trappers are people that hunt animals for their skins. This is a skill in itself in that an animal must not be shot otherwise its skin will be damaged. To get round this, a Trapper prepares traps to snare a creature. Even though a Trapper tries not to shoot his quarry he must still know how to defend himself as bandits and dangerous creatures are commonplace throughout a Trapper's domain.

Some hive worlds still have large open spaces where animals live. Stalinvast is a prime example consisting of coral reef-like hives looming over a sea of hostile jungle; even the most polluted of hive worlds, such as Necromunda for example, with its notoriously dangerous ash wastes, is home to many native creatures which have since adapted to the harsh conditions that thousands of years of heavy industry has brought.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +10 +2 +10 +10

Skills: Concealment Rural; Orientation; Secret Language - Ranger; Set Trap; Silent Move Rural; Specialist Weapon - Lasers; Spot Trap.

Trappings:

Agri, Civilised and Hive Worlders: Lasgun; D4 Animal traps; Flak jacket (arms/body); Rope; Animal skins.

Feudal Worlders: Crossbow or Bow and ammunition; D4 Animal traps; Mail shirt; Rope; Animal skins.

Career Exits: Nomad; Outlaw; Ranger.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bce_trapper.shtml [25/05/2002 14:58:33] Agitator Career by A. R. Fawcett AGITATOR

Agitators can be found just about anywhere. In the Imperium there are always causes to be fought, ranging from food and drink, to housing and working conditions. Agitating is generally not tolerated in the Imperium by any planetary governors who may view it as rabble rousing and a threat to piece, thus giving the Adeptus Arbites an excuse to flex their muscles and test their riot truncheons. A lot of the time Agitators work in groups and might even be in league with freedom fighters if the cause they are supporting is a strong one. Some Agitators are acting through genuine public concern whereas there are others who have their own agendas and maybe intent on causing trouble.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +2 +10 +10 +10

Skills: Public Speaking; Read/Write.

Trappings: D10x10 leaflets for various causes.

Career Exits: Charlatan; Cultist; Demagogue; Freedom Fighter.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcr_agitator.shtml [25/05/2002 14:58:33] Bandit Career by A. R. Fawcett BANDIT

Bandits are the scourge of many Imperial worlds, especially the fringe worlds where Imperial law is lapse. They are people who have chosen to leave normal society and live outside Imperial law, which is attractive to many citizens considering some of the strict regimes throughout the Imperium. Bandits await in ambush, choosing ruined buildings and dense forests from which to launch their attacks. They are not fussy, like outlaws tend to be, as to whom they ambush, be they prince or pauper and many Bandits can be quite ruthless when the fancy takes them. Large, and well organised, groups of Bandits will even attack patrols of Imperial Guard because the rewards of victory can see them looting all the arms and ammunition they could want. Bandits on feudal worlds are always found in forests and wilderness areas. Bandits who are caught are often pressed into military service on pain of death and not surprisingly many take this offer of clemency up.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +10 +10

Skills: Concealment Rural; Concealment Urban; Dodge Blow; Scale Sheer Surface; Secret Language - Thief; Set Trap; Silent Move Rural; Silent Move Urban; Specialist Weapon - Lasers; Spot Trap.

Trappings:

Agri, Civilised and Hive Worlders: Lasgun; Flak jacket (body/arms).

Feudal Worlders: Crossbow or Bow and ammunition; Helmet; Mail shirt.

Career Exits: Mercenary; Outlaw Leader; PDF Soldier; Rustler.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcr_bandit.shtml [25/05/2002 14:58:34] Bawd Career by A. R. Fawcett BAWD

Bawds are common on hive worlds; and any worlds with urban populations. They are people who know their way around the streets and are employed as an escort through the seedier parts of town. Bawds know which inns/hotels are the worst and which ones attract the wrong (or right!) clientele. They are of particular use to troops on leave where they guide them to the best brothels in town as well as the best gambling halls and drinking taverns. However, some Bawds are not above leading their new-found companions into traps, resulting in the waiting footpads and thugs to beat them up and take their belongings and the Bawd taking a share of the loot. With this in mind, streetwise or experienced adventurers always tend to ignore the enthusiastic promises of the Bawd.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +10 +10

Skills: Bribery; Secret Language - Thief; Specialist Weapon - Lasers; Wit; 25% chance of Street Fighting.

Trappings:

Agri, Civilised and Hive Worlders: Laspistol.

Feudal Worlders: Club.

Career Exits: Bodyguard; Ganger; Racketeer.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcr_bawd.shtml [25/05/2002 14:58:34] Beggar Career by A. R. Fawcett BEGGAR

Beggars are the lowest of the low in society. They have no means to support themselves other than to beg for food or money from kindly passers-by. They are invariably drawn to large urban centres where they have a greater chance to fill their pockets. Some beggars can be quite persuasive and extract money by displaying pity whilst others will offer blessings or even curses in order to get money. Begging is quite a hazardous business, as the local Imperial police forces often allow beggars to be beaten up or hounded out of the area. Some Beggars are scared enough to do something about their life. While many join the ranks of the other dregs of society, such as drug dealers and gangers, some become adventurers.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +10 +2 +10

Skills: Begging; Concealment Urban; Secret Language - Thief; Secret Signs - Thief; Silent Move Urban; 25% chance of Consume Alcohol.

Trappings: Tattered clothes; Knife.

Career Exits: Bodyguard; Drug Dealer; Ganger; Racketeer.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcr_beggar.shtml [25/05/2002 14:58:34] Charlatan Career by A. R. Fawcett CHARLATAN

There are many who would capitalise on the gullibility of people, telling them all kinds of lies in order to make some cash at the end of it. Charlatans fall into this bracket. They are people who will sell almost anything to anyone, such as the fabled elixir of life, which is in fact nothing more fantastic than a bottle of coloured water. Charlatans will also attempt to sell what looks like a crate load of fruit, with the buyer only discovering later the horrible truth that what lies below the line of apples and pears is nothing but worthless bric-a-brac. Charlatans are good at changing their appearance in order to make themselves more appealing to their audience. For example, a Charlatan might assume the appearance of a wealthy merchant, thus reaching the credibility needed to sell a large load of merchandise.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +1 +10 +10 +20

Skills: Blather; Charm; Palm Object; Public Speaking; Wit; 25% chance of Disguise; 25% chance of Evaluate; 10% chance of Mimic.

Trappings: An assortment of bottles and bric-a-brac (for trade).

Career Exits: Demagogue; Ganger; Trader.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcr_charlatan.shtml [25/05/2002 14:58:34] Drug Dealer Career by A. R. Fawcett DRUG DEALER

Dealing in drugs is one the fastest methods of gaining wealth in the Imperium. Drug Dealers typically come from hive and civilised worlds where they sell all manner of drugs and stimulants to anyone with the need, from a down-and-out to some of the highest ranking planetary officials. Most of the countless gangers of the hive worlds are drug takers. The Drug Dealer sometimes offers a drug to a prospective buyer at a low price to begin with. Then as the buyer's dependency begins to grow the Drug Dealer raises the price knowing that the buyer will do anything to get his hands on the drug. In this way Drug Dealers are seldom poor. Not too many Drug Dealers operate independently; they usually come under the thrall of powerful drug lords who buy drugs in bulk, sometimes producing their own if they have the means, and then getting the Drug Dealers to distribute them. Inevitably this leads to territorial battles between rival Drug Dealers as they squabble over the best drugs patches.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +10 +10

Skills: Drug Dealing; Haggle; Specialist Weapon - Lasers; 25% chance of Evaluate; 10% chance of Manufacture Drugs; 10% chance of Wit.

Trappings: Laspistol; Flak jacket (body/arms); D6-1 doses of assorted drugs; List of contacts.

Career Exits: Drug Lord; Gang Leader; Smuggler.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcr_drug_dealer.shtml [25/05/2002 14:58:35] Entertainer Career by A. R. Fawcett ENTERTAINER

Entertainers make their living by providing shows. They are often nomadic by nature but sometimes, if on a hive world, they will remain in their spire for many years if business is particularly good although they must always be weary of their audience and the fact that the local Arbites forces may object to their performance (such as impressions of the local ruler or jokes about the Imperium in general). Sometimes a free meal at the end of a performance is enough for an Entertainer whilst others can make quite a good living.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +10 +10

Use the Entertainer basic career in the WFRP rulebook (page 25) for details on skills and types of Entertainer. They will be the same in the 41st millennium.

Trappings: As for the Entertainer career shown on page 25 of the WFRP rulebook.

Career Exits: Agitator; Bodyguard; Charlatan; Ganger; Thief.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcr_entertainer.shtml [25/05/2002 14:58:35] Fence Career by A. R. Fawcett FENCE

A Fence is someone who is open to deals which may not be entirely legal. They obtain and dispose of illegal goods although they are relatively minor in nature compared to what a Blackmarketeer sells. For example, some items of jewellery might be difficult or risky to sell on the open-market, but Fences will buy them for a fraction of their actual value and sell them for, frequently, much more.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +10 +10 +10

Skills: Palm Object; Secret Language - Thief; Secret Signs - Thief; 50% chance of Evaluate.

Trappings: Large coat with multiple pockets; Small pieces of jewellery (total value 2D6x10 credits).

Career Exits: Blackmarketeer; Drug Dealer; Thief; Trader.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcr_fence.shtml [25/05/2002 14:58:35] Footpad Career by A. R. Fawcett FOOTPAD

Footpads 'earn' a living by attacking travellers or helpless passers-by and then steal what they can from them before disappearing, leaving their victims behind to nurse their cuts and bruises. Footpads generally act in groups and will try to avoid bloodshed although they can be vicious fighters if pressed. If they outnumber their victims by two to one then they will pounce, typically attacking from ambush so as to get the best possible advantage. Alleyways or any dark and dismal areas suits the Footpad down to the ground because they are the best places to hide in the shadows before launching an attack. Footpads never usually seek to kill who they rob; if they can disable their victims that is plenty good enough.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +10 +2 +10

Skills: Concealment Urban; Silent Move Rural; Silent Move Urban; Specialist Weapon - Lasers; Strike to Stun.

Trappings:

Agri, Civilised and Hive Worlders: Laspistol; Club; Flak vest; Hood or Mask.

Feudal Worlders: Bow or Crossbow and ammunition; Club; Hood or Mask; Mail shirt.

Career Exits: Bandit; Bodyguard; Fence; Outlaw; Racketeer; Slaver.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcr_footpad.shtml [25/05/2002 14:58:36] Freedom Fighter Career by A. R. Fawcett FREEDOM FIGHTER

Freedom Fighter groups are everywhere in the Imperium. They are different to agitators in that they take their struggle from pen and paper to arms; they believe that their voices will be heard if they use force. There are many reasons why Freedom Fighters have the adopted the armed struggle. Maybe they are fighting for the basic necessities of life, such as food and drink? Maybe they are fighting for better working conditions for the local population? Maybe they are fighting for independence from their local rulers, from their Imperial Commander, or maybe even the Imperium of Mankind itself? Whatever the reason Freedom Fighters see the use of force as the way of getting attention for whatever it is they are fighting for, some of them even at the expense of innocent people. Their methods typically involve the use of hidden explosives, so they can stay out of harms way although some Freedom Fighter groups will go into direct conflict if there is no alternative. Some groups use the bonding power of religion, often a made up one, in order to cement the loyalties of their members and to make them more resistant to the threats of Imperial forces.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +10 +10

Skills: Concealment Urban; Silent Move Urban; Specialist Weapon - Lasers; 50% chance of Secret Language - Thief.

Trappings: Lasgun; Flak jacket; Hood or Mask.

Career Exits: Demagogue; Gang Leader; Outlaw Leader.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcr_freedom_fighter.shtml [25/05/2002 14:58:36] Gambler Career by A. R. Fawcett GAMBLER

There are many ways to make money in the 41st millennium; an easy method is to gamble. Staking bets on the Gantor races is a large business on some worlds but on other, more puritan planets, gambling is frowned upon. Sometimes things can go wrong and a Gambler is always ready to retreat and escape to other worlds unaware of the Gambler's reputation. Gamblers tend to be nomadic by nature to avoid old debts and bad losers.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +2 +10 +10 +10 +10

Skills: Gamble; Luck; Palm Object.

Trappings: Pack of cards; Pair of Dice; Pair of loaded dice.

Career Exits: Charlatan; Drug Dealer.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcr_gambler.shtml [25/05/2002 14:58:36] Ganger Career by A. R. Fawcett GANGER

The hive worlds of the Imperium, and most civilised worlds, are swarming with dangerous and, often, well-equipped gangs and the majority of these are brutal and anarchistic. They are usually only ever concerned with their own petty squabbles and territorial arguments to pose a significant threat to an Imperial Commander. The term 'ganger' is given to a member of one of these gangs, of which there are many different types, each one with varying degrees of technological weaponry. Most people on a hive world will be a member of a gang because it gives them protection from other gangs and maybe even from any unwelcome government interference. Civilised world Gangers ape those from the hive worlds every chance they get because they wish they could be just like them.

Although gangs may be drawn from large groups such as a hive clan, or noble household, a typical gang will include around a dozen members. This is an ideal strength for skirmishing and raiding in the corridors and tunnels of the hive. Gangs must be able to infiltrate the territory of rival gangs undetected to mount successful raids. In order to set ambushes they will have to hide in the dark recesses and among the pipes and conduits of the road tunnels.

The gangs throughout the hive and civilised worlds of the Imperium are extremely diverse, each one maintaining its own traditions, each one jealously guarding its territory. The most notorious gangs are: Clan, Brat, Tech, Scavvy, Undercity, Mutant, and Psyker. A Rogue adventurer may have been part of any one of these gangs in his life. To determine which one, the Gamesmaster should choose or roll randomly using a D100. This is important because each gang has additional skills to the ones given for the basic Ganger career, not to mention different trappings and career exits.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +10 +10

Skills: Concealment Urban; Flee!; Secret Language - Thief; Secret Signs - Ganger; Silent Move Urban; Specialist Weapon - Lasers.

Roll D100

01-05 PSYKER GANGER

There is seldom a place in the Imperium where psykers are not persecuted and feared. Their witch-talents and unnatural ways make them dangerous and set them apart from the rest of the normal population. This

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcr_ganger.shtml (1 of 7) [25/05/2002 14:58:37] Ganger Career is made worse through folk tales where psykers are said to be able to cause madness by touch and summon daemons. In turn, the psykers meet this unbearable torment using their psychic powers to destroy. The legends and tales are merely proven by such actions.

Life is hard for psykers in the Imperium. Some fall prey to daemonic possession and even more fall victim to the witch-hunting Venators and bounty-hunting gangs. The remainder may manage to escape detection, or flee to the undercities. Everyone there has something to hide, so the secretive behaviour of psykers attracts little attention. The 'witches' form their own gangs for mutual protection, always making sure to recruit only their own kind, or true sympathisers. Most psyker-gangs include a few non-psykers, relatives or close friends who have chosen to share the psyker's exile. However, those who seek arcane power by associating with covens and worshipping Chaos may also be found in some psyker gangs.

Initiation rituals usually involve bizarre occult practices. Captives may be taken for sacrifice in cult rituals and a sinister occult aspect pervades most, if not all, gang activities. They are motivated by survival and the protection and continued secrecy of any cult they practice. Many psykers are obsessed with revenge against their persecutors, while others secretly try to spread their insidious influence throughout.

Additional Skills: Psychic Sense.

Trappings: Laspistol; Flak vest.

Career Exits: Cultist; Drug Dealer; Gang Leader; Primary Psyker or Renegade Psyker (for latent psyker gangers only, see below).

A PC with a psyker ganger background may have latent psychic powers, or he may have been a sympathiser with no such talents, though all have the ability to sense psychic energy one way of another, or he might have a Wyrd power. Roll a D100 and consult the following chart.

Roll D100 Result 01-10 Latent psychic powers 11-50 Wyrd 51-00 None

Latent psychic powers: The Ganger is a Fledgling Psyker but remains a Psyker-Ganger. He has no powers until he enters either the Primary Psyker or Renegade Psyker careers.

Wyrd: The Ganger has a single psychic power he can cast almost at will. See the Psionics section for more details on Wyrds. Wyrd Gangers cannot become Primary or Renegade Psykers.

06-15 MUTANT GANGER

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcr_ganger.shtml (2 of 7) [25/05/2002 14:58:37] Ganger Career

Along with unsanctioned psykers, Mutants are feared by everyone. The cause of mutation is not always from the Dark Powers of Chaos but through thousands of years of industry on civilised and hive worlds and anyone is vulnerable to the resulting toxic and chemical waste. This is not understood by most Imperials, steeped for the most part in superstition and ignorance, who see mutants as a sign of evil and tainted by witchery of the foulest kind.

As a result mutants are persecuted and driven into the undercities. In the depths they fall victim to the undercity gangs and the scavvies. Most mutants do not survive for long once they have been discovered. Those that manage to run and hide often band together in gangs of their own, usually in the most inaccessible and heavily polluted sections of the undercities. Once established, mutants interbreed and their offspring, often more mutated than their parents, replenish the gang. Over the course of generations new mutations arise in the gangs, some of which may even be survival traits.

Mutant gangs include fugitive mutant outcasts from normal society and their mutated descendents. Their gang rituals are often crude and savage, with scarification, scragging and cannibalism reported.

Additional Skills: Immunity to Disease; Night Vision.

Trappings: Laspistol.

Career Exits: Gang Leader.

A PC with a mutant background may have one or two mutations. These will always be very minor and only affect outward appearance only very slightly, such as webbed feet/hands, extra finger or toe, small scaly patch on the chest or back, hairy palms, clawed hands, and can easily be covered up by the appropriate use of clothing. Should any of these mutations reveal themselves to the wrong person it could prove a very tricky situation to get out of...

16-30 SCAVVY GANGER

The shanties and derelict factories of the Imperium's cities and hives are homes to the Scavvies, who scrape a living from scavenging materials and trading them with clans who can make a profit from recycling. In the old factories there are rich pickings to be found among the rubbish and abandoned machinery for those who are desperate enough to hunt there. Good scavenging grounds are fiercely protected. Scavenging, looting and all forms of furtive theft are highly respected talents.

The Scavvies trade what they can find - machines, scrap, raw materials, even spook caches in return for food and weapons. The relationship is uneasy at best, because many Scavvies are diseased. They develop sores and scabs on their skin due to delving among the dangerous pollutants. This has earned the Scavvies the alternative name Scabbies, and like mutants they are often persecuted as subhuman beasts. Wherever they are found, Scavvies are driven from levels occupied by normal humans.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcr_ganger.shtml (3 of 7) [25/05/2002 14:58:37] Ganger Career

Many Scavvies make a good living as spookhunters, prospecting for the precious lodes of raw narcotic spook. For the Scavvy gangs this is a valuable substance, worth many times its weight in real food and fresh water. A carefully guarded lode of spook can keep a gang in relative comfort for years, if they manage to avoid becoming addicts in the meantime.

Other Scavvy gangs specialise in preying on fugitives and those who fall victim to them are lucky if they are slain outright. It is even said that Scavvies eat their prisoners. Such fresh meat supplements their normal diet which includes the verminous creatures of the undercity and the shanties.

Scavvy gangs include all kinds of fugitives, outcasts, refugees, members of dispossessed clans and scum shunned even by the undercity gangs. Many shanty-dwellers are hereditary Scavvies.

Additional Skills: Dodge Blow; Immunity to Disease; Immunity to Poison; Very Resilient; 50% chance of Drug Dealing.

Trappings: Laspistol; Tatty clothes; 25% chance of scars and boils (Fel -5).

Career Exits: Drug Dealer; Fence; Gang Leader; Imperial Guardsman; Mutant Hunter; Slaver.

31-45 BRAT GANGER

Although the noble households are outside the clan structure that most Imperial worlds have, they are not immune to the influence of the pervading tribal culture of the gangs. Like clans, noble households have their own ancient and bitter rivalries which sometimes explode into violence. The root causes are often more to do with honour, traditional enmity, and dynastic disputes than the mainly economic and territorial causes of typical gang warfare.

The idle and decadent youth of the nobility emulate the young clan warriors by forming their own Brat gangs, which make it their business to look after the honour of their household. Many young nobles run with the Brats for a time before they succeed to holding office and can then continue to further the interests of their own household by more subtle means.

The Brats are always at the forefront of any new fashion or cult. Young nobles are privileged, wealthy, inquisitive, rebellious and open to wider influences than are available to other gangs. Brat gangs sport fantastic, elaborate costumes and hairstyles, and flout the conventions of their culture as openly as possible. They also get up to various rebellious, subversive and anarchic activities including involvement with cultists and psykers.

In hive worlds, Brats run together in packs but do not limit their predations to their home territories. They frequently drop down the spires into the lower habs, where their wealth can be used to obtain any drug or weapon. Once in the lower habs, the Brat gangs terrorise the Techs and workers, safe in the knowledge

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcr_ganger.shtml (4 of 7) [25/05/2002 14:58:37] Ganger Career that they can return to the upper habs whenever they want to.

Brats go in for bizarre tribal rituals imitating those of other gangs. Initiation rites, scars, tattoos, hairstyles and extravagant rather than practical clothing characterise these gangs.

Additional Skills: Read/Write; Specialist Weapon - Conventional.

Trappings: Autogun, Pump action shotgun or Lasgun; Flak jacket; Extravagant clothes; 10% chance of Refractor Field.

Career Exits: Gang Leader; Imperial Guardsman; Merchant; Noble.

46-75 CLAN GANGER

Clan warriors are the most common Gangers. The pressures of competition for limited resources - even such basics as good food, air and water - mean that every clan must sometimes resort to armed force to secure its survival. Every clan, and groups of related families within each clan, have their own territory or concession, often carved out and defended by their own gangs of young clan warriors. In this way, forests have been replaced by a jungle of metal and concrete, and society is ordered along tribal lines.

Young members of the clan are expected to play their part in defending the clan territory and upholding the honour of the clan. Youths in their early teens are initiated into the gang by various rites of passage. From then until their mid-twenties they fight for the clan in the same way that young warriors would fight for their tribe in a primitive feral world society. After several years with the gang, a warrior gains the respect and status of his family and other clan members and gains the right to found his own family and take part in the clan business.

The struggle for supremacy between clans is ceaseless and often violent. Clan gangs fight each other openly; gang leaders are assassinated and kidnapped; or, most commonly, a clan's resources, its techs, workers and factories, are destroyed in endless raids. On some worlds corrupt government officials will do business with the winners. The workshops, factories and associated living areas of the families in the clan are the territory of the local clan gang. Other clans, gangs and strangers will be challenged if they violate the gang territory without permission or payment or tribute.

Additional Skills: Dodge Blow; 50% chance of Specialist Weapon - Conventional; 25% chance of Drug Dealing; 15% chance of Haggle.

Trappings: Lasgun; Flak jacket.

Career Exits: Drug Dealer; Gang Leader; Imperial Guardsman; Merchant; PDF Soldier; Slaver.

76-90 UNDERCITY GANGER

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcr_ganger.shtml (5 of 7) [25/05/2002 14:58:37] Ganger Career

There are many sprawling cities in the Imperium and many have what are known as undercities; the foulest, darkest and most dangerous places of the city - derelict factories are a particularly favourite haunt. Undercity gangs are small, tightly knit, independent and very territorial. In order to survive they must raid factories and habitation areas. If a gang is successful, it may even even carve out a territory in areas which have previously been closed to them, maybe even getting out of the undercity altogether.

Undercity Gangers are often regarded as the toughest and best fighters in the hives/cities. Survival of the fittest is the rule and the survivors grow stronger and tougher. Many undercity gangs will only accept competent warriors into their ranks. A prospective recruit will be expected to prove his worth by scragging an enemy - tearing off an ear, a finger, part of a scalp or some other part of an opponent. The bloody trophies gained are worn as a sign of gang membership: a necklace of dried ears or fingers is sometimes favoured by undercity gangs of hive worlds. When such marks are combined with distinctive costumes, ritual scarring, insignia and tattoos, gang members present a collective identity to their rivals, friends and enemies.

Undercity gangs consists of the usual fugitives and outcastes of society, often those who have dishonoured their clan, offended their clan leader or simply fell out with their original clan gang. Undercity gangs are perhaps the most ritualistic of all gangs. Initiation rites, scarification, tattooing, and body decoration are taken to extremes. These gangs are the urban equivalent of feral world savages. Scragging of enemies and trophy-taking is common practice.

On hive worlds gangs of undercity scum band together to savagely defend their territory from outsiders and indulge in regular raiding and pillaging of factory levels and even hab levels. Indeed, those clans holding territory adjacent to the undercity are literally defending the frontier of the hive against the barbarians of the undercity. The frontier zone is subject to constant raiding and skirmishing.

Additional Skills: Disarm; Dodge Blow; Street Fighter; Strike Mighty Blow; 25% chance of Furious Assault; 25% chance of Very Resilient; 25% chance of Very Strong.

Trappings: Laspistol; Flak vest; Sword.

Career Exits: Drug Dealer; Gang Leader; Imperial Guardsman.

91-00 TECH GANGER

Tech gangs and associations are more common than supposed. Techs often form collectives to protect themselves from exploitation by other groups. From passive protection and defence, such associations often mature into gangs that are as aggressive, in their own fashion, as any other. Tech gangs have a pool of skills which means that they can often trade for materials from factory levels. They deal in drugs, chemicals and weapons, trading these goods for interesting technological relics and rare raw materials scavenged from the undercities. Tech gangs are not noted for crude ferocity but they are widely respected

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcr_ganger.shtml (6 of 7) [25/05/2002 14:58:37] Ganger Career for their expertise with weapons and equipment, and it is foolish indeed to cross a Tech gang without reason.

Tech gang warriors undergo initiation rites which might involve technological implants or advanced forms of tattooing (electoos are widely used). Tech gangs are often hired by noble households or wealthy merchants for tasks which require their expert technical skills and sophisticated weaponry.

Additional Skills: Haggle; Rune Knowledge; Specialist Weapon - Conventional; 35% chance of Specialist Weapon - Grenades; 25% chance of Specialist Weapon - Bolters; 15% chance of Specialist Weapon - Flamers; 10% chance of Specialist Weapon - Plasma; 25% chance of Evaluate.

Trappings: One from Lasgun, Autogun, or Pump action shotgun; Flak jacket; Flak leggings; Flak helmet; 25% chance of D3 frag grenades; 25% chance of Photochromatic visor; 25% chance of Communicator.

Career Exits: Drug Dealer; Gang Leader; Imperial Guardsman; Merchant; Techpriest.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcr_ganger.shtml (7 of 7) [25/05/2002 14:58:37] Pirate Career by A. R. Fawcett PIRATE

Pirates are a constant menace to the many trading ships that traverse Imperial space. They seldom attack well-prepared trading fleets, preferring the lure of the large and ungainly bulk cruisers. Some pirates are bloodthirsty thugs that kill the crews of any boarded ships, whilst others raid and pillage preferring not to increase the bounty on their heads for murder. When Pirates lose the battle they often stowaway onboard the victor's ship and escape at the nearest spaceport whereas other Pirates might escape from the brutality of their fellows in favour of a less harsh, or bloodthirsty, life.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +10 +2 +10 +10 +10

Skills: Disarm; Dodge Blow; Specialist Weapons - Lasers; Strike Mighty Blow; Strike to Injure; Strike to Stun.

Trappings: Lasgun; Flak jacket; Flamboyant clothes.

Career Exits: Gunner; Mercenary Captain; Merchant; Pirate Captain; Slaver.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcr_pirate.shtml [25/05/2002 14:58:38] Scavenger Career by A. R. Fawcett SCAVENGER

There is always plenty of waste produced by the industrial cities and hive worlds of the Imperium, and there are those who view any waste, no matter how worthless to the general populous, as potential gems. Scavengers can always be found at any areas where waste is dumped and as one can imagine it is an unsavoury business rummaging through potentially lethal materials, as a result Scavengers develop resistances to certain chemicals and tainted materials throughout their lives. Competition is fierce when something of worth is found and a Scavenger will do all he can to keep what he has found. But Scavengers are the lowest of the low, lower than gangers, and suffer harsh treatment at the hands of the law. It comes as no surprise that given the option a Scavenger will gladly leave this pathetic life behind.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +10 +20

Skills: Dodge Blow; Flee!; Immunity to Disease; Immunity to Poison; Scale Sheer Surface; Secret Language - Thief; Specialist Weapon - Lasers; Street Fighting; 75% chance of Very Resilient; 30% chance of Begging.

Trappings: Laspistol; 50% chance of Flak vest; 10% chance of D3 randomly generated grenades.

Career Exits: Blackmarketeer; Drug Dealer; Ganger - Scavvy or Undercity; Thief.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcr_scavenger.shtml [25/05/2002 14:58:38] Slave Career by A. R. Fawcett SLAVE

Slavery is endemic in the Imperium. Most slaves work in appalling conditions either mining or building and no expense is paid for their safety. Some Slaves are in their predicament through no fault of their own, maybe as a result of a raid, while some Slaves are guilty of crime and have no way to pay their dues but to enter a period of slavery. Most Slaves die but a few of the lucky ones are released after seeing out their sentence, some are freed by desperados, while others manage to escape all by themselves. Such Slaves never forget their period of servitude and often vow to come back and seek vengeance on their slave masters.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +10 +2 +10

Skills: Dodge Blow; 75% chance of Immunity to Disease; 35% chance of Specialist Weapon - Lasers; 25% chance of Street Fighting; 15% chance of Immunity to Poison; 10% chance of Very Resilient; 10% chance of Very Strong.

Trappings: Laspistol; Knife.

Career Exits: Bodyguard; Footpad; Outlaw Leader; Pit Fighter; Slaver; Thief.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcr_slave.shtml [25/05/2002 14:58:38] Smuggler Career by A. R. Fawcett SMUGGLER

It is a well known fact that duty on trade goods in the Imperium can be considerably high and there are always those who seek to trade in goods without paying taxes. To avoid paying the duty some people turn to smuggling. Small time Smugglers will hide the items on their possession and travel to other cities or planets as visitors, while larger operations involve secret compartments in cargo containers and spacecraft. The more successful, and richer, Smugglers even resort to bribery of Imperial officials. Some smuggling operations can be very complex indeed leaving even the resourceful Adeptus Arbites. Indeed, some of them might even be involved.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +10 +10

Skills: Secret Language - Thief; Silent Move Rural; Silent Move Urban; Specialist Weapon - Lasers; 25% chance of Consume Alcohol.

Trappings: Laspistol; Flak jacket (arms/body); List of contacts.

Career Exits: Bandit; Blackmarketeer; Drug Lord.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcr_smuggler.shtml [25/05/2002 14:58:38] Thief Career by A. R. Fawcett THIEF

The simplest way to make money, for some, is to take it from someone else. Thieves are such people. Many are opportunists, ready to turn their hand to anything - they may even consider legitimate employment from time to time, although many regard employment with absolute contempt and distaste. Thieving in some worlds of the Imperium is often at the risk of serious consequences. For example, on the world of Achman where a strict authoritarian regime pervades, known thieves are either publicly flogged or have their left or right hand, whichever is most beneficial, cut off. In fact there are few worlds in the Imperium that does not frown upon thieves and treat them with contempt. On hive worlds it is a known fact that thieves risk been shot and killed because every citizen is usually armed. Such factors are enough for even a Thief to change and pursue another career, which might be even a job, or as an adventurer - the latter seems to be the favoured option for many.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +10 +10 +10

Skills: Concealment Urban; Flee!; Pick Lock; Pick Pocket; Secret Language - Thief; Secret Signs - Thief; Silent Move Rural; Silent Move Urban; 25% chance of Evaluate; 25% chance of Palm Object; 25% chance of Scale Sheer Surface; 25% chance of Spot Trap.

Trappings: Lock-picking tools; Sack.

Career Exits: Bandit; Bodyguard; Charlatan; Counterfeiter; Drug Dealer; Forger; Freedom Fighter; Ganger; Racketeer.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcr_thief.shtml [25/05/2002 14:58:39] Cultist Career by A. R. Fawcett CULTIST

The most widespread of all cults in the Imperium is that of the Emperor. Countless churches and temples dedicated to the Man-God can be found on any Imperial planet. Although the local myths and religions of many planets have been absorbed into the Imperial Cult, there still exists many other cults that act independently of the Emperor's. Many of them are considered harmless by the Adeptus Terra, with a view to converting them in the near future. However, some are covens to the Chaos Gods and as such they are never considered for integration into the Imperial Cult for obvious reasons. The Cultist is an initiate, a minor priest, or an active member of one of these cults. While Cultists of independent religions are tolerated to a certain extent by Imperial authorities, they are ruthlessly purged by many others, as if they were Cultists of a Dark God, forcing them to adhere to the laws and codes of the Emperor. The majority of Cultists are in fact initiates of the Imperial Cult and work in an established church or temple giving sermons to the local community and spreading the word and knowledge of the Emperor. These Cultists are often invited to become missionaries where they can shine the guiding light of the Emperor to a much wider, galactic audience. Other Cultists become disenchanted and feel that there are better ways of spreading their religion and take to a life of adventure, free from the constraints of the diocese.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +1 +10 +10 +10 +10

Skills: Read/Write; Secret Language - Ecclesiarchy; Theology.

Trappings: Robes; Religious Symbol.

Career Exits: Acolyte; Agitator; Freedom Fighter; Missionary; Pilgrim.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcc_cultist.shtml [25/05/2002 14:58:39] Engineer Career by A. R. Fawcett ENGINEER

Engineers are skilled individuals, for they are able to tend the machines of a bygone era. They repair their charges with a mixture of prayers, litanies and dedications. Engineers are often members of powerful Guilds that worship the Machine God. The Guilds are steeped in tradition and look upon innovation and invention as heretical thoughts for the weak willed. Some more farsighted individuals seek the fabled STC databases on far flung planets, and those with more imaginative minds are thrown out of the Guild to escape to more tolerant worlds.

Engineers from feudal worlds are often pillars of the community for they are its artisans: armourers, blacksmiths, carpenters, glass makers, printers, stone masons and tailors to name but a few. Therefore the Rune Knowledge skill maybe substituted with any one skill given for the Artisan career on page 95 of the WFRP rulebook.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +1 +20 +20

Skills: Read/Write; Rune Knowledge; Secret Language - Ecclesiarchy; 10% chance of Engineering.

Trappings: Tools.

Career Exits: Counterfeiter; Forger; Techpriest.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcc_engineer.shtml [25/05/2002 14:58:39] Farmer Career by A. R. Fawcett FARMER

The majority of Farmers come from agricultural and feudal worlds - the latter is indeed the staple occupation for the peasantry. On agricultural worlds the farming varies from huge swathes of crop growing to animal husbandry on a grand scale (namely the grox reptile.) Some of these worlds have a good technology base where machinery is used to gather the crops whereas on other worlds they rely on old-fashioned methods, which are typically the horse and plough (or the grox and plough) and the sickle. Whichever case, it is a life of toil and sweat and many young people dream of a more fulfilling life.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +2 +10 +10

Skills: Animal Care; Drive Cart; Identify Plants; 25% chance of Herb Lore.

Trappings: Sickle (counts as hand weapon); worn clothes; hat.

Career Exits: Bandit; Gamekeeper; Grox Herder; Groxskinner; Hunter; Outlaw; Pilgrim; Ranger; Rustler.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcc_farmer.shtml [25/05/2002 14:58:40] Fledgling Psyker Career by A. R. Fawcett FLEDGLING PSYKER

Humanity is slowly blossoming into a psychic race. The transition period is fraught with dangers as Psykers are incredibly dangerous if not controlled; their minds are the gateways for Daemons and Chaos, the biggest threat to mankind. They do have their uses to the Imperium, however. The Emperor of mankind sits in a comatose state upon the Golden Throne and each day psykers are sacrificed so that he may live. Indeed, these sacrifices are a necessity if Mankind is to survive.

This career is not a career as such, it represents the fact that the character has 'psychic talent' ready to reveal itself or to be moulded with training. The Fledgling Psyker is probably haunted by poltergeists or he may have terrible nightmares; he may be accused of being a witch in some cultures. If a character is a Fledgling Psyker he should roll for another career, either as a Civilian, or if his profile allows it, as another class (Military, Rogue, or Explorer.) The character has the option to become a Primary Psyker or a Renegade Psyker as extra career exits. It is up to the GM and player whether to keep this a secret as it can spice up an adventure if the PCs are hounded by the Inquisition or, as is usually the case, Wych Finders (on the look out for unsanctioned psykers) for no apparent reason.

The Fledgling Psyker is not powerful enough to use psychic powers. This requires further training to hone the mind either as part of the Imperium, as a Primary Psyker, or as an unpredictable Renegade Psyker.

A character may also gain psychic abilities as he progresses through his life/career. In this case, the character should expend 200 EPs to become a Fledgling Psyker. At this moment the character is in a transition state and is becoming aware of dormant abilities. He still follows the original career he was on before he expended the EPs to become a Fledgling Psyker. However, the character can now pursue his psychic powers and to this effect the character always has the option to switch to Primary Psyker or a Renegade Psyker.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcc_fledgling_psyker.shtml [25/05/2002 14:58:40] Labourer Career by A. R. Fawcett LABOURER

Labourers are paid for their toil to build any constructions they are instructed to do, such as bridges, fortifications, temples, roads, large houses, basically any constructions which slaves aren't required to carry out (they toil under much harsher conditions and do not get paid). Even though Labourers are paid relatively poorly there is usually plenty of work for them to do in the Imperium. However, some Labourers get bored of the same old day's slog for a low wage and pursue a life of adventure.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +1 +10

Skills: Scale Sheer Surface; 75% chance of Consume Alcohol; 75% chance of Sing; 50% chance of Carpentry; 50% chance of Drive Cart; 25% chance of Very Resilient; 25% chance of Very Strong.

Trappings: Sling bag containing packed lunch; Flask; Flak jacket.

Career Exits: Bodyguard; Footpad.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcc_labourer.shtml [25/05/2002 14:58:40] Lawyer Career by A. R. Fawcett LAWYER

Lawyers study the complex laws of the Imperium as written in the Book of Judgment. The task is made extremely arduous due to the many tomes filling vast libraries and miles of shelves that require analysis, and it can take a whole lifetime to read and dissect the laws that apply to one subject. Interpretation of laws often differ from one world to another but the underlying laws and legal system are based on Imperial edicts. The lawyers in an Imperial Courthouse are in contact with the Arbitrators and the Marshal of Court and swiftly deal with the misdemeanors of Imperial citizens. Lawyers from feudal worlds are no less different.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +1 +10 +10 +20 +10 +10

Skills: Etiquette; Law; Public Speaking; Read/Write; Secret Language - Ecclesiarchy; Secret Signs - Lawyer.

Trappings: Gown; Parchments.

Career Exits: Barrister; Demagogue; Investigator; Merchant.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcc_lawyer.shtml [25/05/2002 14:58:41] Medic Career by A. R. Fawcett MEDIC

The universe is a violent and, all too often, a deadly place to live. It is a sad fact that even on advanced planets, terrible diseases and contagions reach epidemic proportions. Therefore Medics are well sought after and are never in plentiful supply. Many Medics are employed for expeditions into the unknown, where danger lurks around every corner. It takes years of intense training to become a Medic and many leave before their instruction is finished. Although some Medics are practical and make use of modern techniques, some become faith healers and use their skills to astound more gullible audiences.

Medics from feudal worlds are more commonly known as healers or doctors. They use herbal remedies, together with the superstitions of their patients, in their line of work and do not have access to the powerful drugs that others of their kind typically have access to.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +1 +10 +10

Skills: Chemistry; First Aid; Identify Plants; Manufacture Drugs; Read/Write; Secret Language - Ecclesiarchy; 50% chance of Medic.

Trappings: Basic medical instruments; 75% chance of Medi-pak.

Career Exits: Bawd; Charlatan; Surgeon (if Medic skill is gained first).

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcc_medic.shtml [25/05/2002 14:58:41] Noble Career by A. R. Fawcett NOBLE

Nobles are far removed from the riggers of life that most Imperial citizens endure. On hive worlds, for example, they are wealthy enough to breathe clean air, eat good food, and drink unpolluted water. Nobles are very much the same throughout the Imperium. They are the privileged class. With their wealth they can buy favours from the planetary governor in order to be exempt from certain laws. Noble families sometimes invite their close friends who in turn enjoy the opulence of the planetary governor's wealth. Young Nobles sometimes find life in magnificence and luxury boring and choose a life of adventure, some of them even form gangs. Other noble families send their sons, and sometimes daughters, to the Imperial Guard where they serve as either footmen or, more commonly, as officers, to teach them discipline and to generally keep the them out of trouble. Indeed many nobles see war as a great and glorious thing and to serve in the Imperial Guard is something to relish.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +10 +10 +10 +10

Skills: Blather; Charm; Etiquette; Heraldry; Read/Write; Ride; Specialist Weapon - Lasers; Wit; 50% chance of Consume Alcohol; 35% chance of Public Speaking; 10% chance of Musicianship.

Trappings:

Agri, Civilised and Hive Worlders: Laspistol; Expensive clothing; D6x10 credits.

Feudal Worlders: Rapier; Expensive clothing; Jewellery worth 2D6x10 credits

Career Exits: Freelance; Gambler; Ganger - Brat; Imperial Guardsman; Imperial Officer; PDF Soldier; Student.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcc_noble.shtml [25/05/2002 14:58:41] Pedlar Career by A. R. Fawcett PEDLAR

There are many settlements in the Imperium, not all of them feudal, where the Pedlar is relied upon for goods. A Pedlar is a small-time tradesmen who travels from town to town selling his wares, which maybe anything from pots and pans, cutlery, knives, to clothes and blankets. Because the Pedlar travels widely he is inevitably a rich source of gossip and news. Civilised worlds, and some hive and agri worlds, and even the more prosperous feudal worlds on a localised basis, licence Pedlars so that outsiders are discouraged from poaching their trade. Pedlars are at risk from bandits and other undesirables who would loot their merchandise, so this means that they must know their trade routes very well in order that potential dangers can be avoided as much as possible.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +10 +10

Skills: Blather; Drive Cart; Evaluate; Haggle; Herb Lore; Secret Signs - Pedlar; Specialist Weapon - Lasers; 25% chance of Animal Care.

Trappings: Laspistol; Wagon and horse; Wares to sell (GM's discretion).

Career Exits: Bodyguard; Nomad; Outlaw; Trader; Trapper.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcc_pedlar.shtml [25/05/2002 14:58:41] Pilot Career by A. R. Fawcett PILOT

If a system has several inhabited planets it will need cargo ships of one kind or another. These may be owned and run by the planetary government or by private individuals, cartels or companies. Most systems would have both government-controlled and privately-owned craft. It is the Pilot's job to fly these cargo ships from planet to planet or from planet to space station (if a planet has one in orbit.) It is a demanding job requiring a Pilot to work all hours in, frequently, filthy conditions and for typically low pay. Not surprisingly a Pilot may decide to leave this way of life and pursue another job, whether it be in his present system or another one entirely, as Pilots will be able to travel out of their native star system hitching a ride on a freighter. However, once they have departed for a new system they are on their own leaving many to look for an entirely new living.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +2 +10 +10 +10

Skills: Astronomy; Read/Write; Rune Knowledge.

Trappings: Oily clothes.

Career Exits: Merchant; Pirate; Smuggler; Tech Priest.

The following is extracted from WD 140

MERCHANT CHARTERS

Each merchant ship serves its fleet under an arrangement called a merchant charter. The different types of charter are described below. They all take the form of a feudal oath sworn to the fleet authorities on behalf of the Emperor. A captain may not register his vessel with the fleet authorities until this oath has been sworn and a record of it entered at the Segmentum Fortress for that zone and on the Segmentum Fortress on Mars.

Hereditary Free Charter

This is the most coveted and most highly honoured form of captaincy. It is also the most ancient. A hereditary free captain nominates his successor, and that successor swears the oath of allegiance and thereby becomes the new captain of the ship when its current captain dies or retires.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcc_pilot.shtml (1 of 5) [25/05/2002 14:58:42] Pilot Career

The captain is 'free' in that he may trade freely within the Segmentum where his fleet is based. Many of these old captaincies are based in all five of the Segmentae Majoris. Although the hereditary free captain is theoretically an Imperial servant, his obligations are few. The ship may trade where and how it pleases within the confines of its charter.

Hereditary Charter

Hereditary captains may pass their ships to favoured, or related, successors as described above. As well as inheriting a ship, the captain inherits a route or routes, and can only carry cargo and passengers along this route. Some routes are more profitable than others and so are more highly regarded.

Free Charter

Free captains are appointed to command individual vessels by fleet officials. They are usually established fleet officials themselves, having worked their way up the ranks to a position of responsibility. Free captains may trade as they wish within the Segmentae. except they are usually forbidden from trading along established routes. Instead, they roam the less-densely populated sectors, areas where regular services are either not needed or would be too costly to run.

Fleet Charter

A fleet captain is appointed to his position in exactly the same way as a free captain, but plies fixed routes like the hereditary captain. This is the least prestigious level of interstellar captaincy, and is also the least secure. A fleet captain may be deprived of his command and given a shore posting at anytime, his ship reassigned to someone else.

A Typical Charter

A typical example of a merchant charter is the cargo ship Axnaranthus which has been captained by the Sorensen family over the last nine thousand years. It is one of the oldest ships in the Merchant Ultima fleet, with a hereditary free charter registered in the 32nd millennium. The ship has undergone several major rebuilds since that time, the last being two hundred years ago. The Sorensen family has amassed a considerable fortune in its time, and now owns a number of interstellar craft.

CIVIL FLEETS

The civil fleets contain privately-owned interstellar craft operating along routes licensed by the fleet authorities. Civil fleets usually bid for route licences as they come up, the route going to the fleet prepared to pay the most for it. This system enables the Imperium to maintain routes which, for whatever reason, it finds inconvenient to service from its own craft. It is also a good way of raising revenue. As well as route voyages, the fleet administration also issues one-off licences for single trips. Many of the

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcc_pilot.shtml (2 of 5) [25/05/2002 14:58:42] Pilot Career smaller fleets manage to survive entirely in a hand-to-mouth fashion reliant upon one-off licences.

Exactly who captains a civil ship is entirely up to the owners. lit many cases the owner is the captain. With the larger fleets, the owners appoint a captain who is effectively an employee.

ILLEGAL SHIPPING

The Imperium is large - large enough to hide in if you really want to! The Administratum has a great deal of control over interstellar shipping one way or another but, even so, there are illegally-operating interstellar craft. These ships are owned and operated by unregistered merchants, smugglers and even by pirates. They are taking a grave risk, because any unregistered ship is automatically assumed to be hostile by naval forces.

All illegal ships are at a considerable disadvantage compared to registered vessels. Navigators are, on the whole, loyal citizens. They are also quite rare. Interstellar travel without a Navigator is relatively slow because the maximum distance a ship can jump is only four or five light years compared to five thousand. There are navigators who will work on board illegal ships, but they are few and far between. The vast majority of illegal interstellar shipping is therefore locally-based, usually operating within a group of close sub-sectors or from peripheral inter-sectors.

UNREGISTERED SHIPS

There are many reasons why a captain may be tempted to run an illegal ship. Planets all have local laws governing what can and can't be imported and exported. Some planetary governments also charge an import duty or have complex quarantine laws. The cargos and passengers of official ships are always carefully checked and recorded. Many routes are the property of hereditary captains or are operated exclusively under a fleet charter.

There are all sorts of people, including Imperial Commanders, who may wish to circumvent one or other of these obstacles. Even registered ships may be tempted to break the law occasionally if the price is right, but they run a far greater risk because their craft are very easily identified arid traced.

A typical unregistered ship operates out of a hidden supply dump near the solar-system's jump point. It would be foolish for the captain to bring his ship into the solar system itself, so cargos are ferried to the supply dump by sub-stellar ships.

The location of the ship's dump must be kept secret, and it is often necessary for a captain to change the base's location every few months. An Imperial Commander may take a lax attitude to illegal shipping if it suits his purposes to do so. The illegal trader's greatest enemy is treachery!

PIRATE SHIPS

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcc_pilot.shtml (3 of 5) [25/05/2002 14:58:42] Pilot Career

Interstellar pirate ships operate in a similar way to unregistered traders, but their intentions are far more sinister. Few Imperial Commanders will tolerate pirates in their system, so most pirate bases are within otherwise uninhabited systems. Some pirates operate exclusively against registered shipping, others are indiscriminate in their choice of victim. Pirates and unregistered traders often collaborate, sharing information and sometimes using the same facilities.

A pirate's usual mode of operation is to lie in wait just inside a system's jump point. If the target is leaving the system, the chances are that any accompanying sub-stellar craft will have turned back by now. The pirate leaps upon the craft, aiming to board and remove the cargo before the ship jumps. Although a pirate could attack and destroy a cargo vessel, little would be gained by doing so.

A TYPICAL VOYAGE

A typical interstellar voyage might begin with a cargo ship lying in orbit around an Imperial world. Tiny shutflecraft busily transfer precious minerals, foodstuffs, crew and manufactured items from the world below. The loading procedure may take weeks or months, as the shuttles return time and time again to the huge ship. Once loading is complete, the colossal craft slowly accelerates out of orbit under the power of its main drives.

The ship heads outward towards the rim of the solar system, carefully increasing speed by tiny increments as it does so. Although the vessel's engines are capable of terrific acceleration, the risk of collision with interplanetary debris is high if the ship accelerates too quickly or too much. As the sun shrinks in the ship's wake, the density of debris lessens and the ship's speed reaches approximately 1% that of light.

After several weeks travel, the ship arrives at its first destination. This is the jump-point lying around the star system like the circumference of a circle. This delineates the point at which inter-planetary debris falls below maximum warp density. Once this invisible line has been crossed it is safe to activate warp drives. A crew careless or foolhardy enough to prematurely activate warp drives would be lucky to find their ship hurled thousands of light years off course. More likely, the ship would be torn apart and destroyed, never to be heard of again.

With the safe activation of its warp drives, the ship is plucked out of the real universe and enters the dimension of warpspace. Its true interstellar journey has begun. Ships travelling in warpspace do so by means of jumps varying in length up to five thousand light years. While in warpspace, the ship is piloted by its Navigator, one of the rare human mutants who are able to see into the warp with their Third Eye.

Only a long journey would involve more than a single jump. Even so, almost two weeks pass on board ship before the craft is ready to end its jump. Meanwhile, because of time shifts in warpspace. over a year has passed in the real universe.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcc_pilot.shtml (4 of 5) [25/05/2002 14:58:42] Pilot Career The ship re-enters real space just beyond the jump-point of its destination solar system. If it is lucky the ship will come out close to the jump-point, otherwise it may take many extra weeks to reach the inner planets.

It is always wise to allow a safe margin when jumping towards a star. The results of re-entering space within the jump-point would be the same as prematurely activating warp drives on the outward journey, and would almost certainly end in disaster.

The ship is now ready for its final haul, beginning by broadcasting to its destination and establishing a new time co-ordinate. Time in warpspace is so different from time in normal space that the crew has no idea whether their journey has taken a few months or years.

Initially, the ship travels at approximately 1% of light speed, decelerating gradually through the denser inner regions. Eventually, the ship reaches its destination, where swarms of tiny shuttles once more make themselves busy loading and unloading cargo and passengers in preparation for the ship's next journey.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcc_pilot.shtml (5 of 5) [25/05/2002 14:58:42] Scribe Career by A. R. Fawcett SCRIBE

Scribes live a life of servitude to their master and the bureaucracy of the Imperium. Large numbers of Scribes are employed in every division of the Adeptus Terra. Most Scribes can trace their family routes through generations of slave-workers and it is rare for a lowly servant to increase his stature through the ranks of the Administratum. In other areas of life Scribes are vital because the population of the Imperium is not outstandingly literate. They are required to read documents or write for ordinary citizens. This is very much the case on feudal worlds, and to a certain extent on hive worlds, where literacy is appalling and their rare talents are priceless in such places.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +1 +10 +10 +10 +10

Skills: Read/Write; Secret Language - Ecclesiarchy; 10% chance of Rune Knowledge.

Trappings: Writing equipment.

Career Exits: Forger; Lawyer; Merchant; Scholar.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcc_scribe.shtml [25/05/2002 14:58:43] Servant Career by A. R. Fawcett SERVANT

Servants vary tremendously throughout the Imperium; some are poorly paid stable boys or serving wenches, and some may be porters in the more prosperous sectors of civilised and hive worlds. For many it isn't a particularly good life and the best that many can hope for is the job of butler or housekeeper, in charge of their own entourage of servants, but this typically takes many years of hard work. Not surprisingly a Servant will look to a life of adventure to relieve the boredom of the routine of their former lives.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +2 +10 +10

Skills: Blather; 50% chance of Dodge Blow; 25% chance of Cook; 15% chance of Animal Care; 15% chance of Etiquette; 10% chance of Custom Knowledge.

Trappings: Knife; 25% chance of good quality servant clothes.

Career Exits: Agitator; Beggar; Ganger; Thief.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcc_servant.shtml [25/05/2002 14:58:43] Student Career by A. R. Fawcett STUDENT

Higher education is open to a select few as many Imperial citizens are not very well educated, if at all. In most cases it is the well-off that send their children to universities, which is almost the norm for feudal worlds. In these establishments they have the opportunity to learn many new skills and acquire great knowledge of the universe. However, education is often narrow and specialised and many students turn to adventuring to see the galaxy and broaden their horizons. Many are in for a shock as the harsh outside world is often very different from their ideals.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +1 +10 +10 +10

Skills: Read/Write; Secret Language - Ecclesiarchy; 35% chance of Theology; 25% chance of Consume Alcohol; 20% chance of History - Imperial; 15% chance of Rune Knowledge; 10% chance of Astronomy; 10% chance of Cartography; 10% chance of Identify Plants; 10% chance of First Aid.

Trappings: Books and parchments; Writing kit.

Career Exits: Agitator; Bawd; Cultist; Ganger; Lawyer; Scholar; Technician; Thief; Vigilante.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcc_student.shtml [25/05/2002 14:58:43] Technician Career by A. R. Fawcett TECHNICIAN

Technician is a generic term given to the billions of Imperial servants whose job is primarily that of record-keeping, stock taking and consumption. The overwhelming majority will work for the Adeptus Administratum, the gargantuan organisation responsible for assessing and levying tithes and distributing resources. It is probably the most powerful organisation in the entire Imperium. Many Technicians have been given their titles through generations of workers in their family and see it as their duty to keep with tradition and to serve the Imperium as best they can. However, there are some who wish for change and leave for a much better and fulfilling life.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +1 +10 +10 +10

Skills: Read/Write; Rune Knowledge.

Trappings: Robes; Parchments.

Career Exits: Agitator; Bawd; Cultist; Gambler; Scholar; Thief.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcc_technician.shtml [25/05/2002 14:58:43] Trader Career by A. R. Fawcett TRADER

Traders thrive on most worlds of the Imperium. They are most common in towns and cities where they can set up a shop, for the wealthier Traders, or a market stall. They are different to pedlars in that they wait for the customers to come to them. Some Traders do so well that they buy several shops and become more akin to Merchants although their trade is strictly locally based; usually one street! A Trader's life is typically a dull one, serving customers and buying stock, only to be enlivened by the occasional robbery or a visit from the local militia. So it is not unknown for some Traders to up sticks and leave for a life of, hopefully, quicker profit and excitement.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +1 +10 +10

Skills: Blather; Evaluate; Haggle; 25% chance of Super Numerate.

Trappings: D6x10 credits.

Career Exits: Counterfeiter; Fence; Merchant; Thief.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcc_trader.shtml [25/05/2002 14:58:44] Vigilante Career by A. R. Fawcett VIGILANTE

.Vigilantes are normal, everyday people, normally with a day job, who have taken it upon themselves to act as judge, jury and executioner to all wrongdoers of society. They are most common on hive worlds and civilised worlds where crime and gang warfare is rife. Vigilantes are courageous to say the least although some would call them foolish and they favour using loud weapons in order to frighten their foes. Sometimes they form gangs of their own to act like a pseudo-police force whereas the majority work alone. Their methods are often quite brutal with beatings the least a criminal can get away with because the punishment is usually death. While Vigilantes combat crime they are not always tolerated by local arbitrator forces who see them as a nuisance. However, a Vigilante may turn to a life of adventure as a way of escaping a crime-ridden neighbourhood or because of other reasons; a taste for combat and blood might be one of these.

Vigilantes on feudal worlds are more likely to be gangs of lynch mobs - or at least angry rabble rousers - who administer their own kind of 'justice' on anyone who has strayed to the other side of the law; frequently dramatic events as they batter down the door of the criminal's home or inn and drag him kicking and screaming outside to face the angry mob. Such events are often very brutal with no calming influence present and it all too frequently results in the serious injury, or death, of the criminal through a hanging or a furious beating.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +10 +10

Skills: Silent Move Rural; Silent Move Urban; Specialist Weapon - Conventional, Lasers; Strike to Stun; 25% chance of Read/Write.

Trappings:

Agri, Civilised and Hive Worlders: Autogun or Pump action shotgun; 50% chance of Flak jacket (body/arms).

Feudal Worlders: Club; 50% chance of Mail shirt.

Career Exits: Bounty Hunter; Freelance; Gang Leader; Mutant Hunter.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bcc_vigilante.shtml [25/05/2002 14:58:44] Generating Careers in Warhammer 40k Roleplay

Agri Civilian Feudal Hive Career 01-05 01-05 01-05 01-05 Arbitrator 06-15 06-15 06-20 06-15 Bodyguard - 16-20 - 16-20 Commissar Cadet 16-25 21-25 21-30 21-30 Guard 26-30 26-40 31-35 31-45 Imperial Guardsman 31-35 41-45 - 46-50 Imperial Pilot Trainee 36-45 46-55 36-45 51-60 Mercenary 46-60 56-60 46-55 61-65 Militiaman 61-70 61-65 56-65 66-70 Outlaw 71-85 66-75 66-75 71-80 PDF Soldier 86-90 76-85 76-85 81-90 Penal Soldier - 86-90 86-90 91-95 Pit Fighter 91-00 91-00 91-00 96-00 Protagonist

EXPLORER BASIC CAREER CHART Agri Civilian Feudal Hive Career 01-05 01-05 01-10 01-10 Bounty Hunter 06-15 06-10 11-20 11-20 Colonist 16-25 11-15 21-30 - Gamekeeper 26-35 16-20 31-35 - Grox Herder 36-45 21-25 36-40 - Groxskinner 46-50 26-30 41-50 21-25 Hunter - 31-35 51-55 26-40 Miner 51-55 36-45 56-60 41-45 Missionary 56-65 46-50 - 46-60 Nomad 66-70 51-60 61-65 61-70 Pilgrim 71-75 61-65 66-75 71-85 Prospector

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76-80 66-70 76-85 - Ranger 81-85 71-75 86-90 - Rustler 86-90 86-95 91-95 86-95 Seer 91-00 96-00 96-00 96-00 Trapper

ROGUE BASIC CAREER CHART Agri Civilian Feudal Hive Career 01-05 01-10 01-05 01-05 Agitator 06-15 11-15 06-15 06-10 Bandit 16-20 16-20 16-20 11-15 Bawd 21-25 21-30 21-30 16-20 Beggar 26-30 31-35 - 21-25 Charlatan 31-40 36-40 31-40 26-30 Drug Dealer 41-45 41-45 - 31-35 Entertainer 46-50 46-50 41-50 36-40 Fence 51-55 51-60 51-60 41-45 Footpad 56-65 61-65 - 46-50 Freedom Fighter 66-75 66-70 61-65 51-55 Gambler - 71-75 - 56-75 Ganger - 76-80 - 76-80 Pirate - 81-85 66-70 81-85 Scavenger 76-80 86-90 71-75 86-90 Slave 81-90 91-95 76-85 91-95 Smuggler 91-00 96-00 86-00 96-00 Thief

CIVILIAN BASIC CAREER CHART Agri Civilian Feudal Hive Career

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/generation_career_charts.shtml (3 of 7) [25/05/2002 14:56:41] Generating Careers in Warhammer 40k Roleplay

01-05 01-05 01-10 01-05 Cultist 06-15 06-15 11-15 06-15 Engineer 16-30 16-20 16-25 - Farmer 31-35 21-25 26-30 16-20 Fledgling Psyker 36-45 26-30 31-40 21-25 Labourer 46-50 31-40 41-45 26-30 Lawyer 51-55 41-45 46-50 31-35 Medic 56-60 46-50 51-60 36-40 Noble 61-65 51-55 61-65 41-45 Pedlar 66-70 56-60 - 46-50 Pilot 71-75 61-65 66-75 51-60 Scribe 76-80 66-70 76-80 61-65 Servant 81-85 71-80 81-85 66-70 Student 86-90 81-90 - 71-80 Technician 91-95 91-95 86-95 81-90 Trader 96-00 96-00 96-00 91-00 Vigilante

Once you have determined the career of a character, click on the hyperlink of the appropriate career. There you will be taken to a page detailing the career, along with its background, advance scheme, skills, trappings, and possible career exits. These should give an indication as to what type of person a character is and used to be - the character is of course an adventurer now. However, some careers allow for the concept of adventuring, such as a Bounty Hunter for example; the character seeks criminals wherever they may be.

Example:

Limnar Ponyets is a Rogue from a hive world, and rolling a 10 on the appropriate column of the Rogue chart, we find his previous career was a Bandit. ADDITIONAL SKILLS

The career description includes additional skills that a new character gains immediately and can be entered on the player's character sheet. Some skills require a percentage roll for them to be available immediately to a character. If the player rolls equal to or under the percentage on a D100 then the skill is

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/generation_career_charts.shtml (4 of 7) [25/05/2002 14:56:41] Generating Careers in Warhammer 40k Roleplay gained and noted down on the character sheet. If the player fails then the skill is not gained but it may be acquired through experience points later on in the normal way. It is possible that the player already possesses some of the skills that his career has. If this is the case then the skills are not gained twice - only some skills may be duplicated. ADDITIONAL TRAPPINGS

The career description includes additional trappings for the character, these are acquired immediately although any duplicates should be ignored (most characters begin the game with a laspistol so you can't have two laspistols or two lasguns or own two flak jackets!). As with skills, some trappings require a percentage roll in order for the player to gain them. If the player fails to gain them then he never can unless he actually finds them or buys them. ADVANCE SCHEME

Every career has an associated Advance Scheme. The scheme is a representation of a character getting more competent at his job as time goes by, and allows the character to increase some of his characteristics. Copy the Advance Scheme for your character onto your record sheet. The scheme shows what characteristics maybe increased and by how much. This is not an immediate bonus; the advances must be bought through experience during play. Every 10 points of an advance on a characteristic costs 100 experience points to buy, except for Movement which costs 100 experience points for every 1 point; the Movement characteristics rarely ever changes so this isn't very important at the moment. For example, a career that gives +30 to WS may only be bought in chunks of 10, so in effect it costs 300 experience points to complete the advancement. Furthermore, and most importantly, should such a character gain +30 to WS, for example, then he can never gain any more until he finds a career which offers a +40 to WS - the same goes for all the characteristics. THE FREE ADVANCE

When a character begins his adventuring life he gains a free advance, a +10% bonus to any characteristic as dictated by his advanced scheme. This advance is earned now to reflect the fact that adventurers are a cut above the normal population. Once the player has decided which advance is to be taken, the Current Profile line should be filled in on the character record sheet. A note of how much has been taken should be made in the Advance Scheme characteristic, so that you can remember the advance has been taken.

Example:

We have established that Limnar Ponyets is a Rogue and rolled on the Career Chart for Rogues in the Hive worlder column to find that his past Career was as a Bandit. The page on Bandits gives additional skills, trappings and an Advance Scheme.

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Bandits are the scourge of many Imperial worlds, especially the fringe worlds where Imperial law is lapse. They are people who have chosen to leave normal society and live outside Imperial law, which is attractive to many citizens considering some of the strict regimes throughout the Imperium. Bandits await in ambush, choosing ruined buildings and dense forests from which to launch their attacks. They are not fussy, like outlaws tend to be, as to whom they ambush, be they prince or pauper and many Bandits can be quite ruthless when the fancy takes them. Large, and well organised, groups of Bandits will even attack patrols of Imperial Guard because the rewards of victory can see them looting all the arms and ammunition they could want. Bandits on feudal worlds are always found in forests and wilderness areas. Bandits who are caught are often pressed into military service on pain of death and not surprisingly many take this offer of clemency up.

Advance Scheme - Bandit

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +10 +10

Skills: Concealment Rural; Concealment Urban; Dodge Blow; Scale Sheer Surface; Secret Language - Thief; Set Trap; Silent Move Rural; Silent Move Urban; Specialist Weapon - Lasers; Spot Trap.

Trappings: Lasgun; Flak jacket (body/arms).

Career Exits: Mercenary; Outlaw Leaer; PDF Soldier; Rustler.

We add the new trappings and skills onto those already determined, and fill in the Advance Scheme. The character is permitted 1 advance before the game, and we decide to take +10% BS to improve Limnar's aim (he's going to need it!). The profile part of Limnar's character sheet should now read:

Starter Profile

M WS BS S T W I Dex Ld Int Cl WP Fel 5 31 30 28 32 6 31 30 30 31 29 31 35

Advance Scheme - Bandit

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +10 +10

Current Profile

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M WS BS S T W I Dex Ld Int Cl WP Fel 5 31 40 28 32 6 31 30 30 31 29 31 35

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/generation_career_charts.shtml (7 of 7) [25/05/2002 14:56:41] Advanced Career Index Home : Characters' Section : Advanced Careers by A. R. Fawcett ADVANCED CAREERS

The mechadendrites fidgeted with a life of their own as if the Techpriest were holding an octopus out in front of him. The electronics fizzed and sparked slightly as the Techpriest altered some settings on his wrist and then turned his attention to the bronze door. "I hope that blasted thief didn't scramble the lock and anger the door's spirit!" he said. The thief just glared at him while the mercenary keenly focussed on the door. The Techpriest slid a metallic tendril into the three recesses that comprised the door's complex lock. "I must commune with the door's spirit," he said, as his one living eye closed in concentration; his left eye was bionic and sported a tiny protruding laser weapon. Suddenly the great bronze door grudgingly opened. "It's open!" gasped the mercenary. "We're rich!" added the thief excitedly. Their exultation was cut short as a buzzing sound could be heard. "Servo-skull," said the Techpriest. "Combat class by the sound of its actuators. We must be quick gentlemen."

All the information given in the WFRP rulebook concerning career changes applies to the W40kRP system too (with a slight exception of 'Changing Careers', see below). Only brief points have been given here to help you get the gist about what W40kRP is about.

There are many careers that aren't open to the broad majority of Imperials - Inquisitors, Mercenary Captains, Mutant Hunters, Primary Psykers, Slavers etc - but maybe to some Adventurers. Advanced careers are not available to new player characters and can only be pursued once a Basic Career or two has first been completed. CHANGING CAREERS

Generally a character must choose a career from his character's career exits in order to pursue another career. However, an exception to this is if a character's current career does not offer any career exits, in which case he may pursue any Basic Career of his Career Class for 100 experience points, or that of entirely different Career Class for 200 experience points.

Changing career also depends on the circumstances. For instance, it would be nigh on impossible for a character to become an Acolyte of the Inquisition without first approaching the Inquisition itself and even then such occasions are typically on an appointment basis only. However, it would be relatively simple for a Bounty Hunter to become a Mutant Hunter or for a Ganger to become a Gang Leader. On this basis a character would only have to spend 100 experience points and make an immediate change of career. What must also be taken into consideration is that not all the exits will available, given the circumstances of the campaign at that time. NEW SKILLS

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_index.shtml (1 of 2) [25/05/2002 14:56:42] Acolyte Advanced Career by A. R. Fawcett ACOLYTE

An Acolyte is a member of the Outer Circle of the Inquisition and function as the order's agents. They work in league with higher ranking Inquisitors, with whom they see as their mentors, and operate within the framework of the Inquisition's Ordos; these being the Ordo Malleus, Ordo Xenos, and Ordo Hereticus. Because the Inquisition operates a 'cell' network throughout the Imperium, the Acolytes are sometimes required to set them up and even oversee them for a time until such time a higher ranking Inquisitor appears to take command. Moreover, the Acolytes muster support for their Inquisitors, disposing of any threats along the way and then setting one, or several, cells up depending on the task at hand. Secrecy is of paramount importance and even the cell members themselves are not above suspicion; double-agents are ruthlessly dealt with, with most ending up in the Inquisition's torture chambers.

It is common practice that in order for someone to become an Inquisitor they must have first been an Acolyte. Those who fail the cut usually stay within the Inquisition, with some taking occupancy of the Inquisition's dreaded torture chambers where they become Inquisitor-Interrogators.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +20 +10 +10 +6 +20 +20 +20 +30 +30 +20

Skills: Alien Knowledge; Cartography; Cryptography; Psychic Sense; Public Speaking; Repair Jammed Weapon; Rune Knowledge; Secret Language - Ecclesiarchy, Inquisition; Secret Signs - Inquisitor's; Specialist Weapons - Bolters, Close combat weapons, Conventional, Flamers, Grenades, Lasers; Strike Mighty Blow; Strike to Injure; Strike to Stun.

Trappings: Bolt pistol; Carapace armour; Robes; Refractor Field Device.

Career Exits: Preacher; Inquisitor; Investigator; Spy; Torturer.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_acolyte.shtml [25/05/2002 15:00:16] Merchant Advanced Career by A. R. Fawcett MERCHANT

For the most part Merchants are powerful in the Imperium, indeed some of the most powerful own trading fleets endorsed by the Imperial Fleet, but the majority of Merchants are seldom affiliated with space travel because merchant charters are difficult to get hold of (they are often hereditary) and furthermore maintaining even a single spacecraft, capable of carrying a substantial cargo, is out of the price range of many Merchants. With this in mind, most Merchants deal on an interplanetary basis and maintain their market place on one world covering perhaps several cities, or maybe much more depending on the resources of the Merchant in question. Merchants rarely ever sell goods to the public themselves preferring instead to concentrate on the bigger deals. They will deal in almost anything that will show a profit, and sometimes this might lead to the buying and selling of illegal goods.

Advance Schemes

M WS BS S T W I Dex Ld Int Cl WP Fel +2 +20 +10 +30 +30 +20 +20 +20

Skills: Evaluate; Haggle; Read/Write; Secret Language - Merchant's Guild; Super Numerate.

Trappings: Town or City house; Warehouse; 5000 credits (for trading); D3 Scribes; 20% chance of Merchant Charter.

Career Exits: Archeaoxenan; Rogue Trader.

The following is extracted from WD 140

MERCHANT CHARTERS

Each merchant ship serves its fleet under an arrangement called a merchant charter. The different types of charter are described below. They all take the form of a feudal oath sworn to the fleet authorities on behalf of the Emperor. A captain may not register his vessel with the fleet authorities until this oath has been sworn and a record of it entered at the Segmentum Fortress for that zone and on the Segmentum Fortress on Mars.

Hereditary Free Charter

This is the most coveted and most highly honoured form of captaincy. It is also the most ancient. A hereditary free captain nominates his successor, and that successor swears the oath of allegiance and

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_merchant.shtml (1 of 2) [25/05/2002 15:00:16] Merchant Advanced Career thereby becomes the new captain of the ship when its current captain dies or retires.

The captain is 'free' in that he may trade freely within the Segmentum where his fleet is based. Many of these old captaincies are based in all five of the Segmentae Majoris. Although the hereditary free captain is theoretically an Imperial servant, his obligations are few. The ship may trade where and how it pleases within the confines of its charter.

Hereditary Charter

Hereditary captains may pass their ships to favoured, or related, successors as described above. As well as inheriting a ship, the captain inherits a route or routes, and can only carry cargo and passengers along this route. Some routes are more profitable than others and so are more highly regarded.

Free Charter

Free captains are appointed to command individual vessels by fleet officials. They are usually established fleet officials themselves, having worked their way up the ranks to a position of responsibility. Free captains may trade as they wish within the Segmentae. except they are usually forbidden from trading along established routes. Instead, they roam the less-densely populated sectors, areas where regular services are either not needed or would be too costly to run.

Fleet Charter

A fleet captain is appointed to his position in exactly the same way as a free captain, but plies fixed routes like the hereditary captain. This is the least prestigious level of interstellar captaincy, and is also the least secure. A fleet captain may be deprived of his command and given a shore posting at anytime, his ship reassigned to someone else.

A Typical Charter

A typical example of a merchant charter is the cargo ship Axnaranthus which has been captained by the Sorensen family over the last nine thousand years. It is one of the oldest ships in the Merchant Ultima fleet, with a hereditary free charter registered in the 32nd millennium. The ship has undergone several major rebuilds since that time, the last being two hundred years ago. The Sorensen family has amassed a considerable fortune in its time, and now owns a number of interstellar craft.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_merchant.shtml (2 of 2) [25/05/2002 15:00:16] Archeaoxenan Advanced Career by A. R. Fawcett ARCHEAOXENAN

Description from Inquisitor by Gav Thorpe

The Archeaoxenan is a treasure-hunter who seeks out lost alien technology in the hope of trading it with officials and the Priesthood of Mars. He is an expert on alien histories, and has a view of the cosmology of the galaxy that frequently gets him dubbed a heretic by the Ministorum, or dangerously well-informed by the Inquisition. He is not adverse to breaking a few Imperial laws if it gets him where he wants to go. Frequently caught smuggling forbidden artifacts, he normally has powerful patrons to look after him.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +30 +20 +20 +6 +30 +30 +20 +30 +30 +30 +30

Skills: Alien Knowledge; Astronomy; Cartography; Crack Shot; Custom Knowledge; Disarm; Dodge Blow; Evaluate; Fast Draw - Pistol; First Aid; Follow Trail; Haggle; Hipshooting; Identify Life-form; Orientation; Parry Blow; Psychic Sense; Read/Write; Repair Jammed Weapon; Ride; Rune Knowledge; Specialist Weapons - Alien weapons, Bolters, Close combat weapons, Conventional, Grenades, Lasers; Strike Mighty Blow.

Trappings: Laspistol; Lasgun; Power sword; Alien weapon; Flak armour on all locations; Conversion field.

Career Exits: Merchant; Rogue Trader.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_archeaoxenan.shtml [25/05/2002 15:00:16] Mutant Hunter Advanced Career by A. R. Fawcett MUTANT HUNTER

Mutant Hunters are, like Freelances and Wych Finders, tough desperados. They earn a living by hunting and catching mutants for freak shows, research facilities and sometimes for slavery. Being in close contact with mutants means that the Mutant Hunter has to be heavily armoured because many mutants have bizarre defences, such as slavering jaws and slashing claws. They must also try to subdue their mutant quarry, because a dead mutant is worth next to nothing, so Mutant Hunters will use stunning techniques as well as shock lances and suppression batons. An employer usually pays extremely well for a truly bizarre mutant and a good Mutant Hunter can make a lot of money from this business.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +1 +30 +30 +30 +20 +6 +20 +10 +10 +10 +30 +20

Skills: Alien Knowledge; Concealment Rural; Concealment Urban; Disarm; Dodge Blow; Fast Draw - Hand weapon; Follow Trail; Identify Life-form; Parry Blow; Repair Jammed Weapon; Scale Sheer Surface; Set Trap; Silent Move Rural; Silent Move Urban; Specialist Weapons - Bolas, Conventional, Lasers, Lasso, Net; Spot Trap; Street Fighting; Strike Mighty Blow; Strike to Injure; Strike to Stun; Swift Assault.

Trappings: Full suit of Carapace Armour; Suppression baton; Lasgun; Laspistol; Bolas; Net; Rope - 10 metres; 6 Manacles; 6 Mantraps.

Career Exits: Slaver; Wych Finder.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_mutant_hunter.shtml [25/05/2002 15:00:17] Barrister Advanced Career by A. R. Fawcett BARRISTER

Barristers are part of the Adeptus Arbites, forming the heads of its legal department, and they can also be found working in league with the Adeptus Administratum. Barristers are highly intelligent and very well qualified and as a result only high ranking officials, or very wealthy individuals, can afford their representation. However, Barristers are less than willing to tackle cases they are not certain to win and this is compounded by the fact that on some planets it is the law whereby those who represent the losing party are sent down too, even to the point of sharing any capital punishment. The reputation of the Barrister is paramount if he is to attract a steady stream of clients. There are also many worlds in the Imperium that have a very basic judicial system - the judicial system varies enormously throughout the galaxy - and as a result it is quite common for a Barrister to travel there and oversee the judicial development, especially that of a newly integrated population.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +2 +20 +10 +30 +40 +30 +30 +10

Skills: Economics; Etiquette; Law; Public Speaking; Read/Write; Secret Language - Ecclesiarchy; Sociology; Theology.

Trappings: Badge of office; Robes.

Career Exits: Demagogue; Investigator; Merchant.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_barrister.shtml [25/05/2002 15:00:17] Outlaw Leader Advanced Career by A. R. Fawcett OUTLAW LEADER

Outlaw Leader encompasses many disenfranchised and alienated leaders of bandits, freedom fighters, and outlaws; anyone of these may involve rebel elements of the Imperial Guard and planetary defence forces. Successful individuals of any of these groups can become the leader, but also an enemy to the local authorities. Outlaw Leaders are extremely varied in their behaviour and outlook on life. Some are black hearted and captives in their bondage seldom last long, whereas others may feel that they are championing the causes of normal folk and act in a kindly manner. Regardless of whichever band of bandits, freedom fighters, and outlaws they are leading, Outlaw Leaders are always labelled as cutthroats and brigands and are hounded by Imperial forces wherever they may be. It is a dangerous life and Outlaw Leaders can only expect a severe punishment at the hands of the Imperium. Not only must they contend with those factors they must contend themselves with their own group because there is seldom a character who never questions the leader's leadership, especially if they have suffered at the hands of Imperial forces or other outlaw groups. Sometimes even the Outlaw Leader will desert his group but he must beware because many of his former comrades will view the leader's desertion as the ultimate betrayal.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +30 +10 +20 +5 +20 +20 +30 +10 +10 +10

Skills: Crack Shot; Fast Draw - Pistol; Follow Trail; Hipshooting; Secret Language - Battle Tongue; Secret Language - Thief; Specialist Weapons - Conventional, Lasers; Steady Hand.

Trappings: Autogun or Lasgun; Flak jacket; D6 followers - NPC outlaws.

Career Exits: Demagogue; Mercenary Captain.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_outlaw_leader.shtml [25/05/2002 15:00:17] Blackmarketeer Advanced Career by A. R. Fawcett BLACKMARKETEER

A Blackmarketeer sells rare and exotic goods, at a price. The black-market is the only place to buy such goods on most worlds. They buy and sell almost anything, including drugs, but they especially deal in rare and exotic equipment and weapons. The Imperium is awash with war zones and the troops who fought in them are themselves eager to make money and so they loot the battlefields for any munitions or particularly unusual artifices. When the troops are able to, they hand their loot to the Blackmarketeer who then sells it on the black-market; both the trooper and the Blackmarketeer gain from this business. Although Blackmarketeers tend to deal in wargear (because of the often violent nature of the Imperium) they will deal in anything that is very rare and is desperately needed, such as trading in alcohol on a world where it is strictly forbidden or tobacco on a world where it is similarly highly illegal.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +10 +4 +20 +10 +20 +20 +10 +10

Skills: Drug Dealing; Evaluate; Haggle; Secret Language - Thief; Secret Signs - Thief; Specialist Weapon - Bolters, Conventional, Lasers.

Trappings: Laspistol; Flak jacket (body/arms); Black-market stash: D10x10 bolter shells, 5% chance of special bolter shells, D6 flamer canisters, 3% chance of Alien weapon (e.g. Kroot long rifle, Shuriken Catapult); List of contacts.

Career Exits: Drug Lord; Forger; Gang Leader; Spy; Thief; Trader.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_blackmarketeer.shtml [25/05/2002 15:00:18] Pirate Captain Advanced Career by A. R. Fawcett PIRATE CAPTAIN

Pirate Captains are amongst the most ruthless of people to traverse the stars and even Ork raiders have a grudging respect for. Not all pirates, however, are terrible, bloodthirsty outlaws of the galaxy - indeed some pirate fleets have been known to come to the aid, in the nick of time, to beleaguered human settlements, under attack from Orks or Chaos, and even to the aid of Imperial ships. Pirate Captains are often equipped with bizarre and alien technologies as it is they that have the first choice of any captured booty. But, unlike gang leaders, Pirate Captains are able commanders with the more reputable ones captaining many ships in a fleet, and can fly spacecraft equally, if not better, than Imperial pilots. Some might have actually been Imperial pilots before deciding to pursue possible fame and fortune as a Pirate Captain. Many are expert hand-to-hand fighters and many wield two swords in combat just to show how brave he is to his followers, sometimes in the face of a hail of bullets.

A character must first complete the Pirate Mate advance scheme, taking all the skills, before progressing to Pirate Captain.

Mate Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +10 +10 +10 +4 +10 +10 +20 +10 +10 +10

Skills: Consume Alcohol; Dodge Blow; Parry Blow; Repair Jammed Weapon; Specialist Weapons - Lasers; Street Fighting; Storytelling.

Trappings: Flak jacket; Cutlass; Lasgun; Laspistol.

Career Exits: Freelance; Pirate Captain.

Captain Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +30 +20 +10 +10 +6 +20 +20 +30 +20 +30 +10 +20

Skills: Alien Knowledge; Ambidextrous; Astronomy; Cartography; Disarm; Fast Draw - Hand weapon, Pistol; Secret Language - Battle Tongue; Specialist Weapons - Bolter, Conventional, Grenades; Steady Hand; Strike Mighty Blow; Strike to Injure; Swift Assault.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_pirate_captain.shtml (1 of 2) [25/05/2002 15:00:18] Pirate Captain Advanced Career Trappings: Carapace breastplate and flak armour everywhere else; Power sword; Lasgun; 2 Revolvers.

Career Exits: Merchant; Outlaw Leader; Rogue Trader; Slaver.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_pirate_captain.shtml (2 of 2) [25/05/2002 15:00:18] Commissar Advanced Career by A. R. Fawcett COMMISSAR

Commissars are high ranking officers who work with a regiment's commander to provide the right kind of leadership for the regiment. Regiments are often composed of savage gang fighters who are antagonistic to authority. The regiment's commander is the senior officer amongst his own kind, and he may be just as wild and anarchic as his troops. Many regiments come from worlds where gang warfare is endemic, where natural loyalties are to friends and family rather than the higher authority of government. Such people respect power and strength, and have a natural distrust of organisation and hierarchy. The loyalty of these savage warriors cannot be simply transferred to the Emperor, it must be earned, and this is often the first task the Commissar of a newly recruited regiment faces.

Commissars embody strength, power and bravery. They personify the ideals of loyalty to one's comrades and to the Emperor. Every regiment has at least one Commissar attached to its ranks. They are guardians of the regiment's physical welfare as well as their fighting spirit. A Commissar works with the regiment's commander, and makes sure that proper discipline is enforced. Sometimes this isn't easy, and often a Commissar has to earn the respect of his regiment in battle before he is truly accepted. It is common for Commissars to fight personal combat with a regiment's commander just to prove who is the stronger.

Another role of the Commissar is to ensure that Imperial Guard recruits do not harbour the likes of Chaos Cultists, alien spies, or genetic deviants. Commissars must be eternally vigilant for the enemy within, individuals who might incite rebellion, engage in sabotage, or turn against their fellows in the midst of battle. Should a Commissar uncover anyone of these then he must administer Imperial justice with a shot through the deviant's head.

Because Commissars are recruited into the Departmento Munitorium from the Schola Progenium, the rigorous orphanages for families of Adepts run by the missionaries of the Adeptus Ministorum, it is not anticipated that players, as adventurers, will become one. However, the GM will probably run a campaign when Commissars are needed, so the advance scheme and skills are included below in any case.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +30 +30 +20 +20 +6 +30 +10 +40 +20 +30 +30 +10

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_commissar.shtml (1 of 2) [25/05/2002 15:00:18] Commissar Advanced Career Skills: Crack Shot; Disarm; Dodge Blow; Etiquette; Fast Draw - Hand weapon, Pistol; First Aid; Furious Assault; Hipshooting; Law; Parry Blow; Public Speaking; Read/Write; Rune Knowledge; Secret Language - Ecclesiarchy; Sociology; Specialist Weapons - Bolters, Close combat weapons, Conventional, Flamers, Grenade, Lasers, Plasma; Steady Hand; Strike Mighty Blow; Strike to Injure; Strike to Stun; Swift Assault; Theology.

Trappings: Greatcoat; Black-peaked cap; Laspistol; Power Sword; Conversion field.

Career Exits: None.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_commissar.shtml (2 of 2) [25/05/2002 15:00:18] Preacher Advanced Career by A. R. Fawcett PREACHER

There are thousands of diocese in the Imperium, each one is divided into parishes, each centred around an Imperial shrine. The attendants of these shrines are usually known as Preachers. Although they must serve the local population, they must also make sure that there are no mutants, psykers or signs of heresy in their flock. If there are, being the stern and unforgiving individuals they usually are, then they will administer their own justice. If matters are more complicated than that, if a psyker is good Astra Telepathica material, then the deviants will be handed over as quickly as possible to the Adeptus Arbites or the Inquisition.

A Preacher will follow one of the diocese of the Emperor given in the Imperial Cults section.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +10 +10 +10 +3 +10 +10 +20 +20 +20 +20 +20

Skills: Dodge Blow; Public Speaking; Read/Write; Secret Language - Ecclesiarchy; Specialist Weapon - Conventional, Flamer, Laser; Theology.

Trappings: Robes; Sword; Laspistol; Hand Flamer; Religious symbol.

Career Exits: Acolyte; Confessor; Demagogue; Wych Finder.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_preacher.shtml [25/05/2002 15:00:19] Confessor Advanced Career by A. R. Fawcett CONFESSOR

Especially zealous Preachers may be invited by their Cardinal to become Confessors. Confessors are not in charge of a shrine, but are free to wander within the entire diocese and preach amongst the population. They are evangelical zealots of the most extreme kind, and the supreme architects of mass emotion. Under the spell of a Confessor, huge crowds will rush forward to confess their personal heresies, to reveal mutations amongst their relations, and to betray their neighbours as psykers or other deviants. A certain mutual distrust exists between the Inquisition and the Ministorum and especially the Confessors. Their roles inevitably overlap, although their methods of operation could not be more dissimilar. Confessors are zealots whose enthusiasm verges on insanity, while Inquisitors are hard-headed, calculating and suspicious individuals.

Confessors have an important part to play in that some of them act as advisors to Imperial colonels, planetary governors and sometimes with special Ecclesiarchal dispensation, they even may lead Wars of Faith against the sworn foes of the Emperor's Light.

Confessors will be part of any one of the dioceses given in the Imperial Cult section. They must follow their diocese's strictures to the letter.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +20 +10 +20 +6 +30 +10 +40 +30 +30 +30 +20

Skills: Disarm; Dodge Blow; Etiquette; Fast Draw - Hand weapon; Furious Assault; Parry Blow; Public Speaking; Read/Write; Secret Language - Ecclesiarchy; Sociology; Specialist Weapons - Bolters, Close combat weapons, Conventional, Flamers, Grenade, Lasers, Plasma; Strike Mighty Blow; Swift Assault; Theology.

Trappings: Laspistol; Hand Flamer; Robes; Religious symbol; Conversion field; Sword.

Career Exits: Torturer.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_confessor.shtml [25/05/2002 15:00:19] Primary Psyker Advanced Career by A. R. Fawcett PRIMARY PSYKER

Most humans do not have psychic powers, although it is generally accepted that all humans have at least a limited potential for psychic activity. A small but growing minority of humans develop tangible powers - these people are called psykers. Psykers are dangerous individuals whose powers can only be tolerated when safely harnessed within the Imperial organisation. After all, the psychic universe is the universe of Chaos and therefore perilous. It is a universe inhabited by daemonic aliens that care nothing for living creatures and wish only to use and destroy humanity. All psykers, even the most powerful, offer these aliens a potential means of entering and affecting the material world. Every world in the Imperium is bound by law to control its psychic population. Persecutions or witch-hunts are an everyday part of life on most worlds. The same laws oblige rulers to set aside a levy of young and relatively promising psykers for transport to Earth by the Adeptus Astra Telepathica. It is from this levy that the Adeptus Astra Telepathica divides those who will live and serve from those who will be sacrificed to the Emperor.

Those whose powers and strength of character are sufficient that they can resist possession and daemonic taint under normal circumstances are known as Primary Psykers. After five years of basic psychic training in the Scholastia Psykana they are ready to join any of the Imperial organisations in a suitable capacity. The very young may be indoctrinated into the Space Marines as Librarians, the most talented of all may become Inquisitors or Grey Knights. Primary Psykers are not invulnerable to daemons and other psychic aggressors, but their training gives them a fighting chance against all but the most potent of these creatures.

In order to reach a new level of mastery, a character must first complete the advance scheme and take all available skills and then spend 100 experience points to rise to the next level.

Advance Schemes

Primary Psyker - level 1 M WS BS S T W I Dex Ld Int Cl WP Fel +2 +10 +10 +20 Primary Psyker - level 2 M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +10 +3 +20 +10 +10 +20 +10 +30 Primary Psyker - level 3 M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +10 +10 +4 +30 +20 +20 +30 +20 +40

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_primary_psyker.shtml (1 of 4) [25/05/2002 15:00:20] Primary Psyker Advanced Career

Primary Psyker - level 4 M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +10 +10 +5 +40 +30 +30 +30 +30 +50

Skills - Level 1: Divination; Psychic Sense; Read/Write; Secret Signs - Scholastia Psykana; Specialist Weapon - Lasers.

Skills - Level 2: Daemon Lore; Meditation; Psychic Awareness; Secret Language - Ecclesiarchy.

Skills - Level 3: Alien Knowledge; Astronomy; Dodge Blow; Theology.

Skills - Level 4: Repair Jammed Weapon.

Trappings: Laspistol; Robes.

Career Exits: Inquisitor (level 2, and above, Primary Psykers only); Missionary; Primary Psyker - of next level.

Psychic Powers: A Primary Psyker may use any of the psychic powers as detailed in the psionics section.

THE ORGANISATION OF THE ADEPTUS ASTRA TELEPATHICA

The Adeptus Astra Telepathica is dedicated to the recruitment and training of psykers for service throughout the Imperium. The headquarters of the organisation is on Earth, but its spaceships travel the Imperium and its offices extend over most of human space. Its chief responsibility is to train psykers to serve as Astropaths. The institution is divided into a teaching and a recruiting body, called the Scholastia Psykana and the League of Blackships respectively. The two are united under the Master of the Adeptus Astra Telepathica and his advisory council consisting of several hundred senior officials from the main divisions.

THE LEAGUE OF BLACKSHIPS

The League consists of a substantial fleet based throughout the Imperium. The ships travel around a huge circuit, visiting each world every hundred years or so. As the fleets approach their destination, the ruling Imperial Commander is instructed to prepare the customary levy. Once the levy has been collected the Blackship Captains make an initial evaluation of their cargo before proceeding to the next world in their circuit. When the holds are full, the Blackships turn towards Earth. It is common for Inquisitors to travel on board these ships, as this gives them a good opportunity to investigate a planet's potential for psychically-based corruption.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_primary_psyker.shtml (2 of 4) [25/05/2002 15:00:20] Primary Psyker Advanced Career

THE SCHOLASTIA PSYKANA

The Scholastia Psykana is a vast teaching institution dedicated to the training of psychics. Most recruits are drawn from the psychic levy collected by the Blackships, but a minority of recruits are handed over by the Inquisition, the Judges or through other channels. The role of this institution is to teach young psychics how to develop and control their powers. The future of each psyker depends on his abilities and character.

Primary Psykers

Those whose powers and strength of character are sufficient that they can resist possession and daemonic taint under normal circumstances. Primary Psykers are chosen to serve the Imperium only if they are young, intelligent and willing to learn. After five years of basic psychic training in the Scholastia Psykana they are ready to join any of the Imperial organisations in a suitable capacity. The very young may be indoctrinated into the Space Marines as Librarians, the most talented of all may become Inquisitors or Grey Knights. Primary Psykers are not invulnerable to daemons and other psychic aggressors, but their training gives them a fighting chance against all but the most potent of these creatures.

Astropaths

Astropaths are selected from the second ranking of psykers, those whose powers are considerable but inadequate to resist the dangers of possession or daemonic corruption. Like Primary Psykers, they must be young, vigorous and willing. Astropaths undergo basic psychic training before they assume their role of telepathic communicators throughout the Imperium. They are taught how to use the Emperor's Tarot, how to cast horoscopes, and the practices of cheiromancy and augury of all kinds. Once they have been prepared in this way they undergo the unique Binding Ritual which gives them a little of the Emperor's strength.

The Adeptus Astronomica

Some Primary and Secondary Psykers are reserved for the Adeptus Astronomica. They are handed over to complete their training under the auspices of that organisation.

Sacrifices

The psychic levy inevitably harvests many whose powers are too random and their minds too vulnerable. If left unrestrained they would soon perish, and their doom would lead to further deaths and maybe even to the destruction of entire worlds. In a teeming universe their loss is of no great matter, but even in death they can serve - for the Emperor must feed upon raw psychic energy if he is to survive as the protector of humanity. These sacrifices are fed into the Emperor's Golden Throne so that the Emperor and the Imperium itself can continue.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_primary_psyker.shtml (3 of 4) [25/05/2002 15:00:20] Primary Psyker Advanced Career

The Tainted

Thanks to the vigorous checks of the Blackship Captains few tainted psykers get as far as Earth. Those who do are weeded out and destroyed on account of the daemons they harbour or the destructive powers they possess. Yet despite these vigorous precautions a few of the Tainted do get through. In the past important members of the Imperium, even High Lords, have been psykers of this kind. Who knows how many individuals have slipped past the checks and become important officials without their true nature being discovered?

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_primary_psyker.shtml (4 of 4) [25/05/2002 15:00:20] Counterfeiter Advanced Career by A. R. Fawcett COUNTERFEITER

Counterfeiters make their own coinage and paper money. Coins are widely used throughout the Imperium and the Counterfeiter melts them down and remints them with a little less gold or silver, along with a little lead to make up the weight when necessary. Counterfeiters can also engrave their own designs on the coins according to the currency to be counterfeited, because Imperial coins tend to have some symbol of the planetary governor engraved on them. It is not common but some scrupulous planetary governors will make up a certain percentage of the tithe to the coffers of the Adeptus Terra by using counterfeit money.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +3 +20 +30 +20 +10 +10

Skills: Art - carve corn dies; Metallurgy; Super Numerate.

Trappings: Metalworking tools; Blank coin die.

Career Exits: Fence; Forger.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_counterfeiter.shtml [25/05/2002 15:00:20] Racketeer Advanced Career by A. R. Fawcett RACKETEER

Racketeers are sometimes confused with gang leaders and drug lords, while they may share similar characteristics they do not make money through drugs and are not concerned with the petty dealings of gangs. The Racketeer's main specialty is the protection racket although they will be involved in illegal gambling and loansharking too. Anyone in the Racketeer's territory who doesn't pay their protection money on time will be in serious trouble; and considered to be lucky if they receive broken bones or bruised ribs, or their establishment smashed. Some Racketeers maybe in league with the more powerful drug lords and may even be their bodyguards, with a racketeering life as a mere hobby, whereas some Racketeers may become embroiled in the activities of local gangs.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +20 +10 +10 +4 +10 +10 +10

Skills: Disarm; Dodge Blow; Parry Blow; Specialist Weapon - Conventional, Grenades, Laser; Street Fighting; Strike Mighty Blow; Strike to Injure; Strike to Stun.

Trappings: Laspistol; Flak jacket; Knuckle-dusters; D6 frag grenades; D6 Henchmen (bodyguards).

Career Exits: Fence; Drug Lord; Gang Leader; Outlaw Leader.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_racketeer.shtml [25/05/2002 15:00:20] Demagogue Advanced Career by A. R. Fawcett DEMAGOGUE

It can be a dangerous occupation championing the cause of the people against the local, or even, planetary authority and this is what Demagogues do. They are Agitators of a popular kind and are widely known. They tend to be intelligent, highly sophisticated, and able to arouse public opinion to one cause or another. Only the most liberal, or anarchic, of regimes put up with such meddling.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +10 +3 +20 +30 +20 +20 +20 +40

Skills: Blather; Public Speaking; Read/Write.

Trappings: Pamphlets.

Career Exits: Gang Leader; Outlaw Leader.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_demagogue.shtml [25/05/2002 15:00:21] Renegade Psyker Advanced Career by A. R. Fawcett RENEGADE PSYKER

Renegade psykers are very dangerous because they have not been properly tutored in the use of their powers and they know nothing or very little about the warp and the dangers of daemonic possession. The Inquisition has had many cases of an unsanctioned psyker being used as a gateway from the warp into the material universe, thus releasing a terrible daemon of Chaos as a result. Although many psykers are collected by the League of Black Ships of the Adeptus Astra Telepathica, when it is such time for the planetary governors to 'pay their psychic levy', a few slip through the net and are not discovered; either through their own resourcefulness, luck or the protection of others.

The League of Black Ships delivers this psychic levy to Earth where the best are trained as Primary Psykers in the Scholastia Psykana, a portion become Astropaths, others (including some Primary Psykers), known as secondary psykers, fill the ranks of the psychic choir of the Astronomican, while the remainder of the psychic harvest are sacrificed to the Emperor. These are the tainted, psykers whose powers are too random and their minds too vulnerable. If left unrestrained they would soon perish, and their doom would lead to further deaths and maybe even to the destruction of entire worlds. In a teeming universe their loss is of no great matter, but even in death they can serve - for the Emperor must feed upon raw psychic energy if he is to survive as the protector of humanity. These sacrifices are fed into the Emperor's Golden Throne so that the Emperor and the Imperium itself can continue. Thanks to the vigorous checks of the Blackship Captains few tainted psykers get as far as Earth. Those who do are weeded out and destroyed on account of the daemons they harbour or the destructive powers they possess. Yet despite these vigorous precautions a few of the Tainted do get through. In the past important members of the Imperium, even High Lords, have been psykers of this kind. Who knows how many individuals have slipped past the checks and become important officials without their true nature being discovered?

In order to reach a new level of mastery, a character must first complete the advance scheme and take all available skills and then spend 100 experience points to rise to the next level.

Advance Schemes

Renegade Psyker - level 1 M WS BS S T W I Dex Ld Int Cl WP Fel +2 +10 +10 +10 Renegade Psyker - level 2 M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +10 +3 +20 +10 +10 +20 +10 +20

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_renegade_psyker.shtml (1 of 2) [25/05/2002 15:00:21] Renegade Psyker Advanced Career

Renegade Psyker - level 3 M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +10 +10 +4 +30 +20 +20 +30 +20 +30 Renegade Psyker - level 4 M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +10 +10 +5 +40 +30 +30 +30 +30 +30

Skills - Level 1: Dodge Blow; Flee!; Psychic Sense; Specialist Weapon - Lasers.

Skills - Level 2: Divination; Secret Language - Thief.

Skills - Level 3: Astronomy; Meditation; Psychic Awareness.

Skills - Level 4: Alien Knowledge; Astronomy; Daemon Lore.

Trappings: Laspistol.

Career Exits: Ganger - Psyker; Renegade Psyker - of next level; Thief.

Psychic Powers: A Renegade Psyker may use any of the psychic powers as detailed in the psionics section.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_renegade_psyker.shtml (2 of 2) [25/05/2002 15:00:21] Drug Lord Advanced Career by A. R. Fawcett DRUG LORD

Drug Lords are usually successful and ruthless Drug Dealers who have carved out, and expanded, their own territory; usually by driving/scaring off or killing their rivals first. A Drug Lord has considerable power in that he has a host of drug dealers working for him, distributing and selling drugs. Sometimes a Drug Lord will enlist the help of a gang or two to ensure that his territory is not breached by any unwanted guests, such as other drug dealers who would steal his trade. Although many Drug Lords are ruthless and callus individuals most see themselves as sophisticated businessmen, selling their goods as would a merchant. Some Drug Lords are little more than specialised gang leaders, concerned with the distribution of their drugs rather than the gain of territory purely for the display of martial prowess, and 'employ' a dozen drug dealers; some even employ maybe even a hundred dealers and are very powerful, so powerful that they can influence even the local authorities.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +20 +10 +10 +4 +10 +20 +10 +20 +20

Skills: Drug Dealing; Evaluate - drugs; Haggle; Read/Write; Secret Language - Thief; Secret Signs - Thief; Specialist Weapon - Conventional, Lasers.

Trappings: Laspistol; Opulent house; 5000 Credits (for trading); 2D6 Bodyguards; D10+10 Drug Dealers; 25% of 2D6 Gangers.

Career Exits: Gang Leader; Merchant.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_drug_lord.shtml [25/05/2002 15:00:22] Rogue Trader Advanced Career by A. R. Fawcett ROGUE TRADER

The Adeptus Terra has limited the way in which traders can trade with planets not yet in the fold of the Imperium; fearing that its servants will be 'polluted' if they have any dealings with non-Imperial cultures. The only people permitted to trade on these faraway planets are Rogue Traders. They carry Warrants of Trade which allow them to conduct business with alien cultures; these warrants are typically hereditary, passed on from generation to generation and are frequently centuries old. However, it is not uncommon for Warrants of Trade to fall in the wrong hands; they could have been stolen or used as payment for a gambling debt, so there are many ways in which someone not of a Rogue Trader family to assume the role. On more than one occasion someone has abused the power of a Warrant of Trade.

Some Rogue Traders are pious individuals and spread the word of the Emperor to each and every planet they visit; some are no more than glorified pirates and scoundrels; some exude confidence and are highly charismatic. Some Rogue Traders may have been high ranking Imperial officials of the Adeptus Terra, perhaps ousted from power and falling back to trading to regain their position and authority.

Rogue Traders seldom ever work alone. They can attract many followers and not all of them Human. During their voyages, Rogue Traders can pick up all manner of rare and exotic weapons and equipment, maybe even some alien artifacts. They might carry ornate duelling pistols in lacquered holsters, or ancient-looking hunting rifles slung across the shoulder.

Advance Schemes

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +20 +10 +10 +6 +30 +30 +30 +30 +30 +30 +30

Skills: Alien Knowledge; Astronomy; Cartography; Charm; Custom Knowledge; Dodge Blow; Economics; Evaluate; Fast Draw - Hand weapon, Pistol; Haggle; Identify Life-form; Parry Blow; Psychic Sense; Read/Write; Repair Jammed Weapon; Rune Knowledge; Secret Language - Ecclesiarchy; Sociology; Specialist Weapons - Alien weapons, Bolter, Close combat weapons, Conventional, Flamer, Grenades, Lasers, Needlers, Plasma; Steady Hand.

Trappings: Lasgun; Laspistol; Power sword; Conversion field; Good quality clothes; 25% chance of Alien weapon.

Career Exits: Archeaoxenan; Barrister; Noble.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_rogue_trader.shtml [25/05/2002 15:00:22] Executioner Advanced Career by A. R. Fawcett EXECUTIONER

An Executioner or Interfector, as they are known by many throughout the Imperium, is a hired killer. They typically attain their contracts through the scum of the underworld, thieves, drug dealers, gangsters, so that they are virtually guaranteed a measure of anonymity from whoever wants their services, as Executioners invariably attract a price on their own heads and it is not uncommon for careless individuals to fall foul of other Executioners. The third party, be it a thief or drug dealer, who conducts the contract negotiations, is given a percentage of the 'execution fee'. Most Executioners favour the kill by stealth, such as using poison, and a selection of weapons, such as a needler, a lasgun, or even a crossbow. Some Executioners gain an unwholesome reputation and some are even rumoured to be involved with the mysterious death cults.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +30 +10 +10 +6 +30 +20 +10 +10 +20 +10 +10

Skills: Concealment Urban; Crack Shot; Disguise; Dodge Blow; Prepare Poisons; Repair Jammed Weapon; Scale Sheer Surface; Shadowing; Silent Move Rural; Silent Move Urban; Specialist Weapons - Bolters, Conventional, Grenades, Lasers, Needlers.

Trappings: Lasgun; Laspistol; Garrotte; Flak jacket.

Career Exits: Freelance; Mutant Hunter; Outlaw Leader; Wych Finder.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_executioner.shtml [25/05/2002 15:00:22] Scholar Advanced Career by A. R. Fawcett SCHOLAR

Scholars are widespread throughout Imperial organisations, such as the Adeptus Administratum and the Adeptus Ministorum to give two examples. They are learned people who earn a living by teaching, or by writing erudite books on a number of subjects. In some cases a Scholar's life is entirely given over to research, whether it be alien civilisations or the study of other world cultures. They are not especially adventurous in nature but they will go to great lengths to acquire new or unusual knowledge, even knowledge that would be deemed heretical by the Imperial authorities.

Advance Schemes

M WS BS S T W I Dex Ld Int Cl WP Fel +2 +30 +10 +20 +30 +20 +30 +20

Skills: Alien Knowledge; Astronomy; Cartography; Custom Knowledge; History; Identify Life-form; Identify Plant; Rune Knowledge; Secret Language - Ecclesiarchy.

Trappings: Writing equipment; Parchments.

Career Exits: Archeaoxenan; Merchant; Techpriest.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_scholar.shtml [25/05/2002 15:00:23] Forger Advanced Career by A. R. Fawcett FORGER

Forgers are people who can copy and re-produce items which can command a high price, such as documents, letters and seals. They can also copy handwriting with almost total accuracy, provided they are given a sample to work from, and are familiar with a wide variety of documents, inks, seals and writing materials. Some Forgers can also reproduce some of the more complex aspects of the Imperium, such as security passes and identification documents.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +3 +20 +40 +20 +20 +10 +20

Skills: Art - can carve seals and forge documents and handwriting; Read/Write; Rune Knowledge; Secret Language - Ecclesiarchy.

Trappings: Engraving tools; Magnifying glass; Writing equipment.

Career Exits: Blackmarketeer; Counterfeiter; Thief.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_forger.shtml [25/05/2002 15:00:23] Slaver Advanced Career by A. R. Fawcett SLAVER

Slavery is endemic in the Imperium. How many labour in its filthy mines and die everyday? A Slaver has many duties: to buy slaves, to find and re-capture escaped slaves, and to enforce discipline when appropriate. A Slaver will also hunt the dregs of society, beggars are a prime target, and people who are too weak or too poor to assert their rights, and force them into a life of slavery. Some Slavers operate on their own or operate their own slave markets where they sell human, or mutant, 'flesh' to the highest bidder and such markets are almost always the filthiest dives and where Imperial law is practically absent. Even where Imperial law is present the situation is not much better, maybe a few less of the slaves die but in essence it is still the same.

Advance Schemes

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +20 +20 +10 +4 +20 +10 +20 +10

Skills: Disarm; Dodge Blow; Drive Cart; Specialist Weapons - Lasers; Street Fighting; Strike Mighty Blow.

Trappings: Laspistol; Flak jacket; 4 manacles; Rope - 10 metres.

Career Exits: Mercenary Captain; Mutant Hunter.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_slaver.shtml [25/05/2002 15:00:23] Freelance Advanced Career by A. R. Fawcett FREELANCE

Freelances are typically highly skilled gunfighters who can be found all over the planets of wilderness space where law is lapse and where aliens freely mix with the Human population. Freelances are usually loners by nature but will often hire their services out to almost anyone for money. They are different to mercenaries in that they are not part of any force and are not subject to the commands of superiors, even when they are hired they almost always make it clear that they should be allowed to do as they please especially as many Freelances are actually former Imperial Guardsmen or planetary defence force soldiers.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +30 +10 +20 +6 +30 +20 +10 +30 +10 +10

Skills: Crack Shot; Disarm; Dodge Blow; Fast Draw - Pistol; First Aid; Furious Assault; Hipshooting; Repair Jammed Weapon; Specialist Weapons - Bolter, Conventional, Grenade, Lasers; Steady Hand; Street Fighting; Strike Mighty Blow.

Trappings: Autogun; 2 Revolvers; Carapace breastplate and flak arm pieces and flak legging.

Career Exits: Mutant Hunter; Slaver; Wych Finder.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_freelance.shtml [25/05/2002 15:00:23] Spy Advanced Career by A. R. Fawcett SPY

Spies are expert gatherers of information and they can infiltrate most high security places. They are also sometimes required to work undercover for long periods and must be able to bluff their way out of sticky situations when the circumstances arise to do so. Other jobs require the Spy to take the role of saboteur and plant explosives or poison water or food supplies. Almost every Imperial organisation has Spies and they aren't always used for military purposes.

Advance Schemes

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +20 +10 +4 +20 +30 +10 +20 +40 +20

Skills: Act; Bribery; Concealment Rural; Concealment Urban; Cryptography; Disguise; Flee!; Palm Object; Pick Lock; Prepare Poisons; Read/Write; Seduction; Set Trap; Shadowing; Silent Move Rural; Silent Move Urban; Sixth Sense; Specialist Weapons - Conventional, Grenades, Lasers, Needlers; Spot Trap; Wit.

Trappings: Laspistol; Flak jacket.

Career Exits: Investigator.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_spy.shtml [25/05/2002 15:00:24] Gang Leader Advanced Career by A. R. Fawcett GANG LEADER

Gangers who can survive long enough usually become Gang Leaders. This will either happen through the individual's strength of character alone, because the present gang leader got killed, or because he was deposed. It is a very tough way of life and the Gang Leader has to be very watchful not only of rival gangs or patrols of Arbitrators but from the enemy within. Often it will be the case that a ganger does not agree with the gang's present leadership and challenges the Gang Leader to a duel. If the Gang Leader wins then he gains the respect of his fellow gangsters, if the challenger wins then he becomes the new leader. On becoming the new leader it is customary in most gangs to cut a body part off the deposed leader or to take an item that was dear to him; ears and fingers are the favoured parts. Gang Leaders typically surround themselves with their best friends, who are themselves skillful fighters, so that disagreements within the gang, and dissenters, can be dealt with quickly. But some Gang Leaders are so powerful that they have friends even within the Imperial authorities. For example, on Necromunda there has been many occasions when Lord Helmawr himself, the planetary governor, has hired the services of one of two hive gangs for one thing or another. Sometimes even a Gang Leader will turn his back on the gang and become mutie killers or work closer with the authorities and become spies.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +30 +20 +20 +20 +5 +30 +10 +30 +10 +10 +10

Skills: Consume Alcohol; Crack Shot; Disarm; Dodge Blow; Fast Draw - Hand weapon, Pistol; Furious Assault; Hipshooting; Repair Jammed Weapon; Secret Language - Thief; Secret Signs - Ganger; Specialist Weapons - Bolter, Conventional, Grenade, Lasers; Steady Hand; Street Fighting; Strike Mighty Blow; Strike to Injure; Strike to Stun.

Trappings: Autogun; Revolver; D6 frag grenades; Carapace breastplate and flak arm pieces and flak legging.

Career Exits: Mutant Hunter; Slaver; Spy; Wych Finder.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_gang_leader.shtml [25/05/2002 15:00:24] Surgeon Advanced Career by A. R. Fawcett SURGEON

Surgeons are often attached to the Adeptus Mechanicus in some way as both are involved with the manipulation of living tissue in one way or another; where techpriests see flesh as another raw material to be exploited, Surgeons, obviously, try to 'repair' it. There is so much for Surgeons to do in the violent Imperium, especially near war zones, where they are often in short supply and overworked. Surgeons are also skilful enough to implant bionics.

Advance Schemes

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +3 +10 +40 +20 +30 +30 +20 +10

Skills: Cure Disease; Manufacture Drugs; Prepare Poisons; Surgery.

Trappings: Medi-pak; Web solvent (D6 doses).

Career Exits: Techpriest.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_surgeon.shtml [25/05/2002 15:00:24] Gunner Advanced Career by A. R. Fawcett GUNNER

Gunners operate the very large heavy weapons to be found on most spaceships and Adeptus buildings, from the grandeur of the palaces and castles of planetary governors to the barracks of the Imperial Guard and the planetary defence forces. These large cannons are different to the usual heavy weapons to be found in most armies and the occasional well-equipped mercenary force in that they are wall-mounted, with a seemingly infinite number of tubes feeding it vital power. There also exist mobile weapons platforms which the Gunner has to control, and sometimes protect. Gunners must have a rudimentary knowledge of the heavy weapons they are using, despite the fact that the knowledge of construction of some weapons has been lost. This tends to leave Imperial Gunners praying to the Machine God if there is a malfunction, hoping that another power will come and banish the mischievous spirits that sort to prevent the weapon from firing.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +20 +10 +10 +2 +20 +10 +10 +10 +20 +10 +10

Skills: Repair Jammed Weapon; Specialist Weapons - Conventional, Laser, Plasma.

Trappings: Laspistol; Flak helmet; Flak jacket.

Career Exits: Outlaw Leader; Tech-Priest.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_gunner.shtml [25/05/2002 15:00:25] Techpriest Advanced Career by A. R. Fawcett TECHPRIEST

The Adeptus Mechanicus is one of the most powerful of Imperial organisations. The Techpriests hold a virtual monopoly on technology, and their tenets and beliefs permeates through their rituals into the common superstitions of nearly every Imperial citizen. Their forge worlds are great planet-wide factories with almost half the surface given over to libraries of technological research and lore. These vast repositories of technological knowledge are, for the most part, totally disorganised, so that one might find a crystal storage device containing information on biogenetic engineering next to a scroll covered with designs for steam locomotives.

Tech-adepts are the lowest ranked within the Adeptus Mechanicus. Their duties include mainly maintenance and construction. But as they gradually grow in knowledge, they are eventually relieved of their days to day tasks to study ancient texts and learn the greatest mysteries and techniques. In this way, the Adeptus Mechanicus can keep the greatest technological secrets, secret.

Techpriests jealously guard their independence and even the highest ranking of Imperial officials must think twice before they seek to question their motives and goals. In all intents and purposes, Techpriests are a holy order, who worship the Machine God and the intimate knowledge of technology he holds. They endeavor to maintain their position of absolute knowledge and authority, and a Techpriest who feels that this is threatened will go to any lengths to protect his power, including murder, extortion, kidnapping, sabotage and terrorism.

To the Techpriests, flesh is seen as fragile and weak in comparison to the powerful pistons and chains of machinery. This is compounded by the fact that most Techpriests have at least one mechanical prosthesis or implant; they are often fitted with neural plugs which allow them to link with the network of a terminal or machine, becoming part of its operating system. Other Techpriests have memo chips, ingrams or electrografts in their brains, which allow their memories to store an incredible amount of information and process it quickly. The most aged of Techpriests have lived for centuries and are more machine than man. They are kept alive by anti-graphic elixirs, which nourish their few remaining biological organs, and their bionic organs continuously pump what ever it is passes for their blood around their body.

Upon entering the Techpriest career, a character becomes a Tech-adept and must first complete the advance scheme together with all associated skills.

Advance Scheme - Techadept

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_techpriest.shtml (1 of 2) [25/05/2002 15:00:25] Techpriest Advanced Career

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +10 +20 +10 +20 +20 +20

Skills: Carpentry; Gem Cutting; Medic; Mining; Read/Write; Rune Knowledge; Secret Language - Ecclesiarchy; Smithing; Stoneworking; Theology - Machine God.

Trappings: Robes; parchments.

Career Exits: Preacher; Surgeon; Techpriest.

Advance Scheme - Techpriest

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +20 +10 +10 +4 +20 +40 +30 +40 +30 +30

Skills: Astronomy; Cure Disease; Drive Vehicle; Engineering - Bionics, Constructions, Vehicles; Evaluate; Manufacture Drugs; Metallurgy; Prepare Poisons; Psychic Sense; Public Speaking; Repair Jammed Weapon; Specialist Weapons - Alien weapons, Blackpowder weapons, Bolters, Close combat weapons, Conventional, Grenades, Flamers, Lasers, Needlers, Plasma; Super Numerate; Surgery.

Trappings: Advanced bionic eye with digital laser implant, Infrascope, Auto senses, and Rad counter; Advanced bionic arm with Mechadendrites; Robes.

Career Exits: none.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_techpriest.shtml (2 of 2) [25/05/2002 15:00:25] Imperial Officer Advanced Career by A. R. Fawcett IMPERIAL OFFICER

This is a broad career covering the officer cadre of the worlds of the Imperium, but namely covers officers of the Imperial Guard and planetary defence forces. An Officer is seldom an experienced soldier although they will learn through experience so that they can become able warriors. Officers for the most part are influential, intelligent and sophisticated people. Many Officers are from the noble households of the Imperium; nobles traditionally send their sons to the army and buy them a commission as a rite of becoming a gentleman. Other people enter the officer cadre through sheer leadership qualities or intelligence, so great, battle-hardened warriors seldom make it in even though they might have the respect of their fellow men, but this tends to vary according to the circumstances. High-ranking officers typically recommend someone into the officer cadre, if an individual is deserving of the position and then they are appointed, so normal troopers cannot usually become officers.

Any character entering this career will have the rank of Junior Lieutenant.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +20 +10 +10 +3 +20 +10 +40 +30 +20 +20 +30

Skills: Etiquette; Public Speaking; Read/Write; Secret Language - Battle Tongue; Secret Language - Ecclesiarchy; Specialist Weapons - Conventional, Lasers.

Trappings: Laspistol; Coat; Carapace breastplate; Sword.

Career Exits: Archeaoxenan; Mercenary Captain; Outlaw Leader; Scholar; Veteran Imperial Guardsman. PROMOTION

Particularly dedicated characters may climb up the ranks although being an Officer won't probably suit many scenarios. This is dealt with by using a system of promotion points. The more a character accumulates the greater the chance that the character will be in line for promotion to the next rank. Promotion points are like experience points in that you award them when a character is deserving of one or two. It is a useful system which judges if a character is worthy of promotion. Different actions in the field are worth varying totals of promotion points. Once a character has reached the allotted total of points then it is up to you as the GM whether the character gets a promotion.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_imperial_officer.shtml (1 of 2) [25/05/2002 15:00:26] Imperial Officer Advanced Career

Officer Rank Promotion Points Junior Lieutenant N/A Second Lieutenant 500 Lieutenant 1000 Captain 2000 Major 3500 Lieutenant Colonel 6000 Colonel 10000

Here are some actions that a character might be awarded promotion points for (bear in mind that Officers can just as easily lose points! at the GM's discretion). There are so many other actions that could be covered but here are some of them. Feel free to adjust them at your leisure:

Action Promotion Points Completing a gaming session 5 to 10 Successfully completing a campaign 50 to 100 Destroying minor adversary 5 to 15 Destroying major adversary 15 to 50 Preventing mutiny or rebellion 15 to 100 Successfully leading a brave action 10 to 20 Successfully leading a heroic action 20 to 50

A minor adversary might anything from a gang leader or a weak psyker to a pirate captain. A major adversary might be anything from an ork warlord or an alien, such as genestealers or tyranids.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_imperial_officer.shtml (2 of 2) [25/05/2002 15:00:26] Torturer Advanced Career by A. R. Fawcett TORTURER

Torturers make a living extracting information from their captives through the use of force. They learn how to cause extreme amounts of pain without actually causing too much physical harm. Some Torturers become so skilled at their work that they acquire a rudimentary medical knowledge so that they can keep their victims alive for as long as possible during questioning. Not surprisingly there are many Imperial organisations which use Torturers in this way: the Adeptus Arbites, the Adeptus Ministorum, and (especially) the Inquisition, to name but three. Some Inquisitors turn to torturing because they believe that it is the Emperor's Will or because they get a taste for it.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +20 +10 +4 +10 +10 +20 +10

Skills: Medic; Specialist Weapon - Close combat weapons; Torture.

Trappings: Whip; Torturing tools.

Career Exits: Cultist; Racketeer; Slaver; Thief.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_torturer.shtml [25/05/2002 15:00:26] Inquisitor Advanced Career by A. R. Fawcett INQUISITOR

The Inquisition is often seen as the left hand of the Emperor and is the most widely known Imperial organisation. It is also the most feared. Its mandate is to investigate and stop any threat to the Imperium and mankind, and it will use whatever means to ensure this goal is met. There are no bounds to the Inquisitor's field of operation - alien plots, administrative inefficiency, corruption, mutations, crime, secret cults, heresy, unauthorised psychic activities all come under his jurisdiction. But Inquisitors don't always act alone. More often than not they will enlist the help of local Imperial forces, be they Imperial Guard or Arbitrators, and the commanding cadre must obey the Inquisitor's wishes. Sometimes, however, this may not be possible as the Inquisitor may have little trust and as a result he might enlist the help of adventurers, as they can offer a unique breadth of skills and equipment; no-one would miss them if they perished.

An obsession with secrecy dominates the structure of the Inquisition. This secrecy is a vital part of the Inquisition's role. The Inquisition, more than any other body, knows that there are countless alien races all too ready to destroy mankind. Not all are physical creatures, many have the ability to take on human appearance or to control the minds of humans. Were the Inquisition to operate more openly it would soon fall victim to the very powers its seeks to fight. Only be shrouding its leaders in a blanket of secrecy is the Inquisition safe from infiltration and destruction.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +40 +40 +30 +30 +8 +30 +10 +50 +30 +50 +40 +10

Skills: Alien Knowledge; Astronomy; Concealment Rural; Concealment Urban; Crack Shot; Cryptography; Custom Knowledge; Daemon Lore; Disarm; Dodge Blow; Economics; Etiquette; Evaluate; Fast Draw - Hand weapon, Pistol; Follow Trail; Furious Assault; Hipshooting; Identify Life- form; Law; Parry Blow; Psychic Sense; Public Speaking; Read/Write; Repair Jammed Weapon; Rune Knowledge; Secret Language - Ecclesiarchy; Secret Signs - Inquisition; Set Trap; Shadowing; Silent Move Rural; Silent Move Urban; Sixth Sense; Specialist Weapons - Alien weapons, Bolter, Conventional, Flamer, Grenade, Laser, Needler, Plasma; Sociology; Spot Trap; Steady Hand; Street Fighting; Strike Mighty Blow; Strike to Injure; Strike to Stun; Swift Assault; Theology.

Trappings: Bolt gun with Infrascope and Laser sight; Bolt pistol; Power sword; Psi-tracker; Motion tracker; Full suit of Power armour and helmet with communicator, re-breather and auto-senses; D6 Krak grenades; D6 Melta Bombs.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_inquisitor.shtml (1 of 5) [25/05/2002 15:00:27] Inquisitor Advanced Career Career Exits: Primary Psyker; Torturer. THE INQUISITIONAL FACTIONS

There are a number of factions that are spread throughout the Inquisition and almost every Ordo will have a few from the Puritans and Radicals. A brief description is given below describing each faction.

PURITANS

Thorians: believe that the rotting corpse that sits on the Golden Throne is not the Emperor. They believe that the Emperor was shorn of physical presence when he was mortally wounded by Horus and that his spirit partially manifests itself into those he has chosen. These mortal vessels do not become immortal and eventually whither and die; no mortal can truly act as a vessel for the Emperor's spirit. However, there was a one Sebastian Thor, of whom the Thorians derive their name, who was believed to be a mortal vessel for the Emperor, or at least some of his considerable power. The Thorians believe that if a vessel could be found they could guide the Emperor's spirit into it and a new, living, Emperor would be born. The Thorians dedicate themselves to research about the relationship between warp energy and material things and how it interacts with the living. Many Thorians are Ordo Malleus Inquisitors as they have the opportunity to delve into such secrets; the nature of daemons and daemonic possession and the manifestation of warp entities.

Amalathians: believe that everything must stay as it is and progress, if there is to be any, must be slow. The dawn of the 41st Millennium saw a new age of spiritual and physical rebuilding. At the great conclave on Gathalamor, held at Mount Amalath, the leaders of the Imperium swore their oaths of loyalty and allegiance to the Emperor. Optimism at this time prevailed and the Inquisition saw that everything was going as planned. Amalathians believe that nothing should threaten the stability and strength of the Imperium. They are less concerned with mutation, witches and religious heresy, although they will fight against them if the Imperium is threatened. They trust the Emperor's Will and believe that no mortals should guess his mind. They work to root out destabilising factions and cults that threaten the power of Imperial organisations. Indeed, Amalathians work well with other Imperial organisations, especially with the Adeptus Arbites, who work for the same stability that they believe in.

Monodominants: believe in the supremacy of mankind. They believe that all deviants: psykers, mutants, aliens, and anyone else not becoming of an Imperial servant must be destroyed. Monodomination ('The Right Man to Rule the Galaxy in the Emperor's Holy Name') was the title of the hefty document written by Inquisitor Goldo in the 33rd Millennium. Goldo concluded that all deviants must be destroyed if humanity is to take its rightful place as the ultimate power of the galaxy. A one Inquisitor Jeriminus revived the Monodomination theme some seven centuries later and today the Monodominants are gaining substantial ground in the Inquisition. Inquisitors of this faction are known to be ruthless, unforgiving, merciless, and intolerant and will readily purge any planet or population for any signs of deviation. Other Inquisitors view them as inflexible, as Monodominants frown on the use of alien

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_inquisitor.shtml (2 of 5) [25/05/2002 15:00:27] Inquisitor Advanced Career technologies.

RADICALS

Recongregators: believe that the Imperium is stagnating in its current state and must be pulled apart and reassembled if mankind has any hope of surviving and defeating its enemies. Inquisitors of this radical faction strive to destabilise Imperial organisations, but not too much as to destroy or greatly unbalance them, so that they might be transformed or remodelled into something new. Recongregators believe that the Imperium must change or it will eventually fall prey to its many enemies. Naturally, the puritans of the Amalathians despise the Recongregators and the feeling is mutual.

Xanthites: The name derives from the executed Inquisitor-Master Zaranchek Xanthus, who perished in the flames of a pyre by a team of Inquisitors who tried him on the grounds of Chaos worship and labelled him a heretic. 'Xanthism' and 'Xanthites' believe that Chaos cannot be defeated as it is part of humanity and is part of everyone. Against the beliefs of many Inquisitors, Xanthites believe in using Chaos to defeat Chaos. They will use Chaos-tainted artifacts, books of heretical Chaos lore, Daemon weapons and other artifacts that utilise the corrupting power of Chaos. Within this faction is a group called the 'Horusians'. They saw Horus as a mighty being invested with much Chaos power and they also believe that a new Horus would be a unifying factor for humanity to focus upon. Xanthites, and especially Horusians, are viewed by other Inquisitors as one step away from Chaos, especially as some of them occasionally have dealings with Chaos covens in order to find hidden arcane lore.

Istvaanians: derive their name from Istvaan III, the world which Horus virus bombed in the Great Heresy, and they believe that through conflict and upheaval humanity is at its strongest. They saw as good for mankind because those disloyal to the Emperor were expelled or destroyed and not to mention what was created as a result of the conclusion of the Heresy: the Space Marine Chapters, the division of the Navy and Imperial Guard, the Ascension of the Emperor and the creation of the Ministorum. Through their belief that turmoil and upheaval breeds strength, Istvaanians muster terrorist groups and armies to keep humanity on its toes; then they alert the authorities, whipping their troops into a frenzy, so that they might destroy the converging foes of the Imperium. THE ORDO MALLEUS

Edited from Realm of Chaos: Slaves to Darkness

The origins of the Ordo Malleus are very ancient, and predate the Emperor's confinement in his throne- machine. The Ordo was originally established to police the thoughts and deeds of the Inquisition itself. It is still responsible for the moral purity of all Inquisitors, but it is now also charged with seeking out and destroying all manifestations of daemonic origin within the Imperium.

Unlike the rest of the Inquisition, the Ordo Malleus has a rigid and formalised hierarchy. It is controlled

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_inquisitor.shtml (3 of 5) [25/05/2002 15:00:27] Inquisitor Advanced Career by a council of 169 Masters, who have the right to direct audience with the Emperor. Their authority extends even to the Master of the Inquisition who has, on more than one occasion, been tried and executed by the Masters of the Ordo.

Below the Masters are the Proctors and Proctors Minor, each of whom controls a Chamber of the Ordo. The Chambers, named for their founding Proctor, are the basic unit of the Ordo. The rank and file of these are the Inquisitors Ordinary. Within a parallel organisation of 'Chambers Theoretical and Historical' are the Inquisitors Historical. These are the older members of the Ordo who can no longer carry out active duties for reasons of ill-health or infirmity. They are assigned to research and collation projects in the vast Administratum Libraries. The number of Inquisitors Ordinary and Historical in a Chamber varies from only a few score for the Chambers Theoretical and Historical (which are engaged in research and disputation) to hundreds for some Chambers Practical (the sector establishments of the Ordo in the field).

The Ordo acts directly under the Emperor's Warrant, and has a completely free hand. An Ordo Inquisitor Ordinary can demand anything in carrying out his duty. No explanation needs to be offered; an Imperial servant faced with an Ordo Inquisitor must simply obey. The commonest demand by Inquisitor's Ordinary is for troops to support their action. Any troops than an Inquisitor Ordinary has commanded that have been exposed to Daemons are privy to one of the most closely-guarded Imperial secrets: that Daemons exist and Chaos is a terrible threat. Those that survive a battle or campaign are executed, with full honours, shortly afterwards. They are expendable, and entire Imperial regiments and corps have been dispatched by the Ordo Malleus.

Members of the Ordo Malleus favour a simple and sinister uniform. They wear black, loose-fitting habits over their armour with large hoods that hide their faces in shadow. Graphic electoos (a form of tattoo) are a traditional, though unofficial, addition to the uniform of the Ordo. Because graphic electoos appear to move beneath the owner's skin, their appearance can be quite disturbing. The designs for Ordo electoos have been fixed for generations, and the motifs chosen are always variations on Daemons and scenes of the daemonic; the Ordo's enemies. This makes an Ordo member's electoos particularly horrifying.

The badge of the Ordo, the Imperial eagle clutching a rod and an axe, is usually worn on the shoulder or the right breast. Proctors and Masters are always psykers, and carry a force rod indicating their authority. In combat this is often supplemented with a power axe. OTHER ORDOS

ORDO HERETICUS

It is the task of the Ordo Hereticus to route out insurrection and rebellion in the Imperium: Chaos covens, rebels to Imperial rule, and heresy all come under the jurisdiction of the Ordo Hereticus, although it can be said that all Inquisitors must combat this as well; a few Hereticus Inquisitors can be found in the Thorian faction of the so-called Puritans. By tradition, Hereticus Inquisitors have one graphic electoo for

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_inquisitor.shtml (4 of 5) [25/05/2002 15:00:27] Inquisitor Advanced Career each coven member they have discovered and cleansed, and it is not uncommon for successful Hereticus Inquisitors to be covered from head to foot in elaborate designs.

ORDO XENOS

Inquisitors of the Ordo Xenos are best described as alien hunters. The alien threat against the Imperium is massive. They must not only combat the very visible dangers of rampaging Orks and the emerging Kroot they must also look for the unseen dangers, such as Genestealer cults and whether or not the populations have been exposed to the alien gene. Like the Ordos of the Malleus and Hereticus, the Ordo Xenos decorates its Inquisitors with graphical electoos. Many of them are designs resembling the aliens an Inquisitor has cleansed.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_inquisitor.shtml (5 of 5) [25/05/2002 15:00:27] Veteran Arbitrator Advanced Career by A. R. Fawcett VETERAN ARBITRATOR

Veteran Arbitrators are experienced enforcers of Imperial law. Some are so well known that they are often recognised by the criminals they encounter; not surprising considering the amount of crooks the Arbitrator may have shot or sent to detention, and word eventually gets round if an exceptionally tough Arbitrator is on the precinct. Some Arbitrators are so famous, even notorious, that their presence alone acts as a crime deterrent, although there will also be many criminals who wound want to see them dead. Over time these Arbitrators become hard-bitten, stubborn and formidable, so that they can become almost unreasonable. Many such Arbitrators become Proctors, some of the most zealous practitioners of Imperial law in the Imperium.

To become a Veteran Arbitrator a character must first complete the Hardened advance scheme and take all of the associated skills.

Advance Scheme - Hardened Arbitrator

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +20 +20 +10 +4 +20 +10 +20 +10 +20 +10 +10

Skills: Crack Shot; Fast Draw - Pistol; Law; Street Fighting; Strike to Injure; Swift Assault.

Advance Scheme - Veteran Arbitrator

M WS BS S T W I Dex Ld Int Cl WP Fel +30 +30 +30 +20 +6 +30 +20 +30 +20 +30 +20 +10

Skills: Fast Draw - Hand weapon; Furious Assault; Hipshooting; Parry Blow; Steady Hand.

Trappings: Carapace helmet with photochromatic visor; Gorget with communicator and re-breather; Carapace vambraces; Carapace chest armour; Carapace leg armour; Utility belt; Boots with weapon sheaths (holds Bolt pistol and dagger); Armoured gauntlets; Automatic combat shotgun with 2D6 Executioner shells and 6+D6 Scatter shells; 3 Blind grenades; 3 Frag grenades; Bolt pistol; Knife; Shock maul; Suppression shield.

Career Exits: Investigator; Mutant Hunter; Slaver; Wych Finder.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_veteran_arbitrator.shtml [25/05/2002 15:00:27] Investigator Advanced Career by A. R. Fawcett INVESTIGATOR

Investigators are attached to many Imperial organisations. Some operate with the Inquisition and help to route out heresy and rebellion, some operate with the Adeptus Arbites and accompany arbitrator patrols, while others stay with the Adeptus Ministorum. Investigators are often pious individuals and sometimes can be confused with the zealous cultists of the Imperial cult. In fact their roles can sometimes converge, but in essence Investigators use their skills to route out criminals and to solve particularly perplexing crimes although they will lend their support to other Imperial organisations if circumstances dictate it. Investigators are naturally inquisitive and observant people, some would also say they are also deeply suspicious and distrustful. Not surprisingly, a few Investigators become Inquisitors.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +20 +10 +10 +4 +40 +20 +20 +30 +20 +20 +30

Skills: Cryptography; Law; Read/Write; Rune Knowledge; Secret Language - Ecclesiarchy; Specialist Weapon - Bolters, Close combat weapons, Conventional, Lasers.

Trappings: Laspistol; Robes; Refractor field.

Career Exits: Acolyte; Barrister; Preacher; Spy; Veteran Arbitrator.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_investigator.shtml [25/05/2002 15:00:27] Veteran Imperial Guardsman Advanced Career by A. R. Fawcett VETERAN IMPERIAL GUARDSMAN

Veteran Imperial Guardsmen are born survivors, having come through battles where thousands of their comrades have died, and are incredibly adaptable after having to put up with appalling conditions all too often. They are also expert foragers and scavengers and are able to loot corpses for anything they can use, frequently pieces of armour and weapons. This makes these Guardsmen totally outlandish and completely different to what they used to look like having lost their uniforms many campaigns ago. Like most soldiers, Veteran Imperial Guardsmen are superstitious and carry grim trophies cut from the foes they have killed; skulls, fingers and dried ears are the most popular, with fingers and ears taken as good luck charms (empty shell cases are also popular in this respect.) Even though Veterans can find many new and fantastic weapons, such as bolters and plasma guns for example, they tend to stick to their trusty laser weapons because they are easy to maintain and are durable.

To become a Veteran Imperial Guardsman a character must first complete the Hardened advance scheme and take all of the associated skills.

Advance Scheme - Hardened Imperial Guardsman

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +20 +10 +20 +4 +20 +10 +20 +10 +20 +10 +10

Skills: Concealment Rural; Crack Shot; Fast Draw - Pistol; Hipshooting; Silent Move Rural; Strike Mighty Blow; Swift Assault.

Advance Scheme - Veteran Imperial Guardsman

M WS BS S T W I Dex Ld Int Cl WP Fel +1 +30 +30 +20 +30 +8 +30 +20 +30 +10 +30 +20 +20

Skills: Concealment Urban; Fast Draw - Hand weapon; Furious Assault; Parry Blow; Silent Move Urban; Steady Hand; Strike to Injure.

Trappings: Lasgun; Laspistol; Sword; Carapace breastplate; Carapace vambraces (both arms); Flak helmet.

Career Exits: Archeaoxenan; Freelance; Mercenary Captain; Outlaw Leader; Racketeer.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_veteran_imperial_guardsman.shtml [25/05/2002 15:00:28] Mercenary Captain Advanced Career by A. R. Fawcett MERCENARY CAPTAIN

Former soldiers, be they of the Imperial Guard or planetary defence, might leave and use their reputation to earn a living as mercenary leaders. Some maybe ex-sergeants of Imperial or planetary defence forces and lead their men into a mercenary life. Such leaders might attract others so that they form a small mercenary army. When this happens wealthy merchants or the Imperium might hire their services. Mercenary Captains lead such contingents and are generally held in high esteem by their troops. They are almost always toughened veterans; they have to be because there maybe others who would fancy taking command, although mutinies are not common in mercenary forces because their is mutual respect between the soldiers. Some mercenary armies is all that frontier worlds have to defend themselves from attack and some even consist of rogue psykers, mutants, and aliens. Mercenaries are of particular use to Rogue Traders who favour their independent spirit.

In order for a character to become a Mercenary Captain he must first complete the Sergeant advance scheme and take all of the skills and then spend 100 experience points to change to the Captain career. A character who is a Mercenary Sergeant may take any of the career exits at any time.

Sergeant Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +20 +10 +10 +4 +20 +10 +20 +20 +10

Sergeant Skills: Consume Alcohol; Dodge Blow; Fast Draw - Pistol; Gamble; Secret Language - Battle Tongue; Specialist Weapons - Conventional, Grenades, Lasers; Street Fighting; Strike to Stun.

Trappings: Lasgun; Flak jacket; Flak helmet; Communicator.

Career Exits: as Captain (see below).

Captain Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +30 +30 +20 +10 +6 +30 +10 +30 +10 +30 +10 +10

Skills: Disarm; Crack Shot; Hipshooting; Specialist Weapons - Bolters; Steady Hand; Strike Mighty Blow; Strike to Injure.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_mercenary_captain.shtml (1 of 2) [25/05/2002 15:00:28] Mercenary Captain Advanced Career Trappings: Autogun or Pump action shotgun; Revolver; Carapace breastplate; Carapace helm; Communicator; Flak leggings.

Career Exits: Freelance; Gambler; Outlaw Leader; Mutant Hunter; Protagonist; Veteran Imperial Guardsman.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_mercenary_captain.shtml (2 of 2) [25/05/2002 15:00:28] Wych Finder Advanced Career by A. R. Fawcett WYCH FINDER

Most Wych Finders are a subsidiary of the League of Blackships, the organisation which takes a world's psychic levy to Earth where they are gleamed for suitable candidacy as primary and secondary psykers and to check for deviancy, and they are devoted to capturing psykers for this psychic levy. Imperial Commanders and planetary governors pay well for psykers delivered to them in relatively good condition. However, there are some Wych Finders who are devoted to the destruction of all psykers; to them they are nothing but mutants and witches who can only expect death to cleanse their souls. Wych Finders are deeply suspicious and are always on the look out for any deviancy, including signs of mutation, and on more than one occasion they have presided over the incarceration, even death, of perfectly normal people.

Wych Finders are typically attired in flamboyant clothes, adorned with cosmic symbols and runes designed to ward off evil spirits, and underneath a sinister cowl they wear a frightening mask. In this way, Wych Finders are seldom mistaken for what they are.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +30 +30 +10 +10 +6 +30 +20 +20 +10 +20 +40 +10

Skills: Parry Blow; Psychic Sense; Public Speaking; Silent Move Rural; Silent Move Urban; Specialist Weapons - Bolters, Close combat weapons, Conventional, Flamers, Lasers, Lasso, Net; Steady Hand; Strike to Injure.

Trappings: Laspistol; Net; Rope - 10 metres; Hooded cloak; Flak armour on all locations; Mask.

Career Exits: Cultist; Executioner; Slaver.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_wych_finder.shtml [25/05/2002 15:00:29] Advanced Career Index

When entering a new career a player will have a new advance scheme and some new skills. Unlike first time characters, who immediately gain the skills of their first Basic Career, experienced characters do not gain all of the skills from the new career. These must be earned through the accumulation of experience points (generally 100 experience points per skills). For example, a Ganger may advance to Gang Leader but he does not immediately gain all of the skills associated with the new career. LIST OF ADVANCED CAREERS

To find out all the details of the advanced career simply click on its name.

1. Acolyte 19. Merchant 2. Archeaoxenan 20. Mutant Hunter 3. Barrister 21. Outlaw Leader 4. Blackmarketeer 22. Pirate Captain 5. Commissar 23. Preacher 6. Confessor 24. Primary Psyker 7. Counterfeiter 25. Racketeer 8. Demagogue 26. Renegade Psyker 9. Drug Lord 27. Rogue Trader 10. Executioner 28. Scholar 11. Forger 29. Slaver 12. Freelance 30. Spy 13. Gang Leader 31. Surgeon 14. Gunner 32. Techpriest 15. Imperial Officer 33. Torturer 16. Inquisitor 34. Veteran Arbitrator 17. Investigator 35. Veteran Imperial Guardsman 18. Mercenary Captain 36. Wych Finder

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/ac_index.shtml (2 of 2) [25/05/2002 14:56:42] Skills for Warhammer 40,000 Roleplay Home : Characters' Section : Skills by A. R. Fawcett SKILLS

"It is Joyspike," affirmed Tolantia. "Poor bastard had too much. Died two hours ago by my reckoning at about 3:15." Rivus surveyed the scene before him: one ganger dead on drugs and four more dead on well- placed shots through the head. "You've done this before," he said. The gang leader of the now extinct Cruel Hearts looked up at the masked face of the Wych Finder and said, "You pick these things up in my line of work." Suddenly with lightning speed, Rivus span round and pulled the trigger of his revolver. He fired again and again and again, until the ganger, who had designs on surprising them, lay in a bloody mass against the surface of the boiler. "Nice shooting," said Tolantia. "You'll have to teach me the tricks you have with that pistol."

There are some new skills for Warhammer 40,000 Roleplay which are detailed below (the others can be found in the Warhammer Fantasy Roleplay rulebook.) and a few old ones from WFRP that have been re- clarified for this futuristic setting.

Alien Knowledge

With this skill, a character has basic knowledge of alien races. It may have come about through experience or reading tomes of knowledge. On a successful Intelligence test a character may know a bit about an alien creature that is encountered, including some, or all of the alien's abilities (if the Int test was passed by a lot).

Custom Knowledge

Cultures vary tremendously from system to system and there are countless in the Imperium. A character with this skill has studied these customs with great interest and can react accordingly. The GM will have to rule when this skill can come into action, such as strange handshakes or eating rituals. This skill can be a matter of life of death as not knowing a strange custom might cause great offence.

Drive Vehicle

Vehicles are not as widely owned as one might think in the Imperium. Their construction in many cases have even been lost altogether or difficult to carry out. A character with this skill can drive one type of vehicle, such as a wheeled one or a tracked one, or walkers. This skill may be bought several times in order to be able to drive more than one type of vehicle.

Drug Dealing

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A character with this skill is talented at selling drugs and gains a +10 bonus to any tests involved in their sale, in addition to skills such as Haggle.

Economics

A character with this skill is well-practiced with the analysis of the commercial aspects of a society. The character can also guess at what a society manufactures, if it isn't immediately obvious. There are many ways in which this skill can come into use but in most circumstances a character must pass an Intelligence test to gain a successful evaluation.

Engineering

A character with this skill has a good understanding of mechanical principals. Engineering is a multi-facet skill and maybe bought several times (100 experience points each time) in order to gain knowledge of another mechanical aspect. The aspects of Engineering is given below:

Engineering - Bionics: gives knowledge of bionics and allows a character to carry out repairs on any bionic replacement.

Engineering - Constructions: gives knowledge of building construction involving the use of most materials.

Engineering - Vehicles: allows a character to carry out repairs on any commercial vehicles in the Imperium.

First Aid

A character with this skill has basic medical knowledge and can attempt to heal lightly and heavily wounded characters. Consult the Medical Attention section for more details on how this skill can be used.

Identify Life-form

A character with this skill is able to identify any fantastic or non-fantastic creature, such as a bug bear or a sand squid, by passing an Intelligence test. A character will also be able to identify a creature's habits, whether it is nocturnal etc., and diet.

Manufacture Drugs

With this skill a character knows how to make certain drugs and knows what needs to be done in the process of accomplishing this. Often a character with this skill makes drugs for people with a dependency

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/skills.shtml (2 of 7) [25/05/2002 14:56:43] Skills for Warhammer 40,000 Roleplay whilst other drugs actually help people. On a successful Intelligence test a character is able to manufacture drugs into a powder or tablet form. How much is produced depends on the herbs and chemicals available.

Medic

A character with this skill has good medical knowledge and can operate on heavily injured characters and also set dislocated or broken limbs as well as stopping blood loss. Consult the Medical Attention section for more details on how this skill can be used.

Meditation

Characters with this skill are able to equilibrate their mind and spirit with the warp. A character may use this skill to replenish lost Will Power points due to Psychic Overload. Each hour of meditation replenishes D6 Will Power points - this cannot take a character's WP total to above its natural level. When in meditation, a character won't be aware of things happening around him, i.e. he won't be able to hear or see anyone, and he counts as being prone.

Psychic Awareness

If a psyker stays still for a complete game turn he will be aware of the presence and rough direction of any other psychic-using characters or creatures within 50 metres on a successful Intelligence test. The character's concentration must be absolute, he must not talk, move or fight, etc.

Psychic Sense

With this skill a character can sense for psychic energy in objects or people by a simple touch if they can first pass an Intelligence test. The character won't be able to tell what ability, if any, a psychic object has or what level a psyker is, only that such things have psychic energy in them.

Rune Knowledge

A character with this skill knows how to use a standard Imperial cogitator or computer; they use runes instead of the letters and numbers that we know about.

Secret Language - Ecclesiarchy

The Ecclesiarchal language is written on religious text and is read at sermons in the name of the Emperor. With this skill a character can read this ancient language.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/skills.shtml (3 of 7) [25/05/2002 14:56:43] Skills for Warhammer 40,000 Roleplay Sociology

Characters with skill are good at estimating the development, organisation, functioning, and classification of an intelligent species. Sociology allows a character to estimate the government of a planet or nation on a successful Intelligence test.

Specialist Weapon

Difficult weapons require a certain amount of knowledge to use; not everyone knows how to use a laspistol for example. There are several weapon categories that a character may have a specialism in and in time he might learn how to use every weapon.

Category Allows use of Alien weapons Any Alien weapons, such as Shuriken catapult etc. Black powder weapons Primtive weapons such as Muskets etc. Bolters Any bolter weapons. Close combat weapons Blade weapons; power swords/gloves/axes; chainswords etc. Conventional weapons Weapons such as autoguns, revolvers, heavy stubbers, shotguns etc. Flamers Any flamer weapons. Grenades Grenades. Lasers Any laser weapons. Needlers Needler weapons. Plasma weapons Any Plasma weapons.

Surgery

Characters with this skill have extremely good medical knowledge and can treat any injuries given the right conditions and tools. The GM may apply whatever modifiers seem appropriate, if the surgeon is attempting to operate without proper equipment and facilities. Having the Surgery skill allows a character to implant bionics. Consult the Medical Attention section for more details on how this skill can be used.

Very Resilient

Characters who are Very Resilient gain a +5 bonus to their Toughness characteristic.

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Very Strong

Characters who are Very Strong gain a +5 bonus to their Strength characteristic. COMBAT RELATED SKILLS

In most circumstances, any of the below combat skills maybe combined. For example, Street Fighter and Strike Mighty Blow may be combined to give an unarmed combat total Strength modifier of +0 (instead of the usual -10) and Fast Draw - Pistol maybe combined with Hipshooting to give one fluid move of skilful pistol shooting.

Crack Shot

A character with Crack Shot may aim and fire all in 1 action.

Dodge Blow

A character with Dodge Blow can make one free dodge in any phase that he doesn't have an action in. For example, a character may make a dodge in phase 2 even if he cannot perform an action in that particular phase. He may also make this dodge with his full I.

Fast Draw - Hand weapon

A character with this skill may unsheathe a one-handed hand weapon, such as a sword for example, without spending an action to do so. This skill may not be used for large two-handed weapons or pole arms, such as spears and halberds.

Fast Draw - Pistol

A character with this skill can draw a pistol out of its holster in lightning quick time. As a result a character with Fast Draw - Pistol may draw a pistol from its holster without spending an action to do so. This skill is only effective for pistol weapons.

Furious assault

With this skill a character gains two strikes after he charges. Furious Assault may not be used in subsequent rounds, only as part of the charge.

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A character with this skill is skilful at firing weapons by the hip. He doesn't suffer the usual penalty associated with wildfire shooting.

Parry Blow

With this skill a character has a free parry in any phase even if he cannot use any actions in a given phase, i.e. a character may parry a hand-to-hand combat attack in phase 3 even if he isn't allocated an action for that phase. He may also make this parry with his full WS.

Repair Jammed Weapon

A character with this skill only takes half the amount of time to repair a jammed weapon, i.e. it takes 1 action to clear a weapon jam rather than 2 actions.

Steady Hand

A character with this skill has a remarkably steady hand when it comes to firing weapons, making it much easier to aim and shoot. A character with Steady Hand always counts as having a rested weapon (see the Shooting section.)

Street Fighting

A character with this skill is a good street fighter, used to fighting with not only his fists but anything else he can lay his hands on, and as a result he only subtracts -5 to his Strength in hand-to-hand combat when using his fists rather than the usual -10.

Strike Mighty Blow

A character with Strike Mighty Blow may add +10 Strength to any hand-to-hand combat attack.

Strike to Injure

With this skill a character may modify where he hits in hand-to-hand combat by 10 each way. For example, a 16 location will be the right arm but when modified by 10 it gives a 6 so the head may be hit instead.

Strike to Stun

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A character with this skill may use his full Weapon Skill characteristic when wanting to stun someone. Additionally, he gains a +10 bonus to the chance of stunning.

Swift Assault

A character with this skill is a good hand-to-hand combat fighter and may make 1 free close combat strike in any phase he chooses. For example, a character may make a strike in phase 2 even if he cannot perform an action in that particular phase.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/skills.shtml (7 of 7) [25/05/2002 14:56:43] Generation of Ab-Human Characters in Warhammer 40k Roleplay Home : Characters' Section : Creating Ab-Human Characters by A. R. Fawcett & I. D. Fawcett CREATING AB-HUMAN CHARACTERS

This section is a short guide to rolling up ab-human player characters from the Imperium. Ab-humans are treated as mutant humans and not as distinct races as in Warhammer Fantasy Roleplay. AB-HUMANS

Since the colonisation of space by humans, populations have been exposed to various environmental conditions and hardships. Extreme cases of physical adaptation have created mutant humans with distinct cultures. Some are so mutated that the Inquisition ruthlessly purges whole worlds for resettlement by 'pure' humans. Among the tolerated mutants in the Imperium are Squats, Halflings and Ogryns.

SQUATS

When human explorers reached the galactic core, they discovered vast mineral wealth which could be exploited for mankind's survival and expansion into other regions of the universe. Soon thousands of spacecraft carrying hundreds of thousands of miners, engineers and explorers were dispatched. They settled on rocky, barren planets (with a gravity of two to three times that of Earth), devoid of anything but the most rudimentary of life forms. Due to the high gravity, harsh environment and monotonous diet the settlers became tougher, more resilient, physically shorter and more compact.

Left to fend for themselves during the Age of Strife, the Squats developed their own technological base, which included spacecraft, advanced weaponry, life-support systems and hydroponic units (for growing algae deep underground for food).

Squats are intensely proud, bluff and straightforward; they take great hurt at any slight to their honour or any double-dealing and are likely to be stubborn in pursuit of retribution.

HALFLINGS

Halflings are a very secretive ab-human race found on hilly but relatively benign planets. They took to burrowing into the hills to make their homes and evolved into a shorter race adapted to life underground. When moving around on the planet surface they are very stealthy and make little sound. Their culture is looked upon as fairly decadent by hardliners in the Imperium, as Halflings only seem to take delight in food, drink and social gatherings. They are somewhat cruelly referred to as Ratlings, Stunties or Maggots by their larger cousins.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/generation_abhumans.shtml (1 of 3) [25/05/2002 14:56:43] Generation of Ab-Human Characters in Warhammer 40k Roleplay Halflings are short - even shorter than Squats. Their redeeming features are their ability to move through undergrowth undetected, and their superior shooting skills. This makes halflings sought after as snipers by the Imperial Guard.

OGRYNS

Ogryns come from harsh often cold worlds with high gravity and little natural life. They have adapted by increasing their bodyweight to survive the cold, and their bodies have become accustomed to long periods of starvation and protracted darkness. Together with an increase in size, Ogryns have undergone a steady decrease in intelligence and mental agility.

BONE (Biochemical Ogryn Neural Enhancement) heads are smart Ogryns. The Technomagi and Geneticists of the Adeptus Mechanicus have increased the Imperial Ogryn's intellect so that they can at least obey orders and use some technological weapons; something that would be impossible for their much bigger cousins. With this increase in intellect BONE heads are somewhat smaller than normal creatures of their type but are still very big. The Imperium makes great use of these massive, and frequently ugly, humanoids. AB-HUMAN PLAYER CHARACTERS

Create a Human character as normal and apply the following modifiers:

● Squat: T +5; W+1; I -10; Cl +10; WP +10; Fel -10 ● Halfling: WS -5; BS +5; S -5; T -5; W -1; Cl -10 ● Ogryn: M +1; WS+5; BS -10; S +10; T +10; W x2; I -10; Dex -10; Ld -10; Int -10; Fel -20

Determine Height:

● Squat: 130cm + 3D10 cm ● Halfling: 100cm + 3D10 cm ● Ogryn: 250cm + 5D10 cm

Determine Age:

● Squat: 5D10 + 50 years ● Halfling: 5D10 + 20 years ● Ogryn: 2D10 + 15 years

Determine Skills:

● Squat: D3 from Engineering, Read/Write, Mechanics, Metallurgy, Mining, Specialist Weapon -

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Laser ● Halfling D3 from Cook, Read/Write, Silent Move - Urban, Specialist Weapon - Laser ● Ogryn D3 from Consume Alcohol, Very Resilient, Very Strong, Strike Mighty Blow

Career Guide

● Squat - mainly engineering and technology-related and mercenary/soldier careers ● Halfling - excel as snipers, otherwise limited to civilian careers ● Ogryn - military careers and careers with no advances to Int

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/generation_abhumans.shtml (3 of 3) [25/05/2002 14:56:43] Generation of Eldar characters in Warhammer 40k Roleplay Home : Characters' Section : Creating an Eldar Adventurer written and illustrated by A. R. Fawcett CREATING AN ELDAR ADVENTURER

1. THE CHARACTERISTICS

Throughout the pages of this website you will be confronted with row up row of strange charts with letters and numbers in. They are not mere technical jargon to confuse you, but the actual 'make-up' of a character. These details make characters different from each other, so that some are faster, others stronger or tougher, and others more intellectually minded, or even less or more friendly. More importantly the characteristics will show what a character is good or no so good at.

Movement - M. This is a number used to determine creatures' speed in any given situation.

Weapon Skill - WS. This determines a character's ability to fight in hand-to-hand combat, reflecting natural aggression, disposition and training. It is expressed in 'percentage' terms; i.e. from 01 to 100%. The higher the WS the easier it is to strike a blow in hand-to-hand combat.

Ballistic Skill - BS. Probably the most important characteristic your players will look at; the ability to blow an enemy's face off at 100 metres. A low BS means that a character is not particularly good when it comes to throwing or shooting weapons, indicating that he or she needs more practice, whereas a character with a high BS is a competent shot. Like WS, BS is expressed in percentage from 01 to 100%.

Strength - S. This is an indication of how powerful that creature is, and how much damage it can cause in combat although the use of hand weapons will greatly alter this more than innate strength. Strength is measured on a scale from 01 to 100. However, some creatures may have Strength over 100, representing truly awesome creatures, such as Greater Daemons for example. Good adventurers will likely have an S in the 50's.

Toughness - T. A creature's T is an indication of its ability to resist damage - even in the 41st millennium it is better to have some innate resistance to damage than none at all. Like S, T is represented from 01 to 100 and as before only the most powerful of creatures will have a T more than 100.

Wounds - W. Some creatures can sustain more damage than others, either because they have more physical stamina or because they have little regard for, or feeling of pain. This is represented by the number of W a creature has - representing the amount of damage that can be endured before serious injury or even death is caused. However, even the most hardy individual may be killed by a single shot from a stub gun in the 41st millennium, regardless of his Wounds total. The number of Wounds is expressed as 1 or more.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/generation_eldar_characters.shtml (1 of 10) [25/05/2002 14:56:45] Generation of Eldar characters in Warhammer 40k Roleplay Initiative - I. This characteristic reflects a character's speed of thought, whether he is quick-witted or sluggish. It also judges how many actions a character can perform in a round and is one of the most important characteristics. The more Initiative a character has the more he can achieve in a round. Initiative is expressed as a percentage of 01-100%. Good adventurers are likely to have an I score in the 60's.

Dexterity - Dex. This is an indication of the character's ability to perform complex, intricate or delicate manual tasks. It will determine whether the character is good at sleight-of-hand tricks, picking pockets and other tasks requiring patience and manual skill. The characteristic is expressed as a percentage of 01- 100%.

Leadership - Ld. This characteristic indicates a character's ability to lead others. A character with high Ld is naturally charismatic, inspiring confidence and loyalty, whilst a character with a low Ld may be rather indecisive. This characteristic is expressed as a percentage of 01-100%.

Intelligence - Int. This determines a character's ability to think and understand. An average Int would be around 25 to 30, whereas a character with an Int of 60 or 70 would be very intelligence indeed and capable of absorbing and understanding information others couldn't. This characteristic is expressed as a percentage of 01-100%.

Cool - Cl. This characteristic represents a creature's ability to remain calm, collected - even sane - under severe psychological stress. There are limitless creatures in the galaxy that are truly horrifying and may only be confronted by characters with a high Cl value. Cl is expressed as a percentage of 01-100%.

Will Power - WP. This is a measure of mental and psychic resistance. It reflects a creature's ability to resist the effects of psychic power, charms, and mental influence. Psykers require a very high WP if they are to use psychic powers well. WP is expressed as a percentage of 01-100%. However, some creatures may have a WP in excess of 100, such as Daemons and exceptional mortal psykers.

Fellowship - Fel. This reflects a character's social skills, appearance, ability to empathise, sympathise and generally 'get on with people'. A character with high Fel will find it easy to make new friends, and will be able to obtain information from others by carefully steering a conversation. Characters with low Fel, however, have an amazing talent for saying just the wrong thing, and are always putting their foot in it. They are impervious to hints, unreceptive to atmosphere and completely without tact. Fel is expressed as a percentage of 01-100%. 2. CREATING AN ELDAR ADVENTURER

Our Eldar Adventurer is generated below using a D3 (roll a D6 halve the result, round up) and 2D10 (two ten-sided dice.) (Followers of the old rules will notice that Attacks, Tech skill, Med skill, and Drive skill are missing. In the case of Attacks, the Action system complements this and the three other

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Eldar Player Character:

M D3+3 WS 2D10+20 BS 2D10+20 S 2D10+20 T 2D10+20 W D3+3 I 2D10+40 Dex 2D10+30 Ld 2D10+30 Int 2D10+40 Cl 2D10+30 WP 2D10+30 Fel 2D10+10

Height:

● Male 180cm + 3D10cm ● Female 170cm + 3D10cm

Age:

● 10D10 + 50 years 3. EXODITES, AND OUTCASTS

There are three specific kindreds of Eldar that players can be: Exodite, Harlequin and Outcast. Craftworld Eldar are not dealt with here as it is envisaged that should they become adventurers they will become Outcasts as a result (most Outcasts hail from craftworlds). The Gamesmaster may allow a player to choose his kindred, randomly determine it or choose it himself - perhaps to fit in with his adventure.

Exodites

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For more detailed information about Exodites and their worlds go to the Appendix 'Fluff Zone' section.

During 'the Fall', the degeneration of the Eldar did not go wholly without resistance. Some, the more far-sighted, began to openly criticise the laxity of their fellow citizens, and to warn against the effect of Chaos cults. These people were mostly ignored or else treated as narrow-minded fools and fanatics. Soon the general collapse of society convinced even the most resolute amongst them that there would be no end to the reign of death and depravity. Some decided to leave the Eldar worlds, and settle new planets free of the creeping corruption. They were the ones still untainted by the touch of Chaos, and by now they were few. These Eldar are known as the Exodites.

Of all the Eldar race, the Exodites were uniquely far-sighted. Amongst a race naturally indulgent and hedonistic they were reviled as dour fanatics obsessed with misery and self-denial. There were some whose dire premonitions were perhaps yet another form of insanity, simply one more conceit taken to inhuman extremes. Others were genuine survivalists who chose exile over degradation and destruction. In an assortment of spacecraft the Exodites abandoned their homes. Many died in open space. Some reached new worlds only to be slain by marauding Orks or natural predators. Many more survived.

Unusually some Craftworld Eldar, though it isn't common, voluntarily spurn their Craftworld in favour of an Exodite world and others, maybe because of a crime, are sent there so that the harsh Exodite existence will somehow cleanse their volatile minds. Eldar who choose to settle on Exodite worlds seldom come back to their Craftworld and those that do are often treated with some suspicion because no non-Exodite can truly understand what goes on on Exodite planets. Some Eldar scholars have even been moved to name the calling to an Exodite world as the path of righteous or the righteous path, possibly in reference to the untainted land and years of hard labour that welcomes an Eldar who chooses this life. Once there the Eldar becomes part of an Exodite tribe and will spend the next few years in a life of toil and hard work forgetting his decadent life aboard the Craftworld, atoning for the Fall.

Exodite Eldar are a caste unto themselves and share little, if anything, with other Eldar. Many generations of Eldar have grown up since the Fall ten thousand years ago, knowing only hard work and heavy toil with a society more rigorous and physical than any craftworld's. Exodites believe that hard work keeps the Eldar mind from the excesses that it is capable of, which led to the Fall, and as a result most of them are very strong and resilient. If they share anything in common with other Eldar it would be the wild Saim-Hann kindred. Young Exodites are very adventurous and it has been known for some of them to leave an Exodite world altogether.

Mandatory Skills: An Exodite character automatically has Excellent Vision, Night Vision (30 metres),

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Trappings: An Exodite character begins life with a laspistol and a mesh vest plus any possessions associated with his career.

Harlequins

For more detailed information about Harlequins go to the Appendix 'Fluff Zone' section.

The Harlequins are followers of the strange Eldar god the Great Harlequin, one of the only two Eldar gods to survive the fall. The Harlequins are not tied to any particular craftworld but wander from world to world through the network of interspacial tunnels that binds the craftworlds together. Only they know the whereabouts of the , for they are the keepers of its terrible secrets about the Fall and the true nature of Chaos of which they are sworn enemies of.

Harlequins are warrior troubadours whose carefully constructed masques and impressive displays of mime and acrobatics tell the many strange stories of Eldar mythology. They wear exotic multi-coloured costumes, brightly patterned to represent figures from the Eldar myth cycles. Even to other Eldar they are seen as enigmatic, otherworldly creatures, whose origins and fate seem curiously different from that of the rest of their race. No one really knows where they come from.

Harlequins travel the Webway, moving between Eldar Craftworlds as if guided from place to place by some unknown purpose. They have no Craftworld of their own. They always seem to appear upon the eve of momentous events, whether for good or ill, and their appearance is said to be a portent of the shifting tides of fate. Their travelling groups are small and rarely comprise more than a hundred individuals. Only a proportion of them are warrior Harlequins. The remainder are the young and the very old, and those whose duties include fashioning costumes and operating the psycho-projectors which shift scenes during performances. It isn't common, however, for some of the young to leave this life where they hope adventure will convince their betters that they have what it takes to become a warrior Harlequin. Some troupe leaders actively encourage this as it may serve them well for the inevitable troubles ahead.

Mandatory Skills: A Harlequin character automatically has Excellent Vision, Night Vision (30 metres), Read/Write (Eldar), and Specialist Weapon - Lasers, followed by D6 rolls on the Eldar skill chart for Harlequins, below.

Trappings: A Harlequin character always comes equipped with a laspistol and wears multi-coloured clothes plus any possessions associated with his career.

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The majority of Eldar adventurers fill this bracket; those who follow the Path of the Outcast or the Way of Danger. Sometimes the rigid constraints of the Eldar path are intolerable even for an Eldar to bear; such individuals leave their Craftworlds and become known as Outcasts. Many Eldar spend years or decades as Outcasts before they return to the Eldar path. They must bear the terrible burden of their heightened Eldar consciousness without the protection of the Eldar path and only Eldar of especially strong character can survive for long as Outcasts. After years of adventure and wandering, or sailing the seas of space aboard the pirate fleets, most Eldar eventually return to the sanctuary of the Eldar path.

As outcasts, they are free from the constraints of normal Eldar society, free to pursue whatever desire they have (and this in no small part led to the Fall) and this is dangerous to the Eldar psyche. Some Eldar outcasts, notably the Corsairs, are perilously close to the evil Dark Eldar of Commorragh because without the normal constraints of Eldar society, specifically that of craftworlds and Exodite worlds, they can be drawn into acts of unspeakable violence. Craftworld Eldar, as well as Exodites, follow rigid strictures in their cultures and this does not lead them much to pursue the life of an adventurer.

There are many kinds and degrees of Outcast. They leave their Craftworlds and live elsewhere, often wandering the galaxy and visiting the worlds of men or the Exodites. They are not welcome aboard Craftworlds except briefly, for their minds are dangerously unbounded and attract predators from the psychic realms of the warp. Daemons or other warp entities can home in to the mind of an Outcast and lodge in the psycho-supportive environment of the Craftworld's wraithbone core. Outcasts are also disruptive in another sense, for their presence can distract the young and inexperienced from the Eldar path by their romantic tales of travel and freedom.

There are many dangers an Outcast must face. Most are material dangers that can be fought and defeated. Much more insidious is the far greater peril of the Eldar mind. Adrift from the Eldar path and without the guidance of past masters, an Eldar can drift into the waiting arms of damnation. It is all too easy for an Eldar to embrace the obscene virtues of Chaos, for Slaanesh is nothing more than a manifestation of the Eldar mind in its most wild and unconstrained form. Human morality is meaningless to the Eldar, and to the dark side of the Eldar mind all life is worthless. Cruelty and generosity are but whims of a moment. Beauty and sensuality are virtues which can be expressed in bloodshed just as easily as in song. To an unfettered Eldar mind there is neither sanity nor madness, but merely a wave of perfect existence fulfilled by its own savage momentum.

Mandatory Skills: An Outcast character automatically has Excellent Vision, Night Vision (30 metres), Read/Write (Eldar), and Specialist Weapon - Lasers, followed by D6 rolls on the Eldar skill chart for Outcasts, below.

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Trappings: An Outcast character is always equipped with a laspistol and wears a mesh vest and a long, hooded cloak plus any possessions associated with his career.

ELDAR SKILL CHART Exodite Harlequin Outcast Skill Title - 01-05 01-03 Acting 01-05 06-10 04-06 Acute Hearing - 11-12 07-09 Alien Knowledge 06-10 13-16 10-12 Ambidextrous 11-15 17-20 13-15 Art 16-20 - 16-18 Astronomy 21-23 - 19-21 Chemistry 24-28 21-23 22-24 Concealment* - 24-26 25-27 Crack Shot - 27-30 28-30 Custom Knowledge 29-32 31-35 31-33 Dance 33-36 36-40 34-40 Demon Lore - - 41-43 Disguise 37-40 41-45 44-46 Dodge Blow 41-45 46-48 47-49 Fast Draw** 46-50 - 50-52 First Aid 51-55 49-54 53-55 Fleet Footed 56-60 - 56-58 Identify Life-form - - 59-60 Hipshooting 61-65 55-58 61-63 Musicianship - 59-62 64-66 Psychic Sense - 63-65 67-69 Read/Write - Imperial - 66-69 70-73 Repair Jammed Weapon 66-70 70-74 74-76 Silent Move*** 71-75 75-77 77-79 Sing 76-80 78-81 80-83 Sixth Sense 81-85 82-91 84-88 Specialist Weapon****

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- 92-95 89-91 Steady Hand 86-90 96-00 92-94 Street Fighting 91-95 - 95-97 Very Resilient 96-00 - 98-00 Very Strong

*Roll D6: 1-3 Concealment Rural, 4-6 Concealment Urban.

**Roll D6: 1-3 Fast Draw - Hand Weapon 4-6 Fast Draw - Pistol.

***Roll D6: 1-3 Silent Move Rural 4-6 Silent Move Urban.

****This may be any Specialist Weapon, such as Flamers or Plasma, and the number of weapons known may be increased by duplicate results. 4. FATE POINTS

Eldar are a dying race. The Fall which almost annihilated them ten thousand years ago has ensured that their numbers are now tiny compared to what they used to be. Because of this, and because of the constraints of Eldar society, an Eldar player character only gets D3-1 fate points (minimum of 1.) 5. ELDAR CAREERS

Once you have determined your Eldar's characteristics and skills you must determine his career on the appropriate chart, ie. an Exodite Eldar will roll a D100 on the Exodite Career chart. Once you have determined the career click on it to found out its details, advance schemes and skills.

EXODITE CAREER CHART D100 Career 01-05 Anchorite 06-10 Bonesinger 11-20 Dragon Knight 21-30 Dragon Tamer 31-35 Healer 36-45 Kinsman 46-60 Plain Runner

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61-65 Seer 66-85 Tribesman 86-00 Wild Rider

HARLEQUIN CAREER CHART D100 Career 01-25 Acrobat 26-50 Dancer 51-75 Musician 76-00 Singer N/A* Chorus N/A* Mime N/A* Storyteller N/A* Troubadour N/A* Warlock

*These careers aren't available to newly generated Harlequin characters.

OUTCAST CAREER CHART D100 Career 01-10 Artefact Hunter 11-15 Assassin 16-25 Avenger 26-35 Corsair 36-45 Explorer 46-50 Haemonoculus 51-55 Hunter 56-60 Incubus 61-70 Mercenary

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71-80 Ranger 81-85 Reaver 86-95 Trader 96-00 Wych

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/generation_eldar_characters.shtml (10 of 10) [25/05/2002 14:56:45] Anchorite by A. R. Fawcett ANCHORITE

An Anchorite is an Eldar scholar or philosopher. They teach young Eldar the folly of their ancestors and about the Fall so that new generations will never forget what almost destroyed their race ten millennia ago. But Anchorites themselves have much to learn about the Fall and even today they debate in great councils, the causes, the events of the cataclysm itself - even the birth of Slaanesh, and what future there is for the Eldar race and whether it can be reborn. Anchorites, whether they be from craftworlds or Exodite worlds, do not always chain themselves to their academic centres. In their quest for knowledge it is not unknown for an Anchorite to live as an adventurer in order to journey to the sorts of inaccessible places to which others would not dare go; lost Eldar knowledge being their goal. Such individuals have been known to join Outcast pirate fleets where they are more able to visit far off places.

The first 'basic' advance scheme is what a new Eldar character will pursue. He must complete this first, together with its associated skills, before he can progress to the 'advanced' career of its type. A new character will also gain the trappings associated with his career with any '%' chance items being rolled for as normal using a D100. These are items that the character might be lucky enough to start with. The GM may rule that the character gains them immediately if he feels that the character really needs them.

Advance Scheme - Basic

M WS BS S T W I Dex Ld Int Cl WP Fel +1 +20 +10 +20 +10 +20 +10

Skills: History; Read/Write - Imperial; 25% chance of Alien Knowledge; 10% chance of Custom Knowledge; 10% chance of Evaluate; 10% chance of Identify Plants.

Trappings: Writing equipment; Robes.

Advance Scheme - Advanced

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +30 +20 +10 +30 +20 +30 +20

Skills: Alien Knowledge; Cartography; Custom Knowledge; Evaluate; History*; Identify Life-form; Identify Plants; Psychic Sense

Trappings: Writing equipment; Robes.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/exodite_anchorite.shtml (1 of 2) [25/05/2002 15:05:10] Anchorite

Career Exits: Artefact Hunter; Explorer; Seer; Trader.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/exodite_anchorite.shtml (2 of 2) [25/05/2002 15:05:10] Bonesinger by A. R. Fawcett BONESINGER

Exodites utilise the same psycho-technic technology as the craftworld Eldar. Where craftworld Bonesingers make the skeletal cores of spacecraft using wraithbone, Exodite Bonesingers can also sculpt natural formations. For example tree encampments can be formed from living branches to make a shelter. To aid their work, Bonesingers use a spirit stone. Spirit stones are glassy spheres which are warm to the touch. They respond to the psychic emanations of anyone who holds them, glowing brightly in the hands of an accomplished Bonesinger. It is an important tool which allows a Bonesinger to draw raw energy from the warp and shape it into matter. The matter created in this way is called Wraithbone, and it can be psychically teased and manipulated by the Bonesinger into almost any form he wishes. Wraithbone is extremely tough and resilient, which not only forms the backbone of spacecraft but also large structures as well as countless smaller items, such as works of art. These Bonesingers use their psychomorphic talents to accelerate the formation of psychotropic crystals around the Wraithbone, which then allows it to be shaped to the desires of the user. The runes used by Bonesingers function as templates or patterns for the various devices or structures which they grow from psychotropic crystals. The runes also have a protective function which is important to all Eldar Seers. Because the runes are made from Wraithbone, which is itself impervious to external psychic energy, they act as simple fuses.

The first 'basic' advance scheme is what a new Eldar character will pursue. He must complete this first, together with its associated skills, before he can progress to the 'advanced' career of its type. A new character will also gain the trappings associated with his career with any '%' chance items being rolled for as normal using a D100. These are items that the character might be lucky enough to start with. The GM may rule that the character gains them immediately if he feels that the character really needs them.

Advance Scheme - Basic

M WS BS S T W I Dex Ld Int Cl WP Fel +1 +20 +20 +20

Skills: Art; Psychic Sense; Shape Wraithbone (New skill, see below).

Trappings: Robes; Spirit Stone.

Advance Scheme - Advanced

M WS BS S T W I Dex Ld Int Cl WP Fel +2 +10 +40 +30 +10 +30

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/exodite_bonesinger.shtml (1 of 2) [25/05/2002 15:05:10] Bonesinger Skills: Create Wraithbone (New skill, see below); Psychic Awareness.

Trappings: Robes; Spirit Stone.

Career Exits: Seer; Wych.

New Skill - Create Wraithbone

Only skilled Bonesingers can make wraithbone, the psychic substance so important to the Eldar. With this skill a Bonesinger can create wraithbone by using his spirit stone. In order to do this the Bonesinger must do nothing for 1 turn as he communes with the spirit stone, trying to establish the link between it and the warp. A Will Power test must be passed to establish this link. If this test is failed by more than 10 the Bonesinger loses D10 points of Will Power permanently. A successful test results in a slither of wraithbone, miraculously, taking shape before the Bonesinger. The amount of wraithbone created n grams is equivalent to the number of points the Bonesinger passed the Will Power test by multiplied by 10, i.e. if the WP test is passed by 30 then 300 grams is created.

Creating wraithbone is a long and arduous process and this skill reflects its use in the adventuring environment where it will be invaluable for repairing severely damaged Eldar equipment and weapons, especially armour. In order to do this a Bonesinger must pass a Will Power test as usual and then a Dex test to carry out the necessary repair work.

New Skill - Shape Wraithbone

This skill allows the Bonesinger to shape and sculpt wraithbone using his spirit stone. Not only can great works of art be created but this skill allows the Bonesinger to carry out minor repairs on Eldar armour and weapons. In order to do this a Bonesinger must pass a Will Power test as usual and then a Dex test to carry out the necessary repair work. Please note that this skill only allows wraithbone to be 'knitted' or shaped and not made; the Create Wraithbone skill is necessary for that.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/exodite_bonesinger.shtml (2 of 2) [25/05/2002 15:05:10] Dragon Knight by A. R. Fawcett DRAGON KNIGHT

Dragon Knights are born into the saddle and come from tribes with a long history in taming and riding the great dragons of the Exodite worlds. They form the main warrior caste of the Exodites and are amongst a tribe's finest fighters. Most Dragon Knights are well-schooled in a variety of weapons as they need to not only storm positions on the backs of their dragons but they also need to hold them, and to do this they have to be reasonably adept at using most types of missile weapons. Like all warrior castes, Dragon Knights have their own hierarchy based on merit and honour. This ensures that only the greatest Knights lead any Dragon Knight attack.

The best warriors in the tribe move up the ranks to become Dragon Lords. This is a great honour and before it is granted to a Dragon Knight, the individual must perform a heroic act. This can take the form of killing or taming a great dragon, placing a tribal emblem in a rival's camp, or carrying out a daring raid on an enemy's encampment (the humans of the Knight Worlds are preferable to Exodite settlements as are Orks or Chaos mutants.) Those Dragon Knights who are in some way disgraced, or make relatively poor warriors, sometimes become Dragon Tamers, Plain Riders, Wild Riders, or even Outcasts.

The first 'basic' advance scheme is what a new Eldar character will pursue. He must complete this first, together with its associated skills, before he can progress to the 'advanced' career of its type. A new character will also gain the trappings associated with his career with any '%' chance items being rolled for as normal using a D100. These are items that the character might be lucky enough to start with. The GM may rule that the character gains them immediately if he feels that the character really needs them.

Advance Scheme - Dragon Knight

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +10 +10 +2 +10 +20 +20

Skills: Disarm; Dodge Blow; Ride; Secret Language - Battle Tongue (Exodite Dragon Knights); Specialist Weapons - Close combat, Lance; Strike Mighty Blow; 50% chance of Animal Care - Dragons; 50% chance of Parry Blow.

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Trappings: Sleeved dragonmail shirt and Dragonmail helm (as Mesh armour); Laspistol; Sword; Lance; Dragon mount (classed as warhorse, see WFRP rulebook page 239.)

Advance Scheme - Dragon Lord

M WS BS S T W I Dex Ld Int Cl WP Fel +30 +20 +20 +10 +6 +30 +10 +30 +10 +30 +10 +10

Skills: Animal Care - Dragons; Fast Draw - Hand weapon; Furious Assault; Parry Blow; Strike to Injure; Swift Assault; Trick Riding.

Trappings: Sleeved dragonmail shirt and Dragonmail helm (as Mesh armour); Laspistol; Sword; Lance; Dragon mount (classed as warhorse, see WFRP rulebook page 239.)

Career Exits: Dragon Tamer; Hunter; Kinsman; Plain Runner; Reaver; Wild Rider.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/exodite_dragon_knight.shtml (2 of 2) [25/05/2002 15:05:11] Dragon Tamer by A. R. Fawcett DRAGON TAMER

Dragon Tamers are Exodites who herd the great flocks of dragons and megadons often on the backs of smaller, faster reptiles. They also care for and train these great beasts for war and agriculture and they also catch some for food. It is considered an honour for a Dragon Tamer to husband a Dragon Lord's herd and one day maybe such an individual could care for the Exodite King's very own herd? The largest herd of reptiles on the planet with dragons reaching many storeys in height. Dragon Tamers spend a large amount of time with their herds and may appear to be rather introverted, even by Exodite standards. Some tire of this life, probably because of the proximity to giant, bad tempered beasts, and join the ranks of the Dragon Knights, others leave the tribe altogether to spend the rest of their lives with wild animals and some individuals leave their world for a life of an Outcast on the Way of Danger.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +10 +10 +2 +10 +10 +10 +20

Skills: Animal Care - Reptiles; Animal Training - Reptiles; Charm Animal; Concealment Rural; Ride - Reptile; Silent Move Rural; 50% chance of Very Resilient; 25% chance of Immunity to Disease.

Trappings: Staff; Dragon mount (classed as a Warhorse, WFRP page 239.)

Career Exits: Dragon Knight; Outcast; Plain Runner; Tribesman; Wild Rider.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/exodite_dragon_tamer.shtml [25/05/2002 15:05:11] Healer by A. R. Fawcett HEALER

Healers are psykers but in a very different way and their abilities are purely for healing purposes. They use a combination of psycho-technic and psycho-conductive techniques. Where surgeons could drill holes to release the pressure of a blood clot, healers will instead use psycho-technics in order to heal an individual perfectly without leaving a single scar. Psycho-technic surgery also reacts very well with the Eldar body, so much so that even potentially fatal wounds can be healed relatively quickly and at little cost to the patient. Healers use a similar technique to Bonesingers except that they can shape and knit flesh using their spirit stone. In this way, Healers rarely ever have to cut a body open, a practice which they are appalled by and something in which humans regularly do with their primitive instruments. But in an emergency, Healers will perform these kinds of operations and they must still have knowledge of the Eldar anatomy if they are to do any surgery either physical or psychic.

Healers are very well respected in Exodite society and if there is no Anchorite, Bonesinger, Seer, or similar sage individual in the tribe the healer will often be second to the tribal chief, if he is powerful; some Exodite tribes are even led by them. Upon entering this career an Exodite character becomes a level 1 Healer. To progress to level 2 he must first complete the level 1 advance scheme taking all available skills.

Advance Scheme - Basic

M WS BS S T W I Dex Ld Int Cl WP Fel +1 +20 +20 +20 +20

Skills: Cure Disease; Herb Lore; Identify Plants; Medic; Psychic Sense.

Trappings: Robes; Laspistol.

Advance Scheme - Advanced

M WS BS S T W I Dex Ld Int Cl WP Fel +2 +10 +30 +30 +10 +30

Skills: Meditation; Psychic Awareness; Surgery.

Trappings: Robes; Laspistol.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/exodite_healer.shtml (1 of 2) [25/05/2002 15:05:13] Healer Career Exits: Anchorite; Bonesinger; Seer.

Healing Psionics

Healers can use all Biomancy psionics except for the following powers: Boil Blood, Cause Pain, Choke, Create Foul Smell, Enfeeble, Fatigue and Hammerhand. In order for a Healer to use these psychic powers he must be using a spirit stone. When using a spirit stone a Healer gains a +30 bonus to the Will Power test when using any of his healing powers. A Healer may still use his powers without a spirit stone but there is a -40 penalty to the Will Power test. A failed Will Power test means that the Healer's spirit stone dims for as many hours as the Will Power was failed by. So if the test was failed by 12 points the spirit stone could not be used for 12 hours.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/exodite_healer.shtml (2 of 2) [25/05/2002 15:05:13] Kinsman by A. R. Fawcett KINSMAN

A Kinsman is in some way attached to a reasonably powerful Exodite family, usually of a military kind, either through blood or oath. A Kinsman isn't always a warrior, he or she could equally be a councillor or sage, but most of them are military people. They act as the close associates to more powerful characters, such as dragon lords or even tribal chiefs, sometimes forming a bodyguard although this honour is usually only bestowed upon the finest or bravest of Kinsmen. Inevitably an elder Kinsman will eventually be the head of the family and command a position of respect in Exodite society. Some Kinsmen cannot wait for this honour, or they do not want it, and may leave altogether to become Outcasts; a chance at last for glory and fortune that most of them think they deserve.

The first 'basic' advance scheme is what a new Eldar character will pursue. He must complete this first, together with its associated skills, before he can progress to the 'advanced' career of its type. A new character will also gain the trappings associated with his career with any '%' chance items being rolled for as normal using a D100. These are items that the character might be lucky enough to start with. The GM may rule that the character gains them immediately if he feels that the character really needs them.

Advance Scheme - Kinsman

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +10 +10 +10 +10

Skills: Heraldry; Public Speaking; Ride; 50% chance of Specialist Weapon - Close combat weapons; 35% chance of Disarm; 35% chance of Dodge Blow; 25% chance of Consume Alcohol; 25% chance of Strike Mighty Blow.

Trappings: Expensive clothes; Laspistol.

Advance Scheme - Kinlord

M WS BS S T W I Dex Ld Int Cl WP Fel +30 +30 +10 +10 +5 +20 +10 +30 +10 +30 +10 +20

Skills: Consume Alcohol; Crack Shot; Disarm; Dodge Blow; Fast Draw - pistol weapon; Hipshooting; Parry Blow; Specialist Weapon - Close combat weapon; Steady Hand; Strike Mighty Blow; Swift Assault.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/exodite_kinsman.shtml (1 of 2) [25/05/2002 15:05:13] Kinsman Trappings: Dragonmail suit (as mesh armour on all locations); Laspistol; Power sword.

Career Exits: Anchorite; Dragon Knight; Explorer.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/exodite_kinsman.shtml (2 of 2) [25/05/2002 15:05:13] Plain Runner by A. R. Fawcett PLAIN RUNNER

When the Exodites first settled on their worlds the only form of long distance communication possible was by single dragon-mounted messengers or heralds. They proved to be invaluable in elder days as the messages they carried were vitally important for the safe settlement of Exodite tribes. Indigenous life-forms, while sometimes not completely hostile, were not fully understood by the first Exodite settlers and some proved to be dangerous, such as great herds of megadons, enough to level a settlement in minutes, thus the Plain Runners could be sent to warn other tribes of impending danger. Once the Exodite were fully settled the Plain Runners had less work to do but it wasn't until the Exodites spread across their worlds that new threats emerged in the form of Orks and humans. Plain Runners needed to be mustered again so that tribesmen could be mobilised into something approaching a fighting force to counter the threat. Today, the Plain Runners still exist as messengers, where normal forms of communication is impossible, unavailable or difficult to carry out. In real emergencies, Plain Runners can fulfill the role of spies and even as outriders, although this sometimes brings them into friction with the Wild Riders who also have this modus operandi.

The first 'basic' advance scheme is what a new Eldar character will pursue. He must complete this first, together with its associated skills, before he can progress to the 'advanced' career of its type. A new character will also gain the trappings associated with his career with any '%' chance items being rolled for as normal using a D100. These are items that the character might be lucky enough to start with. The GM may rule that the character gains them immediately if he feels that the character really needs them.

Advance Scheme - Plain Runner

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +10 +10 +10 +10

Skills: Animal Care - Reptile; Flee!; Orientation; Ride - Reptile; Secret Signs - Plain Runner; 75% chance of Concealment Rural; 50% chance of Silent Move Rural; 25% chance of Sixth Sense; 25% chance of Trick Riding.

Trappings: Laspistol; Dragonmail vest (as mesh armour); Dragon mount (classed as a Warhorse, WFRP page 239.)

Advance Scheme - Plain Chief

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/exodite_plain_runner.shtml (1 of 2) [25/05/2002 15:05:13] Plain Runner

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +20 +10 +10 +4 +20 +20 +20 +20 +20

Skills: Concealment Rural; Crack Shot; Dodge Blow; Follow Trail; Silent Move Rural; Spot Traps; Trick Riding.

Trappings: Laspistol; Dragonmail vest (as mesh armour); Dragon mount (classed as a Warhorse, WFRP page 239.)

Career Exits: .

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/exodite_plain_runner.shtml (2 of 2) [25/05/2002 15:05:13] Seer by A. R. Fawcett SEER

Seers are much like the seers of craftworlds except that their destructive repertoire is limited in comparison to the fearsome Warlocks. In fact they are closer in kind to the mysterious and powerful Farseers in that they use their psychic powers to see into the future. However, Seers are extremely rare as Exodites are generally suspicious of the very stuff (the warp) that almost consigned the Eldar race to extinction during the Fall and they only tend to be present in the much larger tribes. Seers use a combination of traditional seer runes, most of which have been retained since the Fall, and the more primitive elements of dragon dung and dragon blood to augur the future. They can also read the flight of a dragon for the same purpose or the prints left in the dirt by a herd of animals (not always reptiles). Seers are rumoured to be able to commune with the dead of the World Spirit and only they know its secrets, which even the Exodite King himself does not know.

The first 'basic' advance scheme is what a new Eldar character will pursue. He must complete this first, together with its associated skills, before he can progress to the 'advanced' career of its type. A new character will also gain the trappings associated with his career with any '%' chance items being rolled for as normal using a D100. These are items that the character might be lucky enough to start with. The GM may rule that the character gains them immediately if he feels that the character really needs them.

Advance Scheme - Level 1

M WS BS S T W I Dex Ld Int Cl WP Fel +1 +10 +10 +20 +10 +20 +10

Skills: Astronomy; Daemon Lore; Psychic Sense; 50% chance of Sixth Sense.

Trappings: Hooded robes; Staff; D3 Seer runes.

Advance Scheme - Level 2

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +3 +20 +20 +10 +30 +20 +30 +20

Skills: Divination; Meditation; Psychic Awareness.

Trappings: Hooded robes; Staff; Seer runes.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/exodite_seer.shtml (1 of 5) [25/05/2002 15:05:14] Seer Career Exits: Anchorite; Healer; Wych.

Seer Psionics and using Seer Runes

Eldar are less at risk to the perils of the warp when they use their psychic powers because they use seer runes. Seer runes are made of wraithbone, a psycho-conductive material that allows an Eldar seer to focus warp energy through it. With seer runes and the innate psychic power that Eldar possess they are possibly the most powerful psykers in the 41st millennium.

Eldar Seers can use any psychic powers from the Telemancy and Telepathy lists and they can only use powers that they have seer runes for; one seer rune per power. They can also use several Eldar powers which only Eldar psykers can use (see below). Using a seer rune gives the Seer a +10 bonus to the Psychic test when attempting to use a power.

Learning a Seer Power

This is handled in exactly the same way as for other psykers. However, it can be very difficult indeed for player character Seers to learn any new powers because no non-Seer knows them, or may not even know of their existence. To get round this, a PC Seer could leave his world/Craftworld with a pouch of runes that he can learn the powers from like an arcane grimoire. Awkward GMs can rule that every time a Seer wishes to learn a particular power, such as the more powerful ones for example, he must go to a Exodite world/Craftworld and learn from a Seer there. After all seer runes can only be got from Craftworlds or Exodite worlds - you cannot buy them in the local shop!

If a Seer suffers from Psychic Overload, should he fail a Psychic test, then D6 Will Power points are lost instead of the usual 2D6. These points can be recovered normally at a rate of 1 per hour, as long as the seer uses no more psychic powers. Only the use of the Meditation skill can recover lost Will Power points more quickly. A seer may continue to use psychic powers even through the use of lost Will Power points. However, should a seer reach 10 or less WP then something else has happened too. If this is the case then roll a D100 and consult the following chart.

D100 Result 01-15 The Seer focuses too much raw warp energy into the rune and in doing so causes it to explode with the same effect as a krak grenade. The runic power, including the rune, can never be used again and must be re-learnt. The GM may also rule that something else has happened, such as the appearance of a Daemon...

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16-30 The rune glows with intense warp fire burning the Seer's hand for D3+3 automatic wounds (irrespective of any modifiers), dropping it in the process. There is a 50% chance that the rune will dim so that the Seer will have to re-learn the power. Whatever the case the rune cannot be used for D3 days. 31-50 The rune glows intensely burning the Seer's hand for D3 automatic wounds (irrespective of any modifiers), dropping it in the process. The rune dims and cannot be used for D6 hours. 51-00 The rune glows brightly and burns the Seer's hand for 1 automatic wound (irrespective of any modifiers or armour). The Seer must pass a Toughness test or drop the rune.

Destroyed Seer Runes

Seer runes can only be destroyed by a massive surge of warp energy. Seer runes that have been destroyed this way must be replaced and the runic power has to be re-learnt just as if the power was new. In all but the most rare of cases, a Seer will have to journey back to a Craftworld in order to achieve this, as wraithbone can only be found on those gigantic spaceships.

SEER RUNIC POWERS

A Seer may use the following powers in addition to those from the Telemancy and Telepathy lists. Remember to use any powers at all a Seer must have seer runes.

FATE

Difficulty: -40. Duration: 1 hour.

To see one's own fate is something which any Seer struggles to do and never willingly attempts. This power is the most difficult for a Seer to learn and its tutelage has left many-an Eldar mentally insane as their destiny is revealed to them as a vision or a dream. When a Seer uses this power he reaches into the future to see his destiny, especially when harm might be done to him. Any hit which reduces the Seer's wounds total to less than 2 is instantly ignored; the Seer having already foreseen it. Once such a hit is sustained by the Seer, the power is instantly nullified. Fate lasts for an initial 1 hour and can only be used again once a Seer has gained another Will Power advance. Even after this power has been used a Seer must pass a Cool test or gain D6 insanity points.

FORTUNE

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Difficulty: -10. Duration: D6x10 minutes.

The Seer listens to the voices of the Eldar spirits within the seer rune, who tell him of some of the things that will happen in the future. This allows the Seer to re-roll any failed dice roll once, except for Psychic tests. Only one test may be re-rolled. Once the player has re-rolled a test the power's duration ends immediately, otherwise Fortune ends after D6x10 minutes. Only the casting Seer benefits from Fortune and he cannot foresee future events of his comrades.

SPIRIT BLAST

Difficulty: -20. Duration: Instantaneous.

Seers are not known for their destructive power but when the need arises they can be dangerous foes, especially with this power to call upon. Eldar spirits are released from the seer rune and shriek towards the target. If targeted at a group it will hit D3 individuals. This missile attack automatically hits, as the spirits seek their target, ignoring any physical armour protection, causing a Strength 50 hit. After the attack the spirits are immediately 'sucked' back into the seer rune.

THE WRAITH

Difficulty: -25 Duration: 1 hour.

The Seer literally becomes his spirit self. His spirit stone absorbs his physical being leaving only his essence in the material world. In all respects the Seer becomes a ghost. In this ethereal state the Seer can pass through solid walls, and pass across difficult ground, including water, as if it were not there. The Seer may also become visible or invisible at will.

Whilst in an ethereal state the Seer may make no attacks or use any other psychic powers. The Wraith lasts for 1 hour after which the Seer's spirit stone re-absorbs the Seer's essence thus making him whole again. If a Seer attempts to re-use this ability, after he has already successfully done so, his spirit stone becomes dormant and this has the effect of reducing the Seer's characteristics by -10/-1. Only once 24 hours has passed can he attempt to use this power again.

WRAITH WINGS

Difficulty: -15. Duration: 1 round.

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This allows the Seer to literally fly, albeit for a small period of time over short distances. Once the Seer manages to focus the warp energy into the rune, a ghostly aura resonates around his form (noticeable to anyone with Psychic Sense) giving the Seer the power of flight. Wraith Wings initially lasts for 1 round allowing flight during that period as a hoverer (see page 76 of the WFRP rulebook). After Wraith Wings' power ends the Seer must find somewhere to land immediately. Should the Seer fail to find anywhere to land then he will fall as a controlled descent, i.e. like jumping (see page 75 of the WFRP rulebook). A Seer can continue to fly. However, after each subsequent round a Will Power test must be passed to keep flying with a penalty of -10 for each round. If a Seer attempts to use another psychic power when in flight the power is automatically dispelled. If a Seer is wounded at all during flight then the power is immediately dispelled and he will fall if he fails to pass a Will Power test in order to control the descent.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/exodite_seer.shtml (5 of 5) [25/05/2002 15:05:14] Tribesman by A. R. Fawcett TRIBESMAN

Exodite Tribesmen or Clansmen form the majority of the Eldar on an Exodite world. Tribesman is a term that encompasses a wide variety of careers that cannot be covered here. Needless to say, they are teachers, farmers, artists, dancers, musicians, poets, singers and traders, to name but a few. Tribesmen fulfill a similar role to the Guardians on a craftworld in that they are trained and ready to fight in times of war. Like them they are primarily a defensive force, ready to defend their settlement against direct attack. Some Tribesmen may become great warriors, or Braves, ready to defend their community against rampaging beasts, humans and Orks, or much worse, or they may study the reptiles that inhabit the virgin Exodite worlds and learn how to use them for the good of the clan. Some of the younger, more reckless warriors might decide to leave the world to pursue adventures elsewhere in the galaxy.

The first 'basic' advance scheme is what a new Eldar character will pursue. He must complete this first, together with its associated skills, before he can progress to the 'advanced' career of its type. A new character will also gain the trappings associated with his career with any '%' chance items being rolled for as normal using a D100. These are items that the character might be lucky enough to start with. The GM may rule that the character gains them immediately if he feels that the character really needs them.

Advance Scheme - Tribesman

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +10 +10 +10 +10 +10

Skills: Concealment Rural; Game Hunting; Silent Move Rural; 50% chance of Dodge Blow; 50% chance of Strike Mighty Blow; 25% chance of Acting; 25% chance of Art; 25% chance of Dance; 25% chance of Herb Lore; 25% chance of Identify Plants; 25% chance of Mimic; 25% chance of Musicianship; 25% chance of Sing; 10% chance of Animal Care - Reptiles; 10% chance of Crack Shot; 10% chance of Ride.

Trappings: Laspistol; Dragonmail vest (as mesh armour);

Advance Scheme - Brave

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +30 +10 +10 +4 +20 +10 +20 +20 +20

Skills: Crack Shot; Disarm; Dodge Blow; Hipshooting; Parry Blow; Ride; Specialist Weapon - Close combat; Strike Mighty Blow; Strike to Injure; Strike to Stun.

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Trappings: Laspistol; Dragonmail vest (as mesh armour);

Career Exits: Anchorite; Avenger; Bonesinger; Explorer; Dragon Knight; Dragon Tamer; Healer; Kinlord (Brave only, without having to enter Kinsman first); Mercenary; Plain Runner; Ranger; Seer; Wild Rider.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/exodite_tribesman.shtml (2 of 2) [25/05/2002 15:05:15] Wild Rider by A. R. Fawcett WILD RIDER

Most Exodites maintain close ties with the craftworld of Saim-Hann, as both share the same sense of honour and warrior mentality. The Exodite Wild Riders are based upon the Saim-Hann Wild Riders except that they do not ride jetbikes, but fast moving dragons, much like the Plain Runners. They are skilled riders akin to outriders and scouts who form small, close-knit units usually consisting of friends and relatives. On the field of battle the Wild Riders give support to other units and harass the enemy by using hit and run tactics of which they excel.

For the majority of the year the Wild Riders live in small warbands on their own away from the tribe, as they scout the land on the look out for potential trouble, which can be anything from rampaging herds of animals to humans and Orks and even other Exodite tribes. During their time away from the tribe, not only do Wild Riders learn many new skills but they also gain knowledge of the land for many miles around, vital for any possible ambushes against an enemy. This knowledge is then applied to guiding armies and travellers through perilous land.

The first 'basic' advance scheme is what a new Eldar character will pursue. He must complete this first, together with its associated skills, before he can progress to the 'advanced' career of its type. A new character will also gain the trappings associated with his career with any '%' chance items being rolled for as normal using a D100. These are items that the character might be lucky enough to start with. The GM may rule that the character gains them immediately if he feels that the character really needs them.

Advance Scheme - Wild Rider

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +10 +2 +10 +10

Skills: Animal Care - Reptiles; Concealment Rural; Dodge Blow; Ride; Secret Language - Wild Rider; Secret Signs - Wild Riders; Set Trap; Silent Move Rural; Spot Trap.

Trappings: Laspistol; Dragonmail vest (as mesh armour); Dragon mount (classed as a Warhorse, WFRP page 239.)

Advance Scheme - Wild Rider Chief

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +30 +10 +20 +4 +20 +10 +20 +20 +10

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/exodite_wild_rider.shtml (1 of 2) [25/05/2002 15:05:15] Wild Rider

Skills: Crack Shot; Disarm; Fast Draw - Pistol weapon; Follow Trail; Identify Plants; Orientation; Prepare Poisons (Herbal); Scale Sheer Surface; Steady Hand; Strike Mighty Blow;

Trappings: Laspistol; Dragonmail vest (as mesh armour); Dragon mount (classed as a Warhorse, WFRP page 239.)

Career Exits: Dragon Knight; Dragon Tamer.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/exodite_wild_rider.shtml (2 of 2) [25/05/2002 15:05:15] Acrobat by A. R. Fawcett ACROBAT

Young Harlequins must always have very supple and athletic bodies otherwise not only will they be unable to perform the dances of the Eldar gods to Harlequin standard, which is of the highest quality, but they will also make poor warriors. Being a skilled Acrobat means that a Harlequin can overpower an opponent with style and finesse rather than brute force, using a combination of flips and somersaults to confuse and disorientate before closing in for the kill. Young Eldar who have been brought up in a Harlequin troupe are encouraged to put their own idiosyncrasies into their acrobatics so that each Harlequin will eventually have his own unique style, which he may pass on to another, and vice-versa. Young Harlequin Acrobats find inspiration in the world around them and are often allowed to leave the troupe to experience it.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +1 +10 +10 +2 +10 +20

Skills: Acrobatics**; Contortionist; Fleet Footed; 50% chance of Dodge Blow*; 50% chance of Specialist Weapon - Close combat weapons; 25% chance of Scale Sheer Surface; 10% chance of Very Resilient; 10% chance of Very Strong.

*These skills must be learnt, if a new character fails to gain them straightaway, in order to go on to another Harlequin career.

**This skill must be bought twice.

Trappings: Laspistol; Colourful clothes; Makeup; Mask.

Career Exits: Chorus (only if Dancer, Musician and Singer have been completed first); Dancer; Musician; Singer.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/harlequin_acrobat.shtml [25/05/2002 15:05:15] Dancer by A. R. Fawcett DANCER

To know the dances of the Laughing God, also known as the Great Harlequin or Cegorach, is without doubt very important to a Harlequin. If a young Harlequin cannot perform the dance to perfection then it is deemed that his heart is not wholly with the troupe and as a result such individuals will end their days tailoring costumes or operating the psycho-projectors which shift scenes during performances. It takes many, many years for a Harlequin to learn the parts of the countless mythic heroes in the Eldar dance: Asuryan, Eldanesh, Khaine, Lileath and a thousand more. Throughout their lives they will continue to learn more dances, shaped inevitably by their experience of life, which not only depicts war and death, but love and happiness. Even when in mortal combat a skilled Harlequin dancer performs gracious moves, effectively turning the combat into something of a mockery, much to the annoyance of his opponent. The more opponents that can be killed or incapacitated by grace and style the more the young Harlequin's standing rises in the troupe or masque. Inevitably this leads a young Harlequin to leave the troupe, albeit for brief periods, in order to experience new ways of fighting.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +2 +20 +10

Skills: Dance**; Specialist Weapon - Close combat weapons; 50% chance of Dodge Blow*; 25% chance of Contortionist; 25% chance of Parry Blow; 10% chance of Disarm; 5% chance of Swift Assault.

*These skills must be learnt, if a new character fails to gain them straightaway, in order to go on to another Harlequin career.

**This skill must be bought twice.

Trappings: Laspistol; Sword; Colourful clothes; Makeup; Mask.

Career Exits: Acrobat; Chorus (only if Acrobat, Musician and Singer have been completed first); Musician; Singer.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/harlequin_dancer.shtml [25/05/2002 15:05:16] Musician by A. R. Fawcett MUSICIAN

Music is just as important in The Dance as the actual dancing itself for it provides the mood and ambiance necessary for the audience to appreciate the Eldar mythic cycle: the brooding melody of Khaine, the upbeat excitement that is Slaanesh, the serenity that is Lileath the Goddess of Fortune and Dreams, and the triumphant tones that are Asuryan the Phoenix King and the Great Harlequin to name but a few. A young Harlequin musician must learn all of these if he is to participate in The Dance and he must be good otherwise the performance can suffer. The slightest tune out of note would probably mean nothing to a watching audience of Humans but to keen Eldar ears they are as clear as crystal and has a potential to offend. A young Harlequin Musician will often leave the troupe for a period in order to sample the 'music' of the galaxy, so that he may come back and impress his peers by playing the music of his adventures.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +1 +20 +10 +10 +10 +10

Skills: Musicianship**; 35% chance of Acute Hearing; 35% chance of Daemon Lore*; 20% chance of Sing.

*These skills must be learnt, if a new character fails to gain them straightaway, in order to go on to another Harlequin career.

**This skill must be bought twice.

Trappings: Laspistol; Colourful clothes; Makeup; Mask; Splinterpipe (Eldar musical instrument).

Career Exits: Acrobat; Chorus (only if Acrobat, Dancer and Singer have been completed first); Dancer; Singer.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/harlequin_musician.shtml [25/05/2002 15:05:16] Singer by A. R. Fawcett SINGER

In a masque, Harlequin Singers often accompany the musicians in their rendition of The Dance. They rarely sing solo as they usually form a small choir of their own. Typically, the Harlequin Singers portray the Eldar race and the Harlequin Musicians portray the mysteries of the warp as well as the gods. Even though they have equal roles in the masque there is an underlying feeling that the musicians have seniority, which is in truth completely false. Harlequin Singers do not often leave the troupe but some, more adventurous souls, request that they be given a short period away from the troupe so that they may sample the emotions of adventure.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +1 +10 +10 +10 +10 +20

Skills: Acting; Sing**; 25% chance of Daemon Lore; 15% chance of Public Speaking.

*These skills must be learnt, if a new character fails to gain them straightaway, in order to go on to another Harlequin career.

**This skill must be bought twice.

Trappings: Laspistol; Colourful clothes; Makeup; Mask.

Career Exits: Acrobat; Chorus (only if Acrobat, Dancer and Musician have been completed first); Dancer; Musician.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/harlequin_singer.shtml [25/05/2002 15:05:16] Chorus by A. R. Fawcett CHORUS

Choruses or Troupers (rillietann) are fully-fledged Harlequins. They are superb dancers and performers as well as highly skilled fighters. The Choruses have a major role in The Dance. Where the lesser souls of the troupe, acrobats, dancers, musicians and singers, are more or less in the background, the Choruses are at the forefront of the performance for all the audience to see; their holo-suits (dathedi), or visual disruption fields, also known as a domino shield and jigsaw shield, giving them the appearance of otherworldly creatures as they effortlessly perform.

In battle the Choruses form the backbone of the fighting masque. Their astonishing speed and agility is enough for them to overpower enemies many times their number, especially when given support by the fearsome Warlocks as they blast the enemy with their eldritch powers. In combat they favour getting in as close as possible, with pistol and sword, because to them the art of war is akin to a dance.

Once a Harlequin has gone through the tutelage of being an Acrobat, Dancer, Musician and Singer, only then is he or she allowed to enter the ranks of the Chorus.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +1 +30 +20 +10 +10 +4 +30 +20 +20 +10 +20 +20 +10

Skills: Crack Shot; Disarm; Fast Draw - Hand weapon; Parry Blow; Repair Jammed Weapon; Specialist Weapon - Harlequin's Kiss, Shuriken weapons; Strike to Injure; Strike to Stun; Swift Assault.

Trappings: Laspistol or Shuriken pistol; Close combat weapon: typically sword, chainsword, power sword or power axe; Colourful clothes; Harlequin Mask; Refractor field; Holo-suit.

Career Exits: Mime; Storyteller; Troubadour; Warlock.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/harlequin_chorus.shtml [25/05/2002 15:05:17] Mime by A. R. Fawcett MIME

The Mimes (distaur) play the mystical and daemonic roles in a performance. Unlike the rest of the masque they only use movement and gesture, hence their name. Their performances are always eerily silent as they take on the roles of the daemonic entities that have long played a large part in Eldar myth. Even when they are not performing, Mimes seldom speak in day-to-day life and always communicate amongst themselves using a system of sign language or hand-signals called lambruith. All the Mimes come under the command of the Master Mine (athistaur). This character frequently plays the part of powerful warp entities when performing in The Dance. The Master Mime never speaks and always uses lambruith to communicate with other Harlequins.

In the field, infiltration and assassination is the Mime's forte as well as undermining enemy morale. It is customary for an advance party of Mimes to announce their arrival on a craftworld or other planet ahead of the main troupe. Often it is the case that they appear seemingly out of nowhere with no-one knowing where they have come from or how they arrived. Mimes are ferocious fighters as their role dictates that they must become the daemons they represent when at close quarters with the enemy.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +1 +40 +30 +20 +20 +6 +40 +30 +20 +20 +30 +20

Skills: Concealment Rural; Concealment Urban; Disguise; Fast Draw - Pistol weapon; Furious Assault; Hipshooting; Mime; Read/Write - Imperial; Scale Sheer Surface; Secret Signs - Mime (Lambruith); Silent Move Rural; Silent Move Urban; Steady Hand; Street Fighter; Strike Mighty Blow.

Trappings: Laspistol or Shuriken pistol; Chainsword, Power sword or Power axe; Colourful clothes; Harlequin Mask; Refractor field; Holo-suit.

Career Exits: Storyteller; Troubadour; Warlock.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/harlequin_mime.shtml [25/05/2002 15:05:17] file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/harlequin_storyteller.shtml by A. R. Fawcett STORYTELLER

The Harlequin Storyteller is usually one of the oldest members of a troupe, if not that, he or she is often one of the most experienced. The Storyteller, and there can be more than one in a troupe, is the one who controls the psycho-projection unit during a performance so that the scenes can shift from one to the next. He or she will also give a narration as and when it is necessary so that the audience can follow what is going on. A narration or commentary can be anything from a brief treatise on a famous Eldar character to a long story about the Eldar gods. All of this requires the Storyteller to be very knowledgeable about the galaxy so that by the time a Harlequin assumes the position he must be well-travelled and wise.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +20 +20 +30 +40 +30 +30 +30

Skills: Alien Knowledge; Astronomy; Charm; Custom Knowledge; Daemon Lore; History; Identify Life- form; Public Speaking; Read/Write - Imperial; Psychic Sense; Story Telling.

Trappings: Laspistol; Sword; Colourful clothes; Harlequin Mask; Refractor field; Holo-suit.

Career Exits: Troubadour; Warlock.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/harlequin_storyteller.shtml [25/05/2002 15:05:17] Troubadour by A. R. Fawcett TROUBADOUR

The Troubadour is a musician of great genius and is allotted the task of leading the musical elements of a performance as well as teaching the young of the troupe what it is to be a Harlequin. Naturally this position also involves tutoring the younger Harlequin musicians and singers and getting rid of those whom he or she deems to be lacking in certain areas. The Troubadour is a perfectionist in both music and in battle.

In battle, the Troubadour leads small troupes of young, inexperienced Harlequins, such as the Acrobats, Dancers, Musicians and Singers. It isn't common, but it has been known for a Troubadour to leave the masque for certain periods of the year only to return unannounced and unlooked for. For what reasons a Troubadour leaves one can only guess. Some say that they look for the Solitaires, the lone wandering Harlequins, or that they have other duties unknown even to the Great Harlequin.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +20 +10 +10 +6 +30 +20 +30 +30 +30 +20 +30

Skills: Daemon Lore; Disarm; Dodge Blow; Fast Draw - Hand weapon; Hipshooting; Medic; Public Speaking; Repair Jammed Weapon; Specialist Weapon - Close combat weapon, Shuriken weapons; Strike Mighty Blow; Strike to Injure; Strike to Stun; Swift Assault.

Trappings: Laspistol; Power axe; Colourful clothes; Harlequin Mask; Refractor field; Holo-suit.

Career Exits: Mime; Storyteller; Warlock.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/harlequin_troubadour.shtml [25/05/2002 15:05:18] Warlock by A. R. Fawcett WARLOCK

In performance, the Warlock takes on the role of the Wizard and adds to the performance by using his psychic powers and the release of programmed hallucinogens from the creidann mini grenade launcher strapped to his back. In battle this is used as a conventional grenade launcher laying down a pattern of grenade fire to cover the Harlequin advance into close combat. Blind, hallucinogen, scare, and smoke are particularly favoured.

Warlocks, unlike most Harlequins in a masque, favour wearing a very plain mask, one that doesn't feature a face design at all. This makes them all the more mysterious and sinister. Upon entering this career a Harlequin character becomes a level 1 Warlock. To progress to level 2 he must first complete the level 1 advance scheme taking all available skills.

Advance Scheme - Level 1

M WS BS S T W I Dex Ld Int Cl WP Fel +1 +20 +20 +3 +20 +20 +20 +20 +20 +20

Skills: Daemon Lore; Psychic Sense; Specialist Weapon - Close combat weapon, Grenades, Pack Grenade Launcher.

Advance Scheme - Level 2

M WS BS S T W I Dex Ld Int Cl WP Fel +1 +30 +30 +10 +10 +6 +30 +30 +30 +30 +30 +30 +10

Skills: Alien Knowledge; Meditation; Psychic Awareness.

Trappings: Laspistol; Power axe or Power sword or Power fist; Colourful clothes; Harlequin Mask; Conversion field; Holo-suit.; mini grenade launcher.

Career Exits: Warlock of next level up.

Warlock Psionics and using Seer Runes

Eldar are less at risk to the perils of the warp when they use their psychic powers because they use seer runes. Seer runes are made of wraithbone, a psycho-conductive material that allows an Eldar seer to

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/harlequin_warlock.shtml (1 of 4) [25/05/2002 15:05:18] Warlock focus warp energy through it. With seer runes and the innate psychic power that Eldar possess they are possibly the most powerful psykers in the 41st millennium.

Eldar Seers can use any psychic powers from the Daemonancy and Pyromancy lists and they can only use powers that they have seer runes for; one seer rune per power. They can also use several Eldar powers which only Eldar psykers can use (see below). Using a seer rune gives the Seer a +10 bonus to the Psychic test when attempting to use a power.

Learning a Seer Power

This is handled in exactly the same way as for other psykers. However, it can be very difficult indeed for player character Seers to learn any new powers because no non-Seer knows them, or may not even know of their existence. To get round this, a PC Seer could leave his world/Craftworld with a pouch of runes that he can learn the powers from like an arcane grimoire. Awkward GMs can rule that every time a Seer wishes to learn a particular power, such as the more powerful ones for example, he must go to a Exodite world/Craftworld and learn from a Seer there. After all seer runes can only be got from Craftworlds or Exodite worlds - you cannot buy them in the local shop!

If a Seer suffers from Psychic Overload, should he fail a Psychic test, then D6 Will Power points are lost instead of the usual 2D6. These points can be recovered normally at a rate of 1 per hour, as long as the seer uses no more psychic powers. Only the use of the Meditation skill can recover lost Will Power points more quickly. A seer may continue to use psychic powers even through the use of lost Will Power points. However, should a seer reach 10 or less WP then something else has happened too. If this is the case then roll a D100 and consult the following chart.

D100 Result 01-15 The Seer focuses too much raw warp energy into the rune and in doing so causes it to explode with the same effect as a krak grenade. The runic power, including the rune, can never be used again and must be re-learnt. The GM may also rule that something else has happened, such as the appearance of a Daemon... 16-30 The rune glows with intense warp fire burning the Seer's hand for D3+3 automatic wounds (irrespective of any modifiers), dropping it in the process. There is a 50% chance that the rune will dim so that the Seer will have to re-learn the power. Whatever the case the rune cannot be used for D3 days. 31-50 The rune glows intensely burning the Seer's hand for D3 automatic wounds (irrespective of any modifiers), dropping it in the process. The rune dims and cannot be used for D6 hours.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/harlequin_warlock.shtml (2 of 4) [25/05/2002 15:05:18] Warlock

51-00 The rune glows brightly and burns the Seer's hand for 1 automatic wound (irrespective of any modifiers or armour). The Seer must pass a Toughness test or drop the rune.

Destroyed Seer Runes

Seer runes can only be destroyed by a massive surge of warp energy. Seer runes that have been destroyed this way must be replaced and the runic power has to be re-learnt just as if the power was new. In all but the most rare of cases, a Seer will have to journey back to a Craftworld in order to achieve this, as wraithbone can only be found on those gigantic spaceships.

WARLOCK RUNIC POWERS

A Warlock may use the following powers in addition to those from the Daemonancy and Pyromancy lists. Remember to use any powers at all a Warlock must have seer runes.

DESTRUCTOR

Difficulty: -25 Duration: Instantaneous.

The Warlock unleashes a devastating surge of psychic power at his enemies within line of sight. The Destructor automatically hits at Strength 60 ignoring all armour protections. If targeted against a group the psychic power will strike D6 creatures. If targeted against warp entities, such as Daemons for example, then damage is increased to Strength 70. If targeted against psykers, including Daemons with psychic powers, then they must pass a Will Power test to avoid being unable to use any psychic powers for D6 rounds.

ELDRITCH STORM

Difficulty: -15 Duration: See below

The Warlock conjures a storm of psychic energy with a diameter of 6 metres, which may be moved anywhere by the caster. The Eldritch Storm can move over creatures, and is not slowed by difficult terrain. The Eldritch Storm causes no damage during the round it is created. During following rounds it can be moved 2D6 metres in any direction the Warlock desires and any creature caught within its area will be attacked. The Eldritch Storm causes a single Strength 40 hit to the body on every creature within it, ignoring any physical protections.

The Eldritch Storm lasts for an initial 1 hour, but if the Warlock is wounded, or moves during this time

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/harlequin_warlock.shtml (3 of 4) [25/05/2002 15:05:18] Warlock then it is instantly nullified.

EXECUTIONER

Difficulty: -10 Duration: See below

The very powerful psychic attack allows the Warlock to do battle in hand-to-hand combat against any character within range. The Eldar's spirit suddenly materialises next to the desired target to attack and counts as charging. This is enough to cause fear. The combat is fought exactly as if the real Eldar character is fighting, including weapons and armour. Although the Eldar cannot be wounded in this combat if he loses a combat round, i.e. he suffers more wounds than his opponent or suffers a 'fatal' result, then Executioner is instantly nullified.

Executioner initially lasts for the first combat round. If the Eldar wishes to continue he must pass a Will Power test. If this test is failed then Executioner is instantly nullified.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/harlequin_warlock.shtml (4 of 4) [25/05/2002 15:05:18] Artefact Hunter by A. R. Fawcett ARTEFACT HUNTER

Artefact Hunters are Eldar Outcasts who seek lost artefacts of millennia past, both Eldarin and alien. Their burning desire for ancient artefacts leads them to faraway places and some even venture into the Eye of Terror where they hope to uncover the arcane artifices of the pre-Fall Eldar civilisation - unsurprisingly those who venture into the Eye of Terror seldom return and those few who do can never hope to return to their craftworld. But it is not only Eldar artefacts these treasure hunters are interested in. They know of many rare alien species that haunt the galaxy, the mysterious Tau and Kroot, Xenarchs, Jokaeros, and the Necrons in particular, and hope to reap the artifices produced by these races. Indeed, some Artefact Hunters regard Eldar technology with something verging on contempt, their glory years have long since past, and they wish to discover as many new and powerful weapons as they can. Their travels can even lead them to the ruins of human civilisations in the hope of finding artefacts from the Dark Age of Technology.

An Outcast career has two advance schemes. The first 'basic' advance scheme is what a new Eldar Outcast character will pursue. He must complete this first, together with its associated skills, before he can progress to the 'advanced' career of its type. A new Outcast character will also gain the trappings associated with his career with any '%' chance items being rolled for as normal using a D100. These are items that the character might be lucky enough to start with. The GM may rule that the character gains them immediately if he feels that the character really needs them.

Advance Scheme - Basic

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +20 +10 +20 +20 +10

Skills: Read/Write - Imperial; Specialist Weapon - Shuriken catapults; Spot Trap; 50% chance of Alien Knowledge; 25% chance of Cartography; 25% chance of Evaluate.

Trappings: Shuriken pistol; Lasgun; Full Mesh armour suit.

Advance Scheme - Advanced

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +20 +10 +10 +4 +30 +20 +30 +30 +10

Skills: Alien Knowledge; Cartography; Cryptography; Custom Knowledge; Economics; Evaluate;

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/outcast_artefact_hunter.shtml (1 of 2) [25/05/2002 15:05:19] Artefact Hunter Follow Trail; Identify Life-form; Orientation; Psychic Sense; Repair Jammed Weapon; Rune Knowledge; Set Trap; Specialist Weapon - Alien weapons, Close combat weapons, Plasma weapons.

Trappings: Shuriken catapult; Laspistol; Full Mesh armour suit; 35% chance of Alien weapon.

Career Exits: Explorer; Mercenary; Trader.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/outcast_artefact_hunter.shtml (2 of 2) [25/05/2002 15:05:19] Assassin by A. R. Fawcett ASSASSIN

Eldar Assassins are very much akin to the Rangers in that they can often be found working for a craftworld. They specialise in the covert assassination of a target be they Eldar, human, or mutant. Their particular skills can only be learnt on the Path of the Outcast where they are free to experiment with all kinds of techniques, many of which are forbidden for any normal Eldar to learn. They very much revere Khaine in his assassin aspect and because of this some Assassins have fallen down the road of wanton slaughter and such individuals are seldom ever heard of again. They are not often tasked with the sanction of an Eldar, more likely they are sent on missions to kill Imperials.

All Eldar Assassins are dangerous individuals and have a potential for violence. Only the most headstrong can leave this road and return to his craftworld but even then he is viewed with suspicion, as indeed are all returning Outcasts. Their minds are seen as dangerously close to those Eldar before the Fall. Assassins who have successfully been absorbed back into Eldar society choose to pursue the Path of the Warrior, for their need for violence is like a drug that they must taken regularly or else madness take them.

An Outcast career has two advance schemes. The first 'basic' advance scheme is what a new Eldar Outcast character will pursue. He must complete this first, together with its associated skills, before he can progress to the 'advanced' career of its type. A new Outcast character will also gain the trappings associated with his career with any '%' chance items being rolled for as normal using a D100. These are items that the character might be lucky enough to start with. The GM may rule that the character gains them immediately if he feels that the character really needs them.

Advance Scheme - Basic

M WS BS S T W I Dex Ld Int Cl WP Fel +1 +20 +20 +10 +2 +20 +20 +10

Skills: Disarm; Dodge Blow; Repair Jammed Weapon; Specialist Weapon - Close combat weapons; Strike Mighty Blow; Strike to Injure; Strike to Stun; 25% chance of Fast Draw - Hand weapon; 25% chance of Fast Draw - Pistol.

Trappings: Full suit of Mesh armour; Lasgun; Laspistol.

Advance Scheme - Advanced

M WS BS S T W I Dex Ld Int Cl WP Fel

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/outcast_assassin.shtml (1 of 2) [25/05/2002 15:05:19] Assassin

+1 +40 +30 +10 +10 +5 +30 +30 +20

Skills: Crack Shot; Disguise; Fast Draw - Hand weapon; Fast Draw - Pistol; Furious Assault; Hipshooting; Parry Blow; Scale Sheer Surface; Steady Hand; Swift Assault.

Trappings: Full suit of Mesh armour; Lasgun; Laspistol; Power sword .

Career Exits: Avenger; Corsair; Hunter; Mercenary.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/outcast_assassin.shtml (2 of 2) [25/05/2002 15:05:19] file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/outcast_avenger.shtml by A. R. Fawcett AVENGER

Avengers embody the aspect of an Eldar as the righter of wrongs. How an Eldar came to take on this perplexing calling none will say. They may have committed a crime on their Craftworld or they may have failed appallingly at something. Whatever the case they are unrelenting and pursue criminals, whoever they are, across the galaxy until they are brought to justice.

Avengers are particularly skilled at disguise and walk unseen through human society, leaving barely any trace as they go about their work. Imperial Arbitrators might receive an anonymous tip-off and find a group of notorious criminals all tied up not knowing who or what was responsible.

An Outcast career has two advance schemes. The first 'basic' advance scheme is what a new Eldar Outcast character will pursue. He must complete this first, together with its associated skills, before he can progress to the 'advanced' career of its type. A new Outcast character will also gain the trappings associated with his career with any '%' chance items being rolled for as normal using a D100. These are items that the character might be lucky enough to start with. The GM may rule that the character gains them immediately if he feels that the character really needs them.

Advance Scheme - Basic

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +20 +2 +20 +10 +10 +20 +10

Skills: Concealment Rural; Concealment Urban; Dodge Blow; Follow Trail; Repair Jammed Weapon; Shadowing; Silent Move Rural; Silent Move Urban; 50% chance of Specialist Weapon - Shuriken catapults; 25% chance of Strike to Stun; 10% chance of Sixth Sense.

Trappings: Full suit of Mesh armour; Lasgun or 25% chance of Shuriken Catapult (only if skill is gained); Laspistol.

Advance Scheme - Advanced

M WS BS S T W I Dex Ld Int Cl WP Fel +30 +30 +10 +10 +4 +30 +20 +20 +10 +30 +10 +20

Skills: Crack Shot; Disarm; Disguise; Fast Draw - Pistol; Specialist Weapon - Close combat weapons,

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/outcast_avenger.shtml (1 of 2) [25/05/2002 15:05:20] file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/outcast_avenger.shtml Shuriken catapults; Steady Hand; Strike Mighty Blow; Strike to Stun.

Trappings: Full suit of Mesh armour; Shuriken catapult; Laspistol.

Career Exits: Assassin; Hunter; Mercenary; Ranger; Reaver.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/outcast_avenger.shtml (2 of 2) [25/05/2002 15:05:20] Corsair by A. R. Fawcett CORSAIR

The wildest of all spacefaring Eldar become pirates or corsairs. Under the guise of merchants they continue to trade and visit their Craftworld or the Exodite worlds whilst plundering the ships of humans, Orks and even other Eldar. They even sometimes hire out their services to alien races. The distinction between Eldar exploration fleets and pirates is not always a clear one as many voyages of exploration soon turn into military ventures. As home and the Eldar path become increasingly remote, the naturally wild and amoral character of the Eldar re-surfaces. Eldar pirates are quick tempered and unpredictable, equally inclined to magnanimity and wanton slaughter.

An Eldar corsair is always decorated with fine jewels and bejewelled power swords. His hair is often dyed with many colours and tied in ponytails inset with golden beads and the like. Likewise a corsair's armour, of any type, is similarly adorned with shining jewels and diamonds. The corsair has a particular like for engaging the enemy at close quarters and enjoys the excitement that close combat brings.

An Outcast career has two advance schemes. The first 'basic' advance scheme is what a new Eldar Outcast character will pursue. He must complete this first, together with its associated skills, before he can progress to the 'advanced' career of its type. A new Outcast character will also gain the trappings associated with his career with any '%' chance items being rolled for as normal using a D100. These are items that the character might be lucky enough to start with. The GM may rule that the character gains them immediately if he feels that the character really needs them.

Advance Scheme - Basic

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +10 +10 +3 +20 +10 +10 +10

Skills: Disarm; Dodge Blow; Repair Jammed Weapon; Specialist Weapon - Close combat weapons; Strike Mighty Blow; Strike to Injure; Strike to Stun; 25% chance of Fast Draw - Hand weapon; 25% chance of Fast Draw - Pistol; 25% chance of Specialist Weapon - Shuriken catapults.

Trappings: Full suit of Mesh armour; Lasgun; Laspistol; 15% chance of power sword.

Advance Scheme - Advanced

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/outcast_corsair.shtml (1 of 2) [25/05/2002 15:05:20] Corsair

M WS BS S T W I Dex Ld Int Cl WP Fel +30 +20 +20 +10 +6 +30 +20 +20 +10

Skills: Fast Draw - Hand weapon; Fast Draw - Pistol; Furious Assault; Parry Blow; Steady Hand; Swift Assault.

Trappings: Full suit of Mesh armour; Lasgun; Laspistol; Power sword.

Career Exits: Explorer; Mercenary; Reaver; Trader.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/outcast_corsair.shtml (2 of 2) [25/05/2002 15:05:20] Explorer by A. R. Fawcett EXPLORER

Some Eldar yearn for the undiscovered vistas of open space. They join exploration fleets and disappear into the untrammelled warp- space tunnels of the Webway. Most do not return, though a few come home laden with alien treasures and tales of new worlds, fabulous discoveries, and courageous battles at the edges of the galaxy. It is not unknown for humans to come into contact with these great adventurers.

Eldar who choose to become Explorers wish to traverse the galaxy for knowledge rather than for wealth and excitement as the Corsairs do. They can enter places that are seemingly impossible to enter and will frequently flout danger to get where they want to go. This is all too necessary as Eldar Explorers are always on the look out for lost civilisations of their own culture; from lost webways to wraith cores; nothing seems to be beyond their curiosity. However, the want for constant exploration can sometimes become tedious, and the other side of the complex Eldar psyche endeavors to take control, as some Explorers become hedonistic Corsairs.

An Outcast career has two advance schemes. The first 'basic' advance scheme is what a new Eldar Outcast character will pursue. He must complete this first, together with its associated skills, before he can progress to the 'advanced' career of its type. A new Outcast character will also gain the trappings associated with his career with any '%' chance items being rolled for as normal using a D100. These are items that the character might be lucky enough to start with. The GM may rule that the character gains them immediately if he feels that the character really needs them.

Advance Scheme - Basic

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +10 +20 +20 +20 +20 +10

Skills: Astronomy; Cartography; 75% chance of Economics; 75% chance of Sociology; 50% chance of Alien Knowledge; 15% chance of Identify Life-form.

Trappings: Full suit of Mesh armour; Lasgun; Laspistol.

Advance Scheme - Advanced

M WS BS S T W I Dex Ld Int Cl WP Fel

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/outcast_explorer.shtml (1 of 2) [25/05/2002 15:05:20] Explorer

+20 +20 +10 +4 +20 +30 +30 +30 +30 +20

Skills: Alien Knowledge; Custom Knowledge; Economics; Evaluate; Follow Trail; Identify Life-form; Sociology; Specialist Weapon - Close combat weapons.

Trappings: Full suit of Mesh armour; Lasgun; Laspistol.

Career Exits: Artefact Hunter; Corsair; Reaver; Trader.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/outcast_explorer.shtml (2 of 2) [25/05/2002 15:05:20] Haemonoculus by A. R. Fawcett HAEMONOCULUS

The Outcasts known as the Haemonoculi are Eldar who experiment with organic matter, notably bodies. At first the fascination is healthy, but over time the Eldar begins to degenerate as his mind is filled with the need to experiment on living subjects, preferrably other Eldar, but any humanoid creature will do. In these experiments the Haemonoculus studies a creature's pain centres, testing pain resistance (among other things.) Some Haemonoculi can degenerate to such depths that they can never change, being only motivated by the pursuit of pain and discovering new ways to torture. Any creatures they find are brutally tortured as the Haemonoculus works his 'art'; agony becomes his masterpiece and he will even inflict pain on himself.

The Haemonoculi are not welcome on craftworlds or the Exodite worlds. Their minds have become tainted and are potentially dangerous to those around them. However, they are welcomed by the kabals of the Dark Eldar, but even then they are outcasts, separate from the Dark Eldar clans. The Dark Eldar enjoy inflicting pain and despair and they see an accomplished Haemonoculus as a boon. Among the Dark Eldar they are free to do as they wish. They are given many new fresh victims everyday and from their diabolical experiments they produce creatures as twisted as the agonies they were put through.

An Outcast career has two advance schemes. The first 'basic' advance scheme is what a new Eldar Outcast character will pursue. He must complete this first, together with its associated skills, before he can progress to the 'advanced' career of its type. A new Outcast character will also gain the trappings associated with his career with any '%' chance items being rolled for as normal using a D100. These are items that the character might be lucky enough to start with. The GM may rule that the character gains them immediately if he feels that the character really needs them.

Advance Scheme - Basic

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +10 +10 +4 +10 +20 +20 +20 +20

Skills: Chemistry; First Aid; Identify Plants; Medic; 10% chance of Alien Knowledge; 10% chance of Identify Life-form.

Trappings: Laspistol.

Advance Scheme - Advanced

M WS BS S T W I Dex Ld Int Cl WP Fel

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/outcast_haemonoculus.shtml (1 of 2) [25/05/2002 15:05:21] Haemonoculus

+10 +10 +20 +20 +6 +20 +30 +30 +30 +30

Skills: Alien Knowledge; Identify Life-form; Immunity to Disease; Immunity to Poison; Manufacture Drugs; Prepare Poisons; Specialist Weapon - Close combat weapons; Surgery; Torture.

Trappings: Laspistol.

Career Exits: Incubus.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/outcast_haemonoculus.shtml (2 of 2) [25/05/2002 15:05:21] Hunter by A. R. Fawcett HUNTER

Outcasts that heed the call of Kurnous, the Eldar God of the Hunt, trawl the worlds of the galaxy looking for game. These are the Eldar Hunters. They seek anything from rare species, such as the deadly Catachan Devil or Cthellean Cudbear, to dangerous aliens, such as Genestealers or Tyranids, for their trophy collection. A Hunter proudly displays the bones and hides of those he has killed and even the remains of Eldar or Humans are sometimes worn in a gruesome garland should a Hunter be so driven in his desire for game. Everywhere and anywhere eventually becomes the Hunter's domain, even a hive world or an isolated Imperial outpost. There is only so long that an Eldar Hunter will continue to be exhilarated by hunting the natural fauna of the galaxy. Soon only so-called intelligent species will do.

An Outcast career has two advance schemes. The first 'basic' advance scheme is what a new Eldar Outcast character will pursue. He must complete this first, together with its associated skills, before he can progress to the 'advanced' career of its type. A new Outcast character will also gain the trappings associated with his career with any '%' chance items being rolled for as normal using a D100. These are items that the character might be lucky enough to start with. The GM may rule that the character gains them immediately if he feels that the character really needs them.

Advance Scheme - Basic

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +20 +10 +2 +20 +20

Skills: Concealment Rural; Follow Trail; Game Hunting; Identify Life-form; Orientation; Repair Jammed Weapon; Set Trap; Silent Move Rural; Spot Trap.

Trappings: Full suit of Mesh armour; Lasgun; Laspistol.

Advance Scheme - Advanced

M WS BS S T W I Dex Ld Int Cl WP Fel +30 +30 +10 +20 +5 +30 +30

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/outcast_hunter.shtml (1 of 2) [25/05/2002 15:05:21] Hunter

Skills: Alien Knowledge; Concealment Urban; Crack Shot; Silent Move Urban; Specialist Weapon - Close combat weapons; Steady Hand.

Trappings: Full suit of Mesh armour; Lasgun; Laspistol.

Career Exits: Avenger; Corsair; Ranger; Reaver.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/outcast_hunter.shtml (2 of 2) [25/05/2002 15:05:21] Incubus by A. R. Fawcett INCUBUS

The Incubi (sing: Incubus) are Eldar hedonists and as such they may not even be Outcasts but exiles, for the hedonists were responsible for the Fall resulting in the birth of the Chaos God Slaanesh. In the beginning an individual might be drawn into consuming generous amounts of food and drink, perhaps because of a bereavement, and then, if he is weak minded and drawn to temptation, he progresses to other vices. Such uncontrollable urges, which the Eldar Paths strive to keep them off, brings the Eldar down to the lowest depths of debauchery if not stopped quickly. Incubi exiles seldom return to Eldar society. Some have the presence of mind to turn to the Path of the Outcast, perhaps becoming a Reaver or Corsair, but many do not and fall even further into depravity by seeking the Dark Eldar with whom they are free to explore all their darkest desires.

All Incubi are quite apart from other Eldar in that they are very much in tune with their emotions. It is known that Eldar can feel both joyous rapture and sadness to far higher degrees than men and this is certainly the case for the Incubi. They use them to their advantage in many situations if it means they can explore them and some use their powers of seduction to entrap a weak soul.

An Outcast career has two advance schemes. The first 'basic' advance scheme is what a new Eldar Outcast character will pursue. He must complete this first, together with its associated skills, before he can progress to the 'advanced' career of its type. A new Outcast character will also gain the trappings associated with his career with any '%' chance items being rolled for as normal using a D100. These are items that the character might be lucky enough to start with. The GM may rule that the character gains them immediately if he feels that the character really needs them.

Advance Scheme - Basic

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +10 +10 +10 +20

Skills: Charm; Consume Alcohol; Dance; Musicianship; Seduction; Sing; 25% chance of Blather; 10% chance of Acrobatics; 10% chance of Contortionist; 10% chance of Fire Eating; 10% chance of Hypnotise; 10% chance of Juggle.

Trappings: Lasgun.

Advance Scheme - Advanced

M WS BS S T W I Dex Ld Int Cl WP Fel

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/outcast_incubus.shtml (1 of 2) [25/05/2002 15:05:22] Incubus

+20 +20 +10 +4 +20 +20 +20 +30

Skills: Furious Assault; Jest; Specialist Weapon - Close combat weapons; Strike Mighty Blow; Torture; Wit.

Trappings: Lasgun.

Career Exits: Haemonoculus; Reaver; Wych.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/outcast_incubus.shtml (2 of 2) [25/05/2002 15:05:22] Mercenary by A. R. Fawcett MERCENARY

Some Guardians find it difficult to get back to normal life after war, the exhilaration of combat is still in their mouth and as such some become mercenaries. Bands of Eldar mercenaries hire themselves out to whichever craftworld, Exodite world or colony world requires their services. They prove to be very useful warriors because they are often battle-hardened veterans and come with their own equipment and their own particular brand of fighting, which doesn't always adhere them to the more civilised Eldar castes. Some Eldar mercenaries do not limit their work to Eldar. Humans pay just as well even though payment isn't sometimes what they expected.

An Outcast career has two advance schemes. The first 'basic' advance scheme is what a new Eldar Outcast character will pursue. He must complete this first, together with its associated skills, before he can progress to the 'advanced' career of its type. A new Outcast character will also gain the trappings associated with his career with any '%' chance items being rolled for as normal using a D100. These are items that the character might be lucky enough to start with. The GM may rule that the character gains them immediately if he feels that the character really needs them.

Advance Scheme - Basic

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +20 +10 +3 +20 +20 +20

Skills: Dodge Blow; Repair Jammed Weapon; Specialist Weapon - Shuriken catapults; Strike Mighty Blow; Strike to Stun.

Trappings: Full suit of Mesh armour; Lasgun or 25% chance of Shuriken catapult; Laspistol.

Advance Scheme - Advanced

M WS BS S T W I Dex Ld Int Cl WP Fel +30 +30 +20 +10 +6 +30 +30 +30 +10 +10

Skills: Crack Shot; Disarm; Fast Draw - Pistol; Hipshooting; Parry Blow; Specialist Weapon - Close combat weapons; Swift Assault.

Trappings: Full suit of Mesh armour; Shuriken catapult; Laspistol; Power sword.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/outcast_mercenary.shtml (1 of 2) [25/05/2002 15:05:22] Mercenary Career Exits: Assassin; Ranger; Reaver.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/outcast_mercenary.shtml (2 of 2) [25/05/2002 15:05:22] Ranger by A. R. Fawcett RANGER

Eldar who choose to become Rangers abandon their Craftworlds and travel around the Universe. They may not return to their Craftworld for years, and many do not return at all. Their instincts drive them to a life of exploration and danger, seeking out civilisation on other worlds, sometimes merging into other societies in order to combat the hidden forces of Chaos. Some Rangers live by trading alien artifacts, searching for fresh treasures to bring back to their world. Others act as assassins killing troublesome Ork warlords or Cult leaders, to protect civilisation. Some also become spies and agents in order to keep prying eyes away from their Craftworlds.

Eldar Rangers favour shooting enemies from afar where their talents are better used. They are amongst the best shots in the galaxy and even the Craftworld Eldar hosts may call upon them to fight in a battle where they will often be used to infiltrate enemy lines. Indeed, of all the Outcasts it is the Rangers who frequently return to their craftworlds and some even stay and pursue the Path of the Eldar once more.

An Outcast career has two advance schemes. The first 'basic' advance scheme is what a new Eldar Outcast character will pursue. He must complete this first, together with its associated skills, before he can progress to the 'advanced' career of its type. A new Outcast character will also gain the trappings associated with his career with any '%' chance items being rolled for as normal using a D100. These are items that the character might be lucky enough to start with. The GM may rule that the character gains them immediately if he feels that the character really needs them.

Advance Scheme - Basic

M WS BS S T W I Dex Ld Int Cl WP Fel +30 +2 +10 +20 +20

Skills: Concealment Rural; First Aid; Follow Trail; Orientation; Repair Jammed Weapon; Set Trap; Silent Move Rural; Spot Trap; 25% chance of Sixth Sense.

Trappings: Full suit of Mesh armour; Ranger long rifle; Laspistol.

Advance Scheme - Advanced

M WS BS S T W I Dex Ld Int Cl WP Fel

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/outcast_ranger.shtml (1 of 2) [25/05/2002 15:05:23] Ranger

+40 +10 +4 +20 +30 +30

Skills: Cartography; Crack Shot; Cryptography; Fast Draw - Pistol; Hipshooting; Scale Sheer Surface; Steady Hand.

Trappings: Full suit of Mesh armour; Ranger long rifle; Laspistol.

Career Exits: Artefact Hunter; Explorer; Hunter; Mercenary.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/outcast_ranger.shtml (2 of 2) [25/05/2002 15:05:23] Reaver by A. R. Fawcett REAVER

Reavers are akin to Corsairs in that they are wild and daring. However, they are seldom after the materialistic riches of space. Bands of Reavers raid isolated settlements where they capture people for slaves and sell them to the highest bidder in the slave markets of Imperial frontier worlds. Some Reavers have contacts with the infamous Dark Eldar and transport shiploads of slaves to them in exchange for money, weapons or some other reward. Reavers operate in very small numbers and rely on lightning quick attacks because they cannot fight for long periods. Occasionally a Reaver may be separated from the main group and must try to get back to it as quickly as possible, thus forcing him to ply another trade (a Ranger especially) until re-unification becomes possible. Although Reavers are not bloodthirsty pirates some can be inclined to wanton slaughter if they are unable to control themselves. Some especially savage Reavers, with one too many dealings with the Dark Eldar, will often join the Commorragh pirate fleets.

An Outcast career has two advance schemes. The first 'basic' advance scheme is what a new Eldar Outcast character will pursue. He must complete this first, together with its associated skills, before he can progress to the 'advanced' career of its type. A new Outcast character will also gain the trappings associated with his career with any '%' chance items being rolled for as normal using a D100. These are items that the character might be lucky enough to start with. The GM may rule that the character gains them immediately if he feels that the character really needs them.

Advance Scheme - Basic

M WS BS S T W I Dex Ld Int Cl WP Fel +1 +20 +20 +2 +30 +10 +10 +20

Skills: Disarm; Dodge Blow; Flee!; Repair Jammed Weapon; Specialist Weapon - Close combat weapons, Shuriken catapults; Strike to Injure; Strike to Stun.

Trappings: Full suit of Mesh armour; Lasgun or 25% chance of Shuriken catapult; Laspistol.

Advance Scheme - Advanced

M WS BS S T W I Dex Ld Int Cl WP Fel +1 +30 +30 +10 +10 +4 +40 +20 +20 +10 +30 +10

Skills: Crack Shot; Fast Draw - Hand weapon; Fast Draw - Pistol; Hipshooting; Parry Blow; Swift

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/outcast_reaver.shtml (1 of 2) [25/05/2002 15:05:23] Reaver Assault.

Trappings: Full suit of Mesh armour; Shuriken catapult; Laspistol; Power sword.

Career Exits: Corsairs; Explorer; Incubus; Mercenary; Trader.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/outcast_reaver.shtml (2 of 2) [25/05/2002 15:05:23] Trader by A. R. Fawcett TRADER

Each craftworld has its own colony planet. But many do not have just one but anything from a dozen to even a hundred planets. The colony planets supply their craftworld with raw materials and, when the need arises, troops. The in-between (craftworlds and colonial planets) are the Eldar galactic traders. They are frequent visitors trading not just in raw materials but anything that can benefit either craftworld, colony planet and, of course, their purses - not that they think only of their personal wealth.

But there are some Eldar traders that tire of the same endless trade routes and wish to find new ones. Some find them but others do not. To those that don't they simply go further and further into the depths of space and some of these will even try their hand at trading with Humans (some mon-keigh cargo, no matter how crude they always are, are worth a tidy sum in Eldar society as a source of amusement). They know how much 'alien artefacts' are worth to the mon-keigh and will seek to trade with not only their money but their vanity too. But traders can fall foul in an alien environment and most will turn to other paths to find their way back to more civilised climbs.

An Outcast career has two advance schemes. The first 'basic' advance scheme is what a new Eldar Outcast character will pursue. He must complete this first, together with its associated skills, before he can progress to the 'advanced' career of its type. A new Outcast character will also gain the trappings associated with his career with any '%' chance items being rolled for as normal using a D100. These are items that the character might be lucky enough to start with. The GM may rule that the character gains them immediately if he feels that the character really needs them.

Advance Scheme - Basic

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +2 +10 +20 +20 +10 +10 +20

Skills: Astronomy; Cartography; Evaluate; Haggle; 50% chance of Economics; 50% chance of Orientation.

Trappings: Refractor field; Laspistol.

Advance Scheme - Advanced

M WS BS S T W I Dex Ld Int Cl WP Fel

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/outcast_trader.shtml (1 of 2) [25/05/2002 15:05:24] Trader

+10 +20 +4 +20 +10 +30 +30 +20 +20 +30

Skills: Alien Knowledge; Custom Knowledge; Economics; Orientation; Psychic Sense; Numismatics; Read/Write - Imperial; Sociology; Super Numerate.

Trappings: Refractor field; Laspistol.

Career Exits: Artefact Hunter; Explorer.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/outcast_trader.shtml (2 of 2) [25/05/2002 15:05:24] Wych by A. R. Fawcett WYCH

Wyches are renegade Seers whom, for whatever reason, have chosen to leave the Path of the Seer. For some the choice will have been entirely voluntary. Perhaps they wish to delve deeper into the secrets of the warp? But to do so they would have to tread the Path of the Outcast because no Eldar seer is allowed to harness his psychic abilities without the aid of seer runes, the very tools which keep warp entities at bay when a seer uses his psychic talents. They see the use of seer runes as restrictive and an unnecessary barrier to the development of the Eldar mind, which they see as being capable of so much more. To this end these Wyches endeavor to discover the secrets of the warp and their relationship with the Eldar mind and consciousness.

Another kind of Wych is the one compelled to follow the Path of the Outcast. The Path of the Seer is fraught with danger and some would-be seers are unable to comprehend not only the myriad ways of the warp but their own future for it is claimed that failed seers are driven to the brink of insanity because they have had a glimpse of the future and their own death. Of this no Eldar seer speaks. It is a secret unto themselves. More often than not a Wych is the product of this insanity. Regardless of whether a Wych is renegade or insane, they are not welcome on any Eldar craftworld or Exodite/colony world, for their minds are seen as unstable and potentially dangerous. Some among the wise fear that the Wyches have been possessed and to this end even other Outcasts shun them.

An Outcast career has two advance schemes. The first 'basic' advance scheme is what a new Eldar Outcast character will pursue. He must complete this first, together with its associated skills, before he can progress to the 'advanced' career of its type. A new Outcast character will also gain the trappings associated with his career with any '%' chance items being rolled for as normal using a D100. These are items that the character might be lucky enough to start with. The GM may rule that the character gains them immediately if he feels that the character really needs them.

Advance Scheme - Basic

M WS BS S T W I Dex Ld Int Cl WP Fel +2 +20 +10 +30 +20 +20

Skills: Astronomy; Daemon Lore; Psychic Sense; Sixth Sense.

Trappings: Hooded robes; Staff; Laspistol.

Advance Scheme - Advanced

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/outcast_wych.shtml (1 of 2) [25/05/2002 15:05:24] Wych

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +10 +10 +4 +30 +20 +40 +30 +30

Skills: Divination; Meditation; Psychic Awareness.

Trappings: Hooded robes; Staff; Laspistol.

Career Exits: Haemonoculus; Incubus.

Wych Psionics: Wyches can use any of the psychic powers covered in the Psionics section and follow the same rules given for normal psykers. Because they are unique among the Eldar in that they don't use runes to cast their powers the GM should feel free to make up his own results for Psychic Overload.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/outcast_wych.shtml (2 of 2) [25/05/2002 15:05:24] Space Marine PCs for Warhammer 40,000 roleplay Home : Characters' Section : Creating a Space Marine Character by A. R. Fawcett CREATING A SPACE MARINE CHARACTER

The issue of Space Marine player characters is always a contentious subject in 40k role-play: they are superhuman warriors dedicated to their chapter and the Emperor, which means that turning to a life of adventure is very difficult or even impossible; a Space Marine does not simply decide one day that he is bored with risking life and limb for his chapter and that maybe being a Rogue Trader on the Eastern Fringe is best for him. The life of a Space Marine is of constant battle against the enemies of the Imperium and even when this is not the case they spend long hours training, in deep meditation, and being monitored to check that their implants are functioning the way they should be. Being a Space Marine is hardly a life of freedom.

However, on this page are some generation rules for Space Marine player characters. Even though adventures for such characters tend to be little more than missions, rather than adventures, it should nevertheless be fun for players to control the mightiest human warriors of the galaxy. But the path to full brotherhood is far harder than one could imagine and young subjects can just as easily die from the first organ implanted into their bodies than when the implantation programme has finished.

In order to create a Space Marine player character roll the characteristics as for a normal Human adventurer and determine what planet he comes from, whether hive, agri, civilised, or medieval, together with any skills associated with this. It is not necessary to roll for a career and the character certainly has no trappings because he is now part of a Space Marine Chapter. At this early stage the character is a Neophyte (see below for the full list of Space Marine careers); he has the body that will accept Marine implants and, through years of training, will eventually become a Space Marine Brother, assuming that he survives the implantation process! SPACE MARINE 'CAREERS'

A new Space Marine character always start life as a Space Marine Neophyte. In order to become a Space Marine, a character must first complete the Neophyte and Initiate careers and only then is he permitted to enter the Space Marine Brother career. Click on the link of the career to find full details of it in the table below:

Space Marine Careers Space Marine Neophyte Space Marine Initiate Space Marine Brother Space Marine Veteran Space Marine Librarian Space Marine Medic Techmarine

file:///C|/Documents%20and%20Settings/Administrat...u/w40krp/generation_space_marine_characters.shtml (1 of 6) [25/05/2002 14:56:46] Space Marine PCs for Warhammer 40,000 roleplay RECRUITMENT AND INITIATION

The various implants cause vital changes in a Marine's physique and mental state. Many of these changes are controlled by natural hormonal secretions and growth patterns. Implants may not prove effective, or may not become fully functional, if they are carried out once the recipient has reached certain stages of natural development. It is therefore inevitable that recruits must be reasonably young. Tissue compatibility is also essential, otherwise organs may fail to develop properly.

The third consideration is mental suitability. The catalepsean node, occulobe, and sus-an membrane will only develop to a useable condition under the stimulus of hypnotic-suggestion. A recruit must therefore be susceptible to this particular treatment.

These considerations mean that only a small proportion of people can become Space Marines. They must be male because zygotes are keyed to male hormones and tissue types, hence the need for tissue compatibility tests and psychological screening. If these tests prove successful a candidate becomes a neophyte. With the completion of organ implantation and attendant chemical and hypnotic training, the subject becomes an initiate. An initiate receives training before joining the ranks as a full brother. A Marine usually joins the ranks between the ages of 16-18. Pressures during wartime may accelerate the process. STAGES IN MARINE INITIATION

There are nineteen varieties of gene-seed corresponding to the nineteen different superhuman organs that are surgically implanted into a Space Marine. As most Chapters have existed for thousands of years it is fairly common for the gene-seeds to have mutated. Inevitably this has had a bearing on the artificially cultured organs. Some organs may no longer function, have a reduced effectiveness, or cause strange new effects. Whatever the case any gene-seed abnormality will affect the entire Chapter as all the Space Marines of a Chapter will share implants cultivated from the same original gene-seed.

Many Chapters have lost one or more types of gene-seed, either through accident, genetic failure, or some other cause. This means that very few Chapters actually possess all of the nineteen implants. However, all possess the carapace implant (phase 19). It is this implant which marks a Space Marine for what he is, irrespective of other implants, training or psycho-surgery.

The Properties column displays the benefits of an implant. In some cases the benefits are immediate, in others, they must be learnt using experience points (see below.)

The Functioning column is a general guideline to determine whether the chapter has healthy implants or even if they possess them at all. Feel free to impose penalties if you feel that a chapter should be lacking in a particular implant.

The Experience Points column is how many experience points must be paid in order to learn how to use the organ in question and utilise its benefits. This represents the recipient undergoing strict periods of hypnotherapy and chemical treatment. The character pays the experience points and must pass an Int test. If successful, the character learns how to use the implant. If the Int test is failed, the character does not learn how to use the implant and the experience points are wasted. The recipient must then undergo more tests, which will also involve being let out into the field (where the

file:///C|/Documents%20and%20Settings/Administrat...u/w40krp/generation_space_marine_characters.shtml (2 of 6) [25/05/2002 14:56:46] Space Marine PCs for Warhammer 40,000 roleplay character may gain more experience points.) However, some Chapters are extremely rigorous in these tests and practically force the recipient to learn how to use the implant. If this is the case, the character will stay at Chapter headquarters for at least the duration of a campaign (typically three or four game sessions) and take no further part as he is screened and subjected to frequent chemical treatments and long hours of training. On the up side it means that the character learns how to use the implant at the end of it.

AGE RANGE IMPLANT FUNCTIONING EXPERIENCE FOR NOTES PROPERTIES (D100) POINTS IMPLANTATION

PHASE 1 SECONDARY +D4 Wounds; 10-14 YEARS 100% chance N/A HEART +D10 Initiative PHASES 1-3 CAN BE INTRODUCED PHASE 2 +D10 10-12 YEARS AT THE SAME OSSMODULA 100% chance N/A Toughness TIME

PHASE 3 10-12 YEARS BISCOPEA +D10 Strength 100% chance N/A

PHASE 4 Monitors phase 12-14 YEARS HAEMASTAMEN 100% chance N/A 2 & 3 implants PHASES 4-5 CAN BE INTRODUCED PHASE 5 Terminal AT THE SAME LARRAMAN'S bleeding 12-13 YEARS TIME 75% chance N/A ORGAN reduced to D3 rounds PHASE 6 Responds to HYPNOTHERAPY CATALEPSEAN 14-17 YEARS sleep 75% chance 200 BEGINS NODE depravation

PHASE 7 +20 bonus to 14-16 YEARS PREOMNOR 75% chance 100 Poison tests PHASES 7-9 ARE PHASE 8 Absorb memory USUALLY 14-16 YEARS OMOPHAGEA of creature by 15% chance 400 INTRODUCED eating part of it SIMULTANEOUSLY PHASE 9 MULTI- +15 bonus to 14-16 YEARS LUNG resist inhaled 75% chance N/A gases

file:///C|/Documents%20and%20Settings/Administrat...u/w40krp/generation_space_marine_characters.shtml (3 of 6) [25/05/2002 14:56:46] Space Marine PCs for Warhammer 40,000 roleplay

+D10 Ballistic PHASE 10 Skill; Excellent 14-16 YEARS OCCULOBE Vision; Night 100% chance 200 Vision 30 metres Listening range PHASE 11 xD3+1; +D3x10 14-16 YEARS LYMAN'S EAR 75% chance 300 bonus to listening tests +D10 PHASE 12 SUS-AN Intelligence; 15-16 YEARS MEMBRANE 10% chance 500 suspended animation Survive 2D3x10 PHASE 13 minutes of 15-16 YEARS MELANOCHROME 50% chance N/A radiation without harm Induces PHASES 14-19 MAY PHASE 14 unconsciousness 15-16 YEARS BE INTRODUCED OOLITIC KIDNEY should Marine 50% chance N/A AT THE SAME suffer fatal TIME injury PHASE 15 +30 bonus to 15-16 YEARS NEUROGLOTTIS 20% chance 200 tracking tests

Allows Marine to perform PHASE 16 reasonably well 16 YEARS MUCRANOID 50% chance N/A even in extremes of temperatures Spit poison 6 PHASE 17 metres S 30; 1 BETCHER'S 16-17 YEARS turn to dissolve 10% chance 400 GLAND 10 cm thick steel Provides genetic PHASE 18 data for Chapter 16-18 YEARS PROGENOIDS 100% chance N/A should Marine die. Vital. Chest area PHASE 19 becomes as flak 16-18 YEARS FINAL IMPLANT CARAPACE armour. Plug-in 100% chance N/A for power armour

file:///C|/Documents%20and%20Settings/Administrat...u/w40krp/generation_space_marine_characters.shtml (4 of 6) [25/05/2002 14:56:46] Space Marine PCs for Warhammer 40,000 roleplay

THE EFFECTS OF CRITICAL HITS ON IMPLANTS

Space Marines, as tough as they are, are not immune to damage; their bodies can be broken and incapacitated. For this reason, a Space Marine who suffers serious injuries may find one or two of his implants not working. If a Space Marine suffers a serious wound to his head or body region, where all the organs are implanted, there is a 3% chance per wounded inflicted that a random implant (or one chosen by the GM) will cease to function, e.g. a hit that causes 3 serious wound points of damage will have a 9% chance of adversely affecting an implant. If a Space Marine suffers a fatal wound then the chance is increased from 3% to 8% and more than one implant maybe affected (GM's discretion.) THE RISKS

Although the chapters are careful to select only the most suitable candidates, not all neophytes survive to become initiates. This is due in part to the degeneration of knowledge amongst the individual chapters that makes screening procedures less effective than they once were. Nor are operational methods entirely satisfactory in some cases. In many chapters implant surgery is heavily ritualised, and is often accompanied by scarring, incantation, periods of prayer, fasting and all sorts of mystical practices which compromise medical efficiency. For example, the Spacewolves, phase 17 implant is accompanied by the withdrawal of the initiate's canine teeth and their replacement with longer canines. The chapter regards the additional surgery as part of the initiation ceremony.

If an implant fails to develop properly it is likely that a Marine's metabolism will become badly out of synchronisation. He may fall into a catatonic state or suffer bouts of hyperactivity In either event, he will probably die.

Those unfortunates that do not die almost invariably suffer mental damage, degenerating into homicidal maniacs or gibbering idiots. However, when a chapter is at full strength these misfits may be put out of their misery. If the chapter is short of Marines they are often allowed to live, and may be placed within their own special units. Those who display uncontrollably psychotic tendencies can be recruited into suicide assault squads, or as suicide bombers.

Some chapters deliberately foster such creatures, even going so far as to implant deformed zygotes into some initiates. This is very dangerous, and the practice is discouraged by Imperial edict. But old traditions die hard. PSYCHO-CHEMICAL AND OTHER CONDITIONING

Implantation goes hand-in-hand with chemical treatment, psychological conditioning and sub-conscious hypnotherapy. All of these are essential If the Marine is to develop properly.

Chemical Treatment - Until his initiation, a Marine must submit to constant tests and examinations. The newly implanted organs must be monitored very carefully imbalances corrected, and any sign of maldevelopment treated. This chemical treatment is reduced after completion of the initiation process, but it never ends. Marines undergo periodic treatment for the rest of their lives in order to maintain a stable metabolism. This is why their power armour suits contain monitoring equipment and drug dispensers.

Hypnotherapy - As the super-enhanced body grows, the recipient must learn how to use his new skills. Some of the implants, specifically the phase 6 and 10 implants, can only function once correct hypnotherapy has been administered. Hypnotherapy is not always as effective as chemical treatment, but it can have substantial results. If a

file:///C|/Documents%20and%20Settings/Administrat...u/w40krp/generation_space_marine_characters.shtml (5 of 6) [25/05/2002 14:56:46] Space Marine PCs for Warhammer 40,000 roleplay Marine can be taught how to control his own metabolism, his dependence on drugs is lessened. The process is undertaken in a machine called a hypnomat. Marines are placed in a state of hypnosis and subjected to visual and aural mages in order to awaken their minds to their unconscious metabolic processes.

Training - Physical training stimulates the implants and allows them to be tested for effectiveness.

Indoctrination - a Marine is more than a human with extraordinary powers. Marines have extraordinary minds as well! Just as their bodies receive 19 separate implants, so their minds are altered to release the latent powers within. These mental powers are, if anything, more extraordinary than even the physical powers described above. For example, a Marine can control his senses and nervous system to a remarkable degree, and can consequently endure pain that would kill an ordinary man. A Marine can also think and react at lightning speeds. Memory training is an important part of the indoctrination too. Some Marines develop photographic memories. Obviously, Marines vary in intelligence as do other men, and their individual mental abilities vary in degree.

file:///C|/Documents%20and%20Settings/Administrat...u/w40krp/generation_space_marine_characters.shtml (6 of 6) [25/05/2002 14:56:46] Space Marine Neophyte Home : Characters' Section : Creating a Space Marine Character : Space Marine Neophyte by A. R. Fawcett SPACE MARINE NEOPHYTE

Before a young male can be subjected to the Space Marine implantation programme his body and mind must be tested first. Usually this takes the form of sinister techs, probing the candidate with various tools while he is strapped to an iron shod chair or table, checking for such things as: musculature potential, psychosis level, psychic profile, ocular reflex, intelligence, pain tolerance, and signs of common drugs such as Blitz, Stimm, Frenzy, Spook, Dream-bat, hedonic acid, halcyon, and joyspike. If the candidate does not meet the requirements then he is instantly rejected. It is quite an ordeal for youngsters to be put through and unsurprisingly many cannot tolerate this (sometimes) agonising process.

Once the candidate meets the criterion - and the candidate must be male because the zygotes are keyed to male hormones and tissue types - he then becomes a Neophyte and is ready to undergo the lengthy process of Space Marine implantation. The process of implantation can take anything from four to eight years to complete, depending on the age of the subject. Generally speaking, the younger the patient the longer the process but, in this case, the implants have a better chance to grow, as they mature with the natural growth patterns of the boy.

During their adolescence, Neophytes must be constantly screened and monitored for any malformed organs or signs of organ mutation. If an organ is not maturing the way it should, and it is found quickly by the Chapter apothecaries, then something can usually be done about it, otherwise the organ might eventually kill the patient. If an organ has mutated badly, possibly through a botched operation and a myriad of other reasons, then the patient could quite easily become a gibbering idiot or a homicidal maniac. If the Chapter is at full strength then the patient might be put out of his misery and destroyed; a below strength Chapter might keep such individuals for suicide squads or for some other purposes which only the Chapter's senior figures will know about.

Neophytes always fill the role of scouts in a Space Marine chapter. They operate in small, lightly equipped groups, frequently behind enemy lines where they sabotage munitions, and other vital supplies, and set up ambushes or form pickets. Typically such groups are led by a senior Space Marine Brother who ensures that the youngsters perform to the best of their ability and to also relay orders to them from his commanding officers. During his period as a scout, a Neophyte must try to learn as much as possible from these experiences.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +10 +10 +2 +10 +10 +10

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/space_marine_neophyte.shtml (1 of 3) [25/05/2002 15:07:40] Space Marine Neophyte

Skills: Concealment Rural; Concealment Urban; Follow Trail; History - Imperial; Read/Write; Secret Language - Battle Tongue; Secret Signs - Scout; Silent Move Rural; Silent Move Urban; Specialist Weapon - Bolt gun, Close combat weapons, Grenades; Theology - Imperial Cult.

Trappings: Scout Armour (treat as Carapace); Bolt pistol; Hand weapon.

Career Exits: Space Marine Initiate - only once all the implants are accepted and after all skills and advances are taken.

THE IMPLANTATION PROGRAMME

A Neophyte will almost always have the first three implants of Secondary Heart, Ossmodula and Biscopea, as they are typically introduced at the same time; the benefits from these organs maybe immediate or gradual to reflect the growth patterns of the patient. Other implants are to be introduced when the Neophyte reaches the appropriate age (that's if the organs are available to the Chapter in question!) or at such a time the gamesmaster deems suitable.

As a Neophyte's body is still growing there is a small chance that an organ might not develop properly and, if this is the case, the Neophyte will need immediate surgery. When this happens can be measured in how many experience points the PC gains. For example, each time the PC gains 100 or 200 experience points there is a 10% chance that a random organ ceases to function and will need immediate surgery. Or it can be measured in a conventional way, i.e. there is a 10% chance of one random organ not functioning after every month or so.

A Neophyte with a malformed organ, who does not receive medical attention within D6+1 days of it not working, will suffer one Sudden Death Critical Hit (with an effectiveness of 1D6) if he does not pass a Toughness for each day that he doesn't receive medical attention. For example, Neophyte Ranor has a malformed Catalepsean Node, which is located in the brain, and rolling a D6 we get a 4 to establish the critical's effectiveness. On rolling a D100 to determine the critical we roll a 47: death. Neophyte Ranor's Catalepsean Node may have caused a serious blood clot with fatal consequences. Any malformed organ will not function until it is operated on by the Chapter's apothecaries. Each time that a character suffers, but does not die, from a Sudden Death Critical Hit will gain 1 insanity point.

Each time a Neophyte accepts a new implant there is a 10% chance that it will become malignant over a course of 2D6+6 days. During this period the organ may well appear normal for a few days and the character will feel and look perfectly healthy. However, it is usual that a Neophyte is kept under close observation once a new organ has been implanted, but for how long depends on the circumstances and the judgement of the chief apothecaries. Once a Neophyte has accepted all of the implants and has reached adulthood, which can be roughly 17 to 21, the chances of his Marine organs malforming are very low.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/space_marine_neophyte.shtml (2 of 3) [25/05/2002 15:07:40] Space Marine Neophyte There is a 1% chance that an implant, at any time, will mutate over a course of 2D6+6 days. If it isn't caught within 3 days the organ will cease to work once the mutation period has passed. A mutated organ located in the head, such as the Catalepsean Node and Omophagea for example, will cause some psychological problems which might be impossible to reverse. A character with a mutated organ in the head will gain one random Mental Disorder (WFRP p83) and 2D6 insanity points (with the prospect of more disorders if the character gains 6 or more insanity points; 2 disorders if the character rolls two 6's!) as well as lose 2D10 points permanently from all characteristics apart from Movement. A mutated organ will never function. Needless to say, the progenoids of such a character will be ruined and the character could be destroyed as a result; the progenoids are needed for the development of gene stock for future generations of Space Marines and a character with mutated organs is of no use. Even veteran Marines and officers are in danger of having mutated organs but special steps are made for their survival and such characters tend to have drug dispensers close at hand to neutralise malignant cells.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/space_marine_neophyte.shtml (3 of 3) [25/05/2002 15:07:40] Space Marine Initiate Home : Characters' Section : Creating a Space Marine Character : Space Marine Initiate by A. R. Fawcett SPACE MARINE INITIATE

An Initiate is a Space Marine in all but name; he has successfully completed the implantation programme and has served in the scout squads. Not only that, he also knows how to use all of his implants. It is at this stage that the young Initiate is screened for any latent psychic power. Those that are discovered to have psychic potential are trained to become Lexicaniums and serve their Space Marine Chapter as psykers, but this is only once their period of initiation has finished. They must first learn how to use most battlefield armaments from the bolt pistol to the lethal missile launcher. Often an Initiate will also spend many hours in meditation and reading various tomes regarding the history of their chapter and the Emperor.

It is a great honour and a great occasion when a young Neophyte becomes an Initiate for it is only a matter of time before he becomes a fully fledged Space Marine Brother. Some exceptional Initiates are given the responsibility of leading scout squads into the field but in most cases they will accompany the proper Space Marines into battle where they can learn firsthand what being a Space Marine is all about. Even though an Initiate wears the power armour of a Space Marine there is still much for him to learn before he can be counted among the finest human warriors in the Imperium.

A Space Marine Initiate may have a 2% chance of being psychic in which case the Librarian career will be open to him once he completes the Initiate career, taking all advances and skills.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +20 +10 +10 +4 +20 +10 +10 +20 +10 +10

Skills: Disarm; Dodge Blow; Drive Vehicle - Tracked, Walkers, Wheeled; First Aid; Repair Jammed Weapon; Rune Knowledge; Secret Language - Ecclesiarchy; Specialist Weapons - Conventional weapons, Flamers, Heavy weapon, Lasers; Street Fighting.

Trappings: Complete suit of Power Armour with Communicator, Respirator & Auto-Senses; Bolt gun; Bolt pistol; D6 frag grenades.

Career Exits: Space Marine Brother; Space Marine Librarian (psykers only); Techmarine.

There is a 1% chance that an implant, at any time, will mutate over a course of 2D6+6 days. If it isn't caught within 3 days the organ will cease to work once the mutation period has passed. A mutated organ

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/space_marine_initiate.shtml (1 of 2) [25/05/2002 15:07:41] Space Marine Initiate located in the head, such as the Catalepsean Node and Omophagea for example, will cause some psychological problems which might be impossible to reverse. A character with a mutated organ in the head will gain one random Mental Disorder (WFRP p83) and 2D6 insanity points (with the prospect of more disorders if the character gains 6 or more insanity points; 2 disorders if the character rolls two 6's!) as well as lose 2D10 points permanently from all characteristics apart from Movement. A mutated organ will never function. Needless to say, the progenoids of such a character will be ruined and the character could be destroyed as a result; the progenoids are needed for the development of gene stock for future generations of Space Marines and a character with mutated organs is of no use. Even veteran Marines and officers are in danger of having mutated organs but special steps are made for their survival and such characters tend to have drug dispensers close at hand to neutralise malignant cells.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/space_marine_initiate.shtml (2 of 2) [25/05/2002 15:07:41] Space Marine Brother Home : Characters' Section : Creating a Space Marine Character : Space Marine Brother by A. R. Fawcett SPACE MARINE BROTHER

The greatest honour of all is for an Initiate to finally become one of the Chapter's Battle Brothers. The ceremony which marks this occasion is usually marked in a Chapter's inner sanctum where some of the Chapter's most prestigious individuals gather to inaugurate the new marines. This practice varies enormously from Chapter to Chapter; some favour a very formal occasion where others favour quite the opposite, such as the Space Wolves for example where there are raucous celebrations. When an Initiate finally becomes a fully fledged Space Marine the real hard work begins.

A Space Marine starts his day at 0400 hours with a morning prayer; at 0500 hours begins the morning firing rites; at 0700 battle practice, this involves close quarter fighting and hand-to-hand combat; at 1200 hours begins the midday prayer; at 1300 hours the midday meal, which may involve the eating of a creature slain during battle practice; at 1315 hours, tactical indoctrination, which, in part, involves the study of alien weaponry; at 1500 hours, second battle practice involving vehicles and dreadnoughts; 2000 hours, evening prayer; 2100 hours, evening meal, which is the only time when some of the brethren might be permitted to consume alcohol; 2130 hours, night fighting exercises, this also includes practicing combat underwater to simulate combat in zero gravity; 2315 hours, maintenance rituals, all Marines are expected to look after their own weapons and this period is used to repair any damage armour and other munitions; 2345 hours, free time, most Marines will use this for meditation; and 0000 hours, rest period. This daily routine may vary from Chapter to Chapter but this is how a Space Marine will usually spend his day when he isn't on a mission or fighting a battle.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +1 +30 +30 +20 +20 +6 +30 +10 +20 +10 +30 +20 +10

Skills: Ambidextrous; Crack Shot; Hipshooting; Medic; Orientation; Public Speaking; Scale Sheer Surface; Secret Signs - Space Marine; Set Trap; Specialist Weapon - Plasma weapons; Spot Trap; Strike Mighty Blow; Strike to Injure.

Trappings: Complete suit of Power Armour with Communicator, Respirator & Auto-Senses; Bolt gun; Bolt pistol; D6 frag grenades.

Career Exits: Space Marine Medic; Space Marine Veteran.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/space_marine_brother.shtml (1 of 2) [25/05/2002 15:07:41] Space Marine Brother

There is a 1% chance that an implant, at any time, will mutate over a course of 2D6+6 days. If it isn't caught within 3 days the organ will cease to work once the mutation period has passed. A mutated organ located in the head, such as the Catalepsean Node and Omophagea for example, will cause some psychological problems which might be impossible to reverse. A character with a mutated organ in the head will gain one random Mental Disorder (WFRP p83) and 2D6 insanity points (with the prospect of more disorders if the character gains 6 or more insanity points; 2 disorders if the character rolls two 6's!) as well as lose 2D10 points permanently from all characteristics apart from Movement. A mutated organ will never function. Needless to say, the progenoids of such a character will be ruined and the character could be destroyed as a result; the progenoids are needed for the development of gene stock for future generations of Space Marines and a character with mutated organs is of no use. Even veteran Marines and officers are in danger of having mutated organs but special steps are made for their survival and such characters tend to have drug dispensers close at hand to neutralise malignant cells.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/space_marine_brother.shtml (2 of 2) [25/05/2002 15:07:41] Space Marine Veteran Home : Characters' Section : Creating a Space Marine Character : Space Marine Veteran by A. R. Fawcett SPACE MARINE VETERAN

Once a Space Marine has fought and survived many campaigns his experience grows, as well as his reputation, so much so that fighting hordes of Tyranids is nothing new to him. These are the veterans, most of which carry a rank deserving of their position (sergeants, lieutenants, captains, commanders etc.) and some may wear service studs; these are little studs located somewhere above a veteran's brow, each service stud usually indicates twenty years service to the Chapter.

The finest Space Marine Veterans are invited to leave their company and join the Chapter's First Company: the most prestigious company in a Space Marine Chapter. The First Company has access to the Chapter's best weapons and equipment and might even have access to the legendary Terminator tactical dreadnought suits. Because these suits are so ancient only the very best warriors are allowed to wear them and use them in battle. On the eve of a battle or mission a veteran will recite some of his Chapter's tenets to appease the machine spirit of the armour so that it may protect him from harm and, in doing so, let him survive another battle.

It is unlikely for Space Marine veterans not to possess a bionic implant of some description. They have seen more fighting over the course of their lives than any normal men but like men they are mortal and can be hurt. Some veterans have replacement hands and feet, others have bionic eyes, whereas some seem to be entirely mechanical and be more like a robot than anything human; in the case of Marneus Calgar, Chapter Master of the Ultramarines, he has more bionic parts than living ones: bionic legs and arms, many replacement internal organs, as well as a bionic eye and, no doubt, a proportion of his brain being mechanical. It goes without saying that veterans such as this need to submit themselves to very frequent screening and maintenance by the Chapter's Tech-priests to ensure that there are no malfunctions, otherwise they may never fight again should any mechanics fail.

Advance Scheme - Seasoned

M WS BS S T W I Dex Ld Int Cl WP Fel +1 +40 +40 +30 +30 +8 +40 +20 +40 +20 +40 +20 +10

Skills: Alien Knowledge; Custom Knowledge; Engineering - Bionics; Fast Draw - Pistol weapon; Furious Assault; Parry Blow; Specialist Weapon - Alien weapons; Steady Hand; Strike to Stun; Swift Assault.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/space_marine_veteran.shtml (1 of 2) [25/05/2002 15:07:42] Space Marine Veteran

Trappings: Complete suit of Power Armour with Communicator, Respirator & Auto-Senses; Bolt gun; Bolt pistol; D6 frag grenades; D6 krak grenades; D6 melta bombs; Power sword/Power axe/Power fist; 25% chance of D3 random bionic implants (NPCs only and always advanced.)

Career Exits: Space Marine Veteran.

Advance Scheme - Veteran

M WS BS S T W I Dex Ld Int Cl WP Fel +1 +50 +40 +40 +40 +10 +40 +20 +50 +20 +50 +30 +20

Skills: Daemon Lore; Economics; Engineering - Vehicles; Fast Draw - hand weapon; Identify Life-form; Sociology.

Trappings: Complete suit of Power Armour with Communicator, Respirator & Auto-Senses; Bolt gun; Bolt pistol; D6 frag grenades; D6 krak grenades; D6 melta bombs; Power sword/Power axe/Power fist; 50% chance of D6 random bionic implants (NPCs only and always advanced.)

Career Exits: None.

There is a 1% chance that an implant, at any time, will mutate over a course of 2D6+6 days. If it isn't caught within 3 days the organ will cease to work once the mutation period has passed. A mutated organ located in the head, such as the Catalepsean Node and Omophagea for example, will cause some psychological problems which might be impossible to reverse. A character with a mutated organ in the head will gain one random Mental Disorder (WFRP p83) and 2D6 insanity points (with the prospect of more disorders if the character gains 6 or more insanity points; 2 disorders if the character rolls two 6's!) as well as lose 2D10 points permanently from all characteristics apart from Movement. A mutated organ will never function. Needless to say, the progenoids of such a character will be ruined and the character could be destroyed as a result; the progenoids are needed for the development of gene stock for future generations of Space Marines and a character with mutated organs is of no use. Even veteran Marines and officers are in danger of having mutated organs but special steps are made for their survival and such characters tend to have drug dispensers close at hand to neutralise malignant cells (may only apply to NPCs.)

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/space_marine_veteran.shtml (2 of 2) [25/05/2002 15:07:42] Space Marine Librarian by A. R. Fawcett SPACE MARINE LIBRARIAN

The Chapter's Librarium is its command and communications centre. Because interstellar communications are achieved by psychic means, most of the Space Marines who work in the Librarium are psykers. They are called Librarians, and are recruited from young primary psykers trained by the Adeptus Astra Telepathica. Psykers are an essential part of every fighting force because they are the only means of communicating over interstellar space. They also have potent psychic powers which can be used on the battlefield to support the conventional weaponry of ordinary Space Marines.

Librarians hold a functionary rank, describing their role as well as their position: the Lexicanian is the lowest battlefield rank, his job is to provide battlefield support as well as to prepare a report of the fighting for the Chapter's records; the Codicier also provides battlefield support, evaluates the reports of Lexicanians and provides a strategic overview of battles for the Chapter's records; the Epistolary is a more powerful Librarian, his role corresponds to that of the chief psychic communication officer and he can transmit and receive psychic messages on the battlefield. The most important of all fighting Librarians are the Chief Librarians, superior in rank and psychic power.

Player character Librarians should never be as powerful Epistolaries or Chief Librarians. However, their advance schemes and skills have been included anyway on the off-chance that you want them to be made available to the players and, of course, they offer some scintillating non-player characters.

Space Marine Librarians may use any psychic powers given in the psionics section.

Advance Scheme - Lexicanium

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +20 +10 +10 +4 +20 +10 +10 +10 +20 +20 +10

Skills: Evaluate; Hipshooting; Medic; Psychic Sense; Public Speaking; Secret Signs - Space Marine.

Trappings: Complete suit of Power Armour with Communicator, Respirator & Auto-Senses; Bolt pistol; Force weapon.

Career Exits: Codicier.

Advance Scheme - Codicier

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/space_marine_librarian.shtml (1 of 3) [25/05/2002 15:07:42] Space Marine Librarian

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +30 +10 +20 +5 +30 +20 +20 +20 +30 +30 +20

Skills: Crack Shot; Daemon Lore; Meditation; Orientation; Psychic Awareness; Strike Mighty Blow.

Trappings: Complete suit of Power Armour with Communicator, Respirator & Auto-Senses; Bolt pistol; Force weapon.

Career Exits: None or Epistolary (GM's discretion.)

Advance Scheme - Epistolary (NPCs only)

M WS BS S T W I Dex Ld Int Cl WP Fel +20 +30 +20 +20 +6 +40 +20 +30 +30 +40 +40 +20

Skills: Alien Knowledge; Custom Knowledge; Specialist Weapon - Plasma weapons; Strike to Injure; Strike to Stun.

Trappings: Complete suit of Power Armour with Communicator, Respirator & Auto-Senses; Bolt pistol; Force weapon.

Advance Scheme - Chief Librarian (NPCs only)

M WS BS S T W I Dex Ld Int Cl WP Fel +30 +40 +30 +30 +8 +40 +20 +40 +40 +50 +50 +30

Skills: Economics; Furious Assault; Identify Life-form; Parry Blow; Specialist Weapon - Alien weapons; Steady Hand; Swift Assault.

Trappings: Complete suit of Power Armour with Communicator, Respirator & Auto-Senses; Bolt pistol; Force weapon.

There is a 1% chance that an implant, at any time, will mutate over a course of 2D6+6 days. If it isn't caught within 3 days the organ will cease to work once the mutation period has passed. A mutated organ located in the head, such as the Catalepsean Node and Omophagea for example, will cause some psychological problems which might be impossible to reverse. A character with a mutated organ in the head will gain one random Mental Disorder (WFRP p83) and 2D6 insanity points (with the prospect of more disorders if the character gains 6 or more insanity points; 2 disorders if the character rolls two 6's!) as well as lose 2D10 points permanently from all characteristics apart from Movement. A mutated organ will never function. Needless to say, the progenoids of such a character will be ruined and the character

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/space_marine_librarian.shtml (2 of 3) [25/05/2002 15:07:42] Space Marine Librarian could be destroyed as a result; the progenoids are needed for the development of gene stock for future generations of Space Marines and a character with mutated organs is of no use. Even veteran Marines and officers are in danger of having mutated organs but special steps are made for their survival and such characters tend to have drug dispensers close at hand to neutralise malignant cells.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/space_marine_librarian.shtml (3 of 3) [25/05/2002 15:07:42] Space Marine Medic Home : Characters' Section : Creating a Space Marine Character : Space Marine Medic by A. R. Fawcett SPACE MARINE MEDIC

All Marines pick up a certain amount of medical knowledge during the course of their initiation into the Chapter, but only those who show an aptitude for such knowledge are chosen to study the sacred rites with the Chapter's surgeons. It must be stressed that Field Medics are primarily soldiers whose duties have been expanded to include the practice of medicine, rather than specialist surgeons who have been given military training. Such individuals are first and foremost warriors, and greatly honoured ones at that. Only champions and heroes are ever initiated into the ways of the Apothacarion - such is the importance of their duties. For it is the Medics who must maintain the bodies of their comrades, in a similar way to that in which members of the Adeptus Mechanicus service and maintain support equipment and vehicles. Without the selfless devotions of its Medics, the fighting forces of the Imperium would soon be eroded to the point where they were incapable of fulfilling their duties.

It is possible that a casualty's injuries maybe so severe that he will succumb to them irrespective of the treatment available. In these cases, the Medic has the solemn duty of administering "the Emperor's Peace" - euthanasia - to those warriors who deserve it. The Medic's medi-pack includes a special humane- killer for this task, called a carnifex - a solid spring-loaded piston of metal. This is applied to the sufferer's temple, its powerful spring hurling the piston through the Marine's brain and killing him instantly. Any Marine suffering from a critical head or body wound may be despatched in this way if the player wishes (only the medic on the spot can judge whether a Marine is going to survive his wounds). The Medic achieves this automatically once in contact with the sufferer.

Another vitally important duty which the Medic must perform is the recovery of Progenoid glands from fallen battle brothers. The recovery of the gene seed encoded within these glands is vitally important to a Chapter's survival and prosperity. Progenoids may be recovered at the same time that the carnifex is used.

Regulation Battledress for Marine Medics is all white, apart from the helmet which retains appropriate Chapter colours, and the right shoulder pad bears the medical symbol. Some Chapters, however, use variations on this theme, e.g., Iron Hand Medics wear the normal Chapter colours - apart from the right arm, shoulder and medic- pack.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +1 +40 +40 +30 +30 +8 +40 +40 +20 +30 +40 +20 +10

Skills: Alien Knowledge; Drive Vehicle - Tracked, Wheeled; Engineering - Bionics; Fast Draw - Hand

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/space_marine_medic.shtml (1 of 2) [25/05/2002 15:07:43] Space Marine Medic weapon, Pistol weapon; Identify Life-form; Manufacture Drugs; Parry Blow; Steady Hand; Strike to Stun; Surgery; Swift Assault.

Trappings: Complete suit of Power Armour with Communicator, Respirator & Auto-Senses; Bolt gun; Bolt pistol; Chainsword; D6 frag grenades.

Career Exits: Space Marine Veteran (without having to be Seasoned first.)

There is a 1% chance that an implant, at any time, will mutate over a course of 2D6+6 days. If it isn't caught within 3 days the organ will cease to work once the mutation period has passed. A mutated organ located in the head, such as the Catalepsean Node and Omophagea for example, will cause some psychological problems which might be impossible to reverse. A character with a mutated organ in the head will gain one random Mental Disorder (WFRP p83) and 2D6 insanity points (with the prospect of more disorders if the character gains 6 or more insanity points; 2 disorders if the character rolls two 6's!) as well as lose 2D10 points permanently from all characteristics apart from Movement. A mutated organ will never function. Needless to say, the progenoids of such a character will be ruined and the character could be destroyed as a result; the progenoids are needed for the development of gene stock for future generations of Space Marines and a character with mutated organs is of no use. Even veteran Marines and officers are in danger of having mutated organs but special steps are made for their survival and such characters tend to have drug dispensers close at hand to neutralise malignant cells.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/space_marine_medic.shtml (2 of 2) [25/05/2002 15:07:43] Space Marine Techmarine Home : Characters' Section : Creating a Space Marine Character : Space Marine Techmarine by A. R. Fawcett SPACE MARINE TECHMARINE

The Tech-Priests of Mars are the guardians of Earth's ancient science and every Space Marine Chapter sends a proportion of its young initiates to the Adeptus Mechanicus where the Tech-Priests induct them into the Machine Mysteries, as the sacred rites of the Adeptus Mechanicus are called. A Chapter's Techmarines take charge of its weapon manufacture and development, run its shipyards, and assume command wherever their expertise is required. They are high ranking and highly respected officers, and they may be in charge of cyborg Servitors.

Advance Scheme

M WS BS S T W I Dex Ld Int Cl WP Fel +1 +20 +30 +20 +20 +6 +30 +40 +20 +30 +20 +20 +10

Skills: Ambidextrous; Crack Shot; Drive Vehicle - Tracked, Walker, Wheeled; Engineering - Bionics, Constructions, Vehicles; Hipshooting; Secret Signs - Space Marine; Set Trap; Specialist Weapon - Plasma weapons; Spot Trap; Strike Mighty Blow; Strike to Injure; Theology - Machine God.

Trappings: Complete suit of Power Armour with Communicator, Respirator & Auto-Senses; Bolt pistol.

Career Exits: Space Marine Veteran.

There is a 1% chance that an implant, at any time, will mutate over a course of 2D6+6 days. If it isn't caught within 3 days the organ will cease to work once the mutation period has passed. A mutated organ located in the head, such as the Catalepsean Node and Omophagea for example, will cause some psychological problems which might be impossible to reverse. A character with a mutated organ in the head will gain one random Mental Disorder (WFRP p83) and 2D6 insanity points (with the prospect of more disorders if the character gains 6 or more insanity points; two disorders if the character rolls two 6's!) as well as lose 2D10 points permanently from all characteristics apart from Movement. A mutated organ will never function. Needless to say, the progenoids of such a character will be ruined and the character could be destroyed as a result; the progenoids are needed for the development of gene stock for future generations of Space Marines and a character with mutated organs is of no use. Even veteran Marines and officers are in danger of having mutated organs but special steps are made for their survival and such characters tend to have drug dispensers close at hand to neutralise malignant cells.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/space_marine_techmarine.shtml [25/05/2002 15:07:43] Warhammer 40k Roleplay Weapons, Equipment & Armour Home : Weapons, Equipment & Armour by A. R. Fawcett & I. D. Fawcett WEAPONS, EQUIPMENT & ARMOUR

This section lists the vast range of weapons, equipment and armour available to characters in the Warhammer 40,000 universe.

Weapons Profiles - details of the profiles used to describe weapons.

● Bolt Weapons

● Combat Weapons

● Conventional Weapons

● Eldar Weapons

● Flamer Weapons

● Force Weapons

● Grenades & Missiles

● Laser Weapons

● Melta Weapons

● Miscellaneous & Exotic Weapons

● Plasma Weapons

● Primitive Weapons

Equipment - a list of equipment from medi-packs to combat stimms.

Armour - armour is invaluable protection for characters in a fight; from Flak to Power armour.

Bionics - for character's that have lost limbs or other organs, bionics are an invaluable replacement.

Consumer Guide - a list of the more mundane items that are still important for adventuring.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/index_equipment.shtml [25/05/2002 14:37:39] Warhammer 40k Roleplay Weapon Profiles Home : Weapons, Equipment & Armour : Weapon Profiles by A. R. Fawcett & I. D. Fawcett WEAPON PROFILES

Weapons in the 40k universe come in all sorts of shapes and sizes and use many different technologies, from the simple bow to the powerful lascannon. Just as characters have a profile that describes their strengths and weaknesses, weapons are similarly defined using various characteristics which are described below:

Type: There are 3 types of weapon based on size: pistol, basic and heavy. Pistols can be fired one- handed and may be used in combat. They can be kept in a holster, for example, and are fairly easy to conceal. Basic weapons are usually fired using two hands. They are usually slung across the character's back when not in use making it obvious that the character is armed. Heavy weapons are much larger and require two hands to fire. To get the best out of them, they may need setting up and mounting or resting on a suitable surface.

Mode: The modes listed are single (S), semi-automatic (SA) and Automatic (A). These modes are described in the Shooting Section of the Rules.

Accuracy: Some weapons are innately more accurate than others due to rifling, gun sights, low recoil and so on. Apply this modifier to the chance of hitting.

Armour Penetration: Some weapons are better at penetrating armour than others, due to projectile velocity, missile design and so on. If a target is wearing armour add the armour modifier to the % chance of penetrating the armour. The higher the value, the more likely it is that the target's armour will be penetrated leading to damage being taken.

Shots: This is the number of shots that can be fired before the weapon requires reloading. The number of shots should be recorded by the character.

Reload: This is the number of actions required to reload the weapon/change the cartridge and so on.

Enc: This is the weapons encumbrance value. A higher number reflects a heavier or bulkier weapon.

Cost: This is the average cost of the weapon in credits and may be altered depending on circumstances. It is often the case that ammo is more expensive than the weapon used to fire it.

Availability: This is the average availability of the weapon on a standard Imperial world. Obviously some weapons are easier to obtain than others. All goods are rated by their general availability:

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment_weapon_profiles.shtml (1 of 3) [25/05/2002 14:54:57] Warhammer 40k Roleplay Weapon Profiles

● Plentiful - Common - Average - Scarce - Rare - Very Rare

These ratings should be self explanatory.

There is one more rating: Exotic. If a piece of equipment is marked as Exotic then it is probably of alien manufacture and may be a one off. Such goods are only available to the alien race or very important officials, military personnel and the like.

These ratings should then be cross-referenced to the type of settlement that a weapon is to be purchased from:

● Very Poor (VP) - Poor (PR) - Below Average (BA) - Average (AV) - Above Average (AA) - Very Good (VG) - Excellent (EX).

To use the guide, first look up the weapon, goods or service the player character wishes to buy, and make a note of its general availability. Then read across the table below and find the column matching the standard of facilities at the settlement. This will give a percentage chance for the good or service to be available locally. If the test is a failure, the commodity or service is not available, how long is up to the GM but a week is the usual amount of time.

VP PR BA AV AA VG EX Plentiful 35% 50% 60% 70% 80% 100% 100% Common 05% 10% 20% 30% 45% 70% 80% Average 3% 5% 10% 15% 30% 45% 55% Scarce 2% 3% 5% 10% 15% 30% 40% Rare 1% 2% 3% 5% 10% 15% 20% V. Rare Availability is less than 1% - determined by GM as circumstances dictate

COMBAT WEAPONS

I: Add modifiers to Initiative to the character's initiative for determining who strikes first in a particular phase. Do not apply this modifier to initiative to give more actions per round.

This modifier reflects greater reach with some pole arms and faster attacks with smaller weapons such as daggers.

To Hit: Apply this modifier to the character's WS.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment_weapon_profiles.shtml (2 of 3) [25/05/2002 14:54:57] Warhammer 40k Roleplay Weapon Profiles Strength: Apply this modifier to the character's S when using the weapon in combat.

Armour Penetration: The Armour penetration modifier is determined from the strength of the attack and is equal to a quarter of the strength value of the character adding any modifiers for the weapon. For example, a character (strength 38) with a halberd (+20) has an attack with a strength of 58 and an armour penetration modifier of 58/4 = +15%. Remember that unarmed combatants have a -20 modifier to their strength.

If there are any extra armour modifiers add these to the penetration modifier due to strength.

Parry: Apply this modifier to the basic chance of parrying a blow. For example, if a character is armed with knife, he has a basic chance of parrying equal to WS -20.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment_weapon_profiles.shtml (3 of 3) [25/05/2002 14:54:57] Bolt Weapons Home : Weapons, Equipment & Armour : Bolt Weapons by A. R. Fawcett & I. D. Fawcett BOLT WEAPONS

All bolt weapons fire small, self-propelled missiles known as bolts. Bolts are relatively large (three times the size of a rifle bullet), and a magazine therefore holds relatively few. This is outweighed, however, by the astonishing armour penetrating power of the bolt's adamantium tip, complemented by an explosive charge contained within the bolt's core. Bolt ammunition is fairly rare and are used mainly by Space Marines, occasionally by other Imperial servants and criminals with good connections. WEAPON SUMMARY

Max Armour Weapon Type Mode Acc Strength Shots Rld Enc Cost Avail Range Pen. Bolt Pistol Pistol S,SA(2) - 50 400m +20 12 2 35 250c Rare Boltgun (Mk II Basic S,SA(2) - 50 800m +35 15 2 60 400c Rare straight mag) Boltgun Very (Mk III belt Basic S,SA(2/4) - 50 800m +35 30 4 60 400c Rare feed) Boltgun (Mk IV Basic S,SA(2) - 50 800m +35 20 2 60 400c Rare sickle mag) Boltgun Very (Mk IV Basic S,SA(2) - 50 800m +35 40 3 70 500c Rare drum mag) Storm Very Basic SA(2/4) - 50 800m +35 30 3 80 1000c Bolter Rare Bolt Very Basic S - 50 800m +35 20 2 60 400c Carbine Rare Heavy Very Heavy S,SA(4) +5 60 1000m +40 40 4 200 1000c Bolter Rare

Bolt Pistol

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment_bolt_weapons.shtml (1 of 2) [25/05/2002 14:54:58] Bolt Weapons Bolt pistols make excellent short range weapons that are more than capable of penetrating all but the best armour. These weapons are used by many close combat troops. A variant of the bolt pistol used by Orks is known crudely as the Slugga.

Boltgun

Boltguns or bolters are the codex issue armament of Space Marines. They are fine weapons that are ideal for the battlefield but, like all weapons, require regular maintenance rituals and cleaning to keep them fully operational. Orks have been known to use weapons very similar to Imperial boltguns (perhaps due to research on captured weapons) and refer to them as Shootas.

Storm Bolter

The storm bolter consists of two bolters fastened together so that they fire in unison. They are the standard armament for Terminator squads of the Space Marines who require a gun that lays down a large amount of firepower in the confines of space hulks or hive world tunnels. The weapon is clumsy, but the power- assisted Terminator suits make light work of cumbersome equipment.

Heavy Bolter

These are highly respected for their accuracy and increased ammunition capacity compared to a boltgun. The heavy bolter fires a bolt with a more powerful propellant and explosive charge than a normal bolter. It is designed primarily as an anti-personnel weapon, but it has the capacity to destroy light vehicles.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment_bolt_weapons.shtml (2 of 2) [25/05/2002 14:54:58] Combat Weapons Home : Weapons, Equipment & Armour : Combat Weapons by A. R. Fawcett & I. D. Fawcett COMBAT WEAPONS

WEAPON SUMMARY

Standard Weapons

Standard weapon types can be found across the Imperium. They are relatively cheap and easy to make and are available on low technology worlds. In some societies it can be the mark of a gentleman to carry a sword, often made from carbon-steel or coloured plasteel to reflect the owner's wealth, status or allegiance.

Weapon I To Hit Strength Armour Pen. Parry Enc Cost Avail Armoured Gauntlet - - unarmed +10 - - 10 15c Common Bastard Sword -10 - as character +10 - - 100 50c Average Flail - -10 as character +10 - -10 60 20c Common Halberd +10 -10 as character +20 - - 150 20c Average Hand Weapon - - as character - - 50 15c Common Improvised Weapon -10 - unarmed +10 - -10 * * Common Knife +10 - as character -10 - -20 10 5c Common Knuckle Dusters - - unarmed +10 - -10 1 1c Common Lance +20 +10 as character +20 - -20 175 75c Scarce Rapier +20 - as character -10 - - 40 40c Average Spear +10 - as character - - 50 15c Average Staff - - as character -10 - - 40 5c Common 2-handed Weapon -10 - as character +20 - - 175 100c Average

*Improvised weapons can be anything from a broken bottle to a chair!

Chain Weapons

The powered chain weapon edge is studded with sharp monomolecular teeth capable of slicing through armour. They make an angry buzzing noise as razor-edged teeth spin around, intensifying into a high pitched scream as the weapon bites.

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Weapon I To Hit Strength Armour Pen. Parry Enc Cost Avail Chainsword - - as character +10) - -5 80 300c Rare Chain-Axe - - as character +20 - -10 100 350c Rare Eviscerator -10 - as character +30 - -10 175 600c Very Rare

Power Weapons

Power Weapons are surrounded by an energy field that tears apart any matter that it touches. This makes them incredibly value and a sought after commodity, hence their use by favoured Imperial Servants.

If a power weapon is parried, or if a power weapon parries another weapon then there is a 75% chance that this weapon is destroyed, unless it is a power, shock or some form of force, psychic or daemon weapon.

Weapon I To Hit Strength Armour Pen. Parry Enc Cost Avail Chainfist - - as character +20 +20 -10 100 1000c Very Rare Frost Blade (2-handed) -10 - as character +30 +30 -10 200 4000c Very Rare Power Axe -10 - as character +30 +30 -10 200 2500c Very Rare Power Fist - - as character +30 +25 -10 150 2300c Very Rare Power Halberd +10 - as character +30 +30 - 200 3000c Very Rare Power Hammer - - as character +20 +20 -10 200 2000c Very Rare Power Knife +10 - as character +10 - -20 20 150c Rare Power Sword - - as character +20 +20 - 75 2000c Very Rare

Power Sword

The blade of the power sword is surrounded by a hazy blue energy field which disrupts any solid matter it touches. As a blow is struck, the sword shivers with a crackling energy which envelops the target and tears it apart. The power sword can be used one handed.

Power Axe

The power axe is shaped like an axe or halberd and uses the same technology as the power sword to bring terrible energies to bear on its target. The weapon can be used one handed or two handed to fully utilise its power.

Power Glove

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment_combat_weapons.shtml (2 of 3) [25/05/2002 14:54:59] Combat Weapons

The power glove or fist is a heavy armoured gauntlet surrounded by an energy field which disrupts the surface of solid matter, allowing the wearer to punch through walls and armour. A hand wearing a power glove may not hold anything else when energised, however, when the power is turned off, the hand may be used normally.

Shock Weapons

Shock weapons deliver a nasty surge of electrical energy to the target which can result in severe burns and disruption to the nervous system.

All hit from shock weapons that penetrate armour stun the target for 1 round unless they pass a toughness test.

Weapon I To Hit Strength Armour Pen. Parry Enc Cost Avail Electro-Flail - -10 as character +10 - -10 75 200c Very Rare Neural Whip - -10 as character - -10 45 250c Very Rare Shock Maul - - as character - - 40 100c Rare

Combat Accessories

Bayonets and blades are often attached to basic weapons for use in close combat. Treat a combat accessory as a sword for the first round of combat, afterwards it counts as an improvised weapon. Adds +10 encumbrance to the weapon and costs 10c (average availability).

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment_combat_weapons.shtml (3 of 3) [25/05/2002 14:54:59] Conventional Weapons Home : Weapons, Equipment & Armour : Conventional Weapons by A. R. Fawcett & I. D. Fawcett CONVENTIONAL WEAPONS

Conventional weapons are relatively easy to find and maintain and are probably second in choice to laser weapons for availability. WEAPON SUMMARY

Max Armour Weapon Type Mode Acc Strength Shots Rld Enc Cost Avail Range Pen. Autopistol Pistol S/SA(4) - 35 160m - 20 2 30 75c Common Revolver Pistol S - 35 160m - 6 3 20 50c Average Stubber Pistol S,SA(2) - 35 60m - 15 2 25 60c Common Naval Pistol Pistol S -5 40 100m - 6 1 20 50c Scarce Duelling Pistol S +10 35 200m - 2 2 25 50c Common Pistol Autogun Basic S,SA(4) - 40 800m +20 20 2 35 100c Average Hunting Basic S - 50 1000m +20 10 2 45 100c Scarce Rifle Shotgun Basic S - 40 200m +20 1 1 35 60c Common Sawn-off Basic S -10 40 120m +20 1 1 30 50c Common Shotgun Pump Action Basic S,SA(2/3) - 40 200m +20 8 2 40 75c Average Combat Shotgun Automatic Combat Basic S,SA(2/5) - 40 500m +20 20 3 45 150c Scarce Shotgun Assault Very Heavy SA(6),A(15) - 60 1000m +60 45 6 200 6500c Cannon Rare Very Autocannon Heavy A(10) - 60 3000m +60 50 4 200 4000c Rare Heavy Heavy SA(4/6),A(10) - 50 800m +60 40 3 75 1200c Rare Stubber

file:///C|/Documents%20and%20Settings/Administrat...ureau/w40krp/equipment_conventional_weapons.shtml (1 of 3) [25/05/2002 14:55:00] Conventional Weapons

Autopistol

Autopistols are small automatic pistols that fire less than accurate hails of bullets. They are favoured weapons of gang members and Gretchin (where they are referred to as Gretchin Blasta). Like most weapons that fire conventional ammo, autopistols are easily constructed and cheap to buy.

Autogun

Like their smaller cousin, the autopistol, they are cheap to produce with most hive gangs being equipped with them. They are useful weapons being capable of automatic fire to spray at an enemy.

Autocannon

Autocannon are automatic, self-loading cannon firing a high-velocity hail of solid shells. Appearance varies from a multi-barrelled weapon that spins at high speeds to the more common single barrel. They are very good at cutting large concentrations of infantry to pieces and even armoured vehicles.

Assault Cannon

The assault cannon has six separate barrels which are rotated by a motor allowing the weapon to maintain a high rate of fire. Although made from a special heat resistant ceramite alloy, the rapid rate of fire causes the weapon to overheat leading to weapon jams if the weapon is kept in service. If the weapon jams the sudden stopping of the motor can cause the weapon to explode, inflicting damage on its carrier equal to a hit from the weapon at point blank range.

Heavy Stubber

These are usually the only heavy weapons available to people outside the military. Heavy Stubbers (comparable to M60 machine guns) don't have the same rate of fire as Autocannons so are quite useless against armoured vehicles and targets. They are perfect anti-infantry weapons but less perfect against power armoured ones.

Shotgun

These guns are very common in the hive worlds with most gang members being equipped with them. They are pump-action weapons and very noisy, but are surprisingly versatile being able to fire different types of ammunition.

Alternative Conventional Ammo

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As well as ordinary ammunition, special rounds are available for conventional weapons as listed below (shotgun ammo listed later):

Flechette rounds are designed to fragment and spin in flight, producing a low velocity anti-personnel weapon. If blast hits target, roll on D3 locations; armour modifier as for weapon -5%.

Dumdum rounds have flat tips which spread the point of impact and inflict lacerating wounds. Conventional ammo may be converted to dumdum ammo simply by filing the end of a conventional round. Hits against characters at Strength +10; armour modifier as for weapon -5%.

Explosive rounds are designed to explode on impact and makes them very effective against armoured and unarmoured targets. Strength +10; armour modifier as for weapon +10%.

Armour-piercing shells have adamantium tips designed to penetrate armour. Armour modifier +20%.

Alternative Shotgun Ammo

Executioner rounds are commonly employed by the Adeptus Arbites. They contain a guidance system that locks into their target. It takes a moment for the ammo to acquire a target which makes this ammo more accurate at longer ranges. Strength +5; Modifier to hit +20% at ranges above 21m.

Hellfire rounds contain a small phial of toxins that burn the flesh. Strength +10 against characters.

Scatter rounds spray shot over a large area. If blast hits target, roll on D3 locations; armour modifier -5%; maximum range 25m.

file:///C|/Documents%20and%20Settings/Administrat...ureau/w40krp/equipment_conventional_weapons.shtml (3 of 3) [25/05/2002 14:55:00] Eldar Weapons Home : Weapons, Equipment & Armour : Eldar Weapons by A. R. Fawcett & I. D. Fawcett ELDAR WEAPONS

This section describes some of the weapons used by the ancient Eldar race. Treat all Eldar weapons as exotic. No prices are listed as these weapons are either readily available to Eldar or are traded on the black market and can command any price. WEAPON SUMMARY

Max Armour Weapon Type Mode Acc Strength Shots Rld Enc Range Pen. 6 rounds D-Cannon Heavy S - - 480m - 1 300 recharging Death Spinner Basic Flamer - 60 50m - 20 6 50 Fusion Gun Basic S -5 80 50m +60 5 6 75 Lasblaster Basic S,SA(2/3),A(6) - 40 480m +25 50 2 30 Laser Lance Basic S - 50 50m +30 20 4 45 Mandiblasters Pistol S -10 40 10m - 50 6 20 Prism Cannon Heavy S - 70 1200m +80 5 6 300 Pulse Laser Heavy SA(4),A(6) -10 70 1000m +40 5 6 100 Ranger Long Basic S +10 40 1000m - 50 2 45 Rifle Reaper Launcher Heavy S,SA(2) +5 - 1000m - 10 6 170 Scatter Laser Heavy A(12) - 60 1000m +40 30 3 250 Shuriken Pistol Pistol SA(2/4),A(8) - 35 120m +15 40 3 25 Shuriken Basic SA(4/8),A(16) - 40 240m +40 80 3 35 Catapult Shuriken Cannon Heavy SA(4/8),A(16) - 60 480m +55 100 4 150 6 rounds Starcannon Heavy S -10 90 720m +60 1 250 recharging 6 rounds Wraithcannon Heavy S - - 240m - 10 100 recharging

D-Cannon or Distort Cannon

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The D-Cannon is an unusual weapon that shifts the target out of the material universe and into warp space. When fired, the weapon emits a low droning noise which builds in pitch and intensity to a high-pitched shriek before shooting a beam of impenetrable blackness towards its target.

When firing the D-cannon, nominate the target and roll to hit as normal. If the target is hit, an area 4m x 4m centred on the target is temporarily transported into warp space. Warped characters are killed immediately regardless of armour. Even if they are not torn apart, the shock to the system is too great for anyone to survive. Warp casualties are horribly mangled by the process and are sometimes turned inside out on returning to the material universe. Clothes and equipment may fuse with the character in an unrecognisable protoplasmic blob. Building walls hit by a D-Cannon are breached and destroyed, and vehicles which are even partially hit are damaged beyond repair.

Characters who lie partially under the warp area may either be warped and destroyed or are caught by the secondary effects of spatial movement. Roll a D6 for each character effected:

D6 Result 1 Warped and killed. 2-4 Moved 2D6m in a random direction. Any character moved into the same area as a vehicle, character or a solid object is destroyed. The vehicle or character moved into are destroyed.

If a double is rolled, then the character is displaced vertically as well as horizontally. Roll a D6, on the roll of 1-3, the character is displaced upwards D6m, otherwise they are displaced downwards D6m. Characters displaced into the ground are destroyed. 5-6 Moved D6m in a random direction.

If a D-Cannon misses its selected target point, the shot deviates 2D6m in a random direction.

Death Spinner

This weapon fires a long thread of single-molecule chain or mono-filament wire. The spinner's magnetic containment field spools the wire together and hurls it towards the enemy in a rapidly expanding mist-like mass called a spinner cloud. The wire strikes its target and its own tension causes it to writhe and lash as loose ends seek out tiny loopholes in the victim's armour. Where it touches flesh or soft tissue the wire uncoils inside the victims body, severing tissues and turning flesh into pulp.

A Warp Spider Exarch may use 2 Spinners.

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Similar to Thermal Gun, i.e. fires blasts of tremendous heat capable of melting flesh to nothing recognisable and equally capable turning heavily armoured vehicles into molten slag.

Lasblaster

The Lasblaster is a rapid firing laser weapon which far surpasses the lasguns of the Imperium.

Laser Lance

The Laser Lance is used by Shining Spear Aspect Warriors who use it to deliver intense short-ranged laser blasts.

Mandiblasters

Mandiblasters are fitted to the helmets of Striking Scorpion Aspect Warriors and are positioned and shaped much like the mandibles of a scorpion. Activated by a psychic link in the helmet it fires a hail of needle-like shards which act as a conductor for a highly charged laser.

Prism Cannon

The Prism Cannon focuses a narrow laser beam through a highly complex crystal array and then unleashes a devastating burst of multiple beams that hits anyone within a 2m x 2m area.

Pulse Laser

The Pulse Laser fires a stream of powerful laser bolts at its target.

Reaper Launcher

Dark Reapers carry the Reaper Launcher.

Scatter Laser

The Scatter Laser (Eldar: Sierbahn) comprises multiple laser chambers which can fire simultaneously at the same or different targets. It is similar to the multilaser in this respect, but only more refined.

Shuriken Catapult

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The Shuriken Catapult (Eldar: Tuelean) is built around a gravitic accelerator which creates a peristaltic shift from the front to the rear of the firing chamber, hurling the shuriken forward at tremendous velocity. The individual shuriken are solid discs of razor-sharp metal, and are usually star-shaped, but may be triangular or circular in shape. A spinning shuriken can slice straight through flesh and bone and can penetrate a considerable thickness of metal or armour.

Shuriken Pistol

The Shuriken Pistol (Eldar: Murehk) is a pistol version of the shuriken catapult. The shorter barrel length and smaller capacity reduces the weapon's efficiency when compared to the larger catapult.

Shuriken Cannon

The Shuriken Cannon (Eldar: Buanna) is a larger version of the shuriken catapult, and possesses a longer barrel. It can fire either normal shuriken ammunition or shrieker ammunition (Eldar: Margrech). The special shrieker ammunition is hollow and contains a genetically tailored enzyme-based serum. As the missile hits its target the centripetal forces force the toxin through microscopic holes in the shuriken's spines and into the target. The characteristic shrieking noise is caused by the rush of air into the hollow missile as serum is forced into the victim. This noise prompted the Imperial troops to give the weapon its name of Shrieker.

With normal ammo the Shuriken Cannon may use automatic fire. However, the special shrieker ammunition must be individually loaded and so may only be fired as a single shot. Shrieker ammunition only affects living humanoid creatures. Roll to hit and penetrate armour as normal. If the target's armour has been penetrated then the shrieker has delivered its lethal serum into the victim.

The serum works in a very complex and unpleasant manner, combining with the victim's own genetic material, twisting and distorting tissues and causing organs to malfunction in a spectacular fashion. Eventually the victim is driven into a violent delirium as the serum reaches his brain and he loses control of his body. Afterwards, the pace of the constantly replicating serum reaches a fever pitch and the tissues react explosively, killing the victim in a particularly horrifying and untidy manner.

Victims are permitted a Poison Test at -30% to resist the effects of the deadly serum. Failure results in a horrifying death. The victim explodes, and anyone with 1 metre of the body takes a hit using the strength of the target. Characters who survive the serum are treated as unconscious.

Wraithcannon

This weapon is unique to the Eldar Wraithguard and is powered by the psychic energy of the Wraithguard's spirit stone. This energy is focused to open a temporary rift between reality and warp space within the target, tearing it apart or warping it a distance away.

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Characters using a Wraithcannon should roll to hit as normal. The Wraithcannon automatically penetrates armour. Roll for damage on the table above for the D-Cannon. Only one target may be hit by the Wraithcannon - it does not have an area effect like the D-Cannon. ELDAR COMBAT WEAPONS

Weapon I To Hit Strength Armour Pen. Parry Enc Harlequin's Kiss - - 80 - -10 20 Powerblades - - as character - - 20

Harlequin's Kiss

The Harlequin's Kiss or 'Kiss of Evil' is a tubular weapon that straps to the back of the forearm. A monofilament wire is released by punching forward which uncoils inside the victim's body, tearing it to shreds. The wire then whips back into the Harlequin's Kiss.

Roll to hit and penetrate armour (with no armour penetration modifiers) as normal. If the armour is penetrated then roll for damage. It takes 2 actions to release the wire from a victim's body before the Kiss can be used again. The Kiss cannot be used to destroy vehicles or other armoured targets, but it can be thrust through ports, hatches, windows and the like.

Powerblades

These are fitted to the forearm, enabling the Eldar to use his hands freely. Counts as a Power weapon.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment_eldar_weapons.shtml (5 of 5) [25/05/2002 14:55:01] Flamer Weapons Home : Weapons, Equipment & Armour : Flamer Weapons by A. R. Fawcett & I. D. Fawcett FLAMER WEAPONS

Flamers fire a highly volatile liquid chemical that ignites on contact with the air throwing out a great sheet of flame.

A Flamer hit which penetrates its target's armour will cause damage immediately and will cause damage every round until it is extinguished. The victim may do nothing other than attempt to beat out the flames which he will successfully do on the roll of a double with a D100. While trying to put out the flames the character will move in a random direction. Helpers can try to extinguish the flames and can modify the D100 roll by +/- 1 for every helper involved until a double is reached. Only one roll may be made every round. There is a 10% chance that a helper will catch on fire trying to beat out the flames. WEAPON SUMMARY

Max Weapon Type Mode Acc Strength Armour Pen. Shots Rld Enc Cost Avail Range Very Hand Flamer Pistol S - 30 15m - 4 6 30 200c Rare Flamer Basic S - 40 25m +10 6 8 50 300c Rare Very Flame Cannon Basic S - 40 30m +10 4 - 60 375c Rare Exterminator Basic S - 40 25m +10 1 - +15 150c Rare Very Heavy Flamer Heavy S - 50 35m +15 8 8 75 500c Rare

Hand Flamer

The Hand Flamer is a useful weapon that fires bursts of flame at an enemy. The flame chemical sticks to the enemy, burning him alive in the process. Although it is smaller than the Flamer it still does the same amount of damage, albeit at much closer quarters. Flamer

Flamers require two hands to use and are larger than the Hand Flamer, giving more range and more power as a result. The canister of chemicals is fitted into an armoured jacket to protect it from stray hits, but even

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment_flamer_weapons.shtml (1 of 2) [25/05/2002 14:55:01] Flamer Weapons so it is volatile and dangerous material. Exterminator

The Exterminator is a flamer attachment that clips onto a basic weapon. It cannot be used on its own.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment_flamer_weapons.shtml (2 of 2) [25/05/2002 14:55:01] Force Weapons Home : Weapons, Equipment & Armour : Force Weapons by A. R. Fawcett & I. D. Fawcett FORCE WEAPONS

Force weapons are forged from psychically sensitive materials. It is rumoured that the rare metal, psychurium, was once used to forge force weapons. This psycho-conductive material is unstable and unpredictable, much like the nature of the warp, and the art of forging force weapons has long been lost within the Imperium. The weapons that exist today are almost certainly tens of thousands of years old, most of them being forged during the Dark Age of Technology.

Generally, a force weapon takes the form of a sword, an axe or even a spear. The weapon is usually covered with intricate runes or patterns and the blade is often coloured, changing hues with the emotion of the weapon's owner.

The psyker who wishes to use a force weapon has to commune with it, as if to ask its permission to wield it. Once the psyker has successfully communed with the weapon he can now use it and perhaps unlock its secrets if it has any (or if the weapon wishes to reveal any). USING FORCE WEAPONS

Force weapons cannot be used by those not attuned with the warp. Characters who are not psykers do not possess the necessary sensitivity to the warp that is needed to wield a force weapon.

Force weapons have various effects and rules, as explained below:

1. Only psykers can use a force weapon. Fledgling Psykers cannot use force weapons until they have progressed to a full psychic career. If used by a non-psychic character, force weapons count as normal weapons of their type.

2. All force weapons emit a psychic aura which may be recognised by anyone with the Psychic Sense skill.

3. Force weapons destroy any psychic auras, but not field devices such as Refractor fields or Rune Armour, on contact.

4. Force weapons can wound creatures which may be stated as being immune to normal weapons, i.e. non- psychic weapons, and the character is counted as having double strength against daemonic or warp entities.

Communing with a Force weapon

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment_force_weapons.shtml (1 of 3) [25/05/2002 14:55:02] Force Weapons In order for a psyker to use a force weapon he must first pass a Will Power test in order for the weapon to accept him. If this test is successful then the psyker can use the weapon and any of its associated properties, if any. If the Will Power test is failed then the psyker cannot use the weapon. If the character tries then he will find that the weapon will hinder him rather than help him. This can be in the form of the complete reversal of the power in the weapon. WEAPON SUMMARY

Force Weapons

A character using a force weapon who successfully hits an opponent may take a WP test. If the test is passed, the character adds 2D10 to his strength for determining the outcome of the damage caused in combat.

A character may use a force rod or staff to channel psychic energy to assist with ranged psychic attacks. Halve the normal penalties for ranged attacks if the psyker passes a WP test.

Weapon I To Hit Strength Armour Pen. Parry Enc Cost Avail Force Sword - - as character - - 50 10000c V. Rare Force Axe - - as character +10 - - 50 15000c V. Rare Force Halberd +10 -10 as character +20 - - 150 20000c V. Rare Nemesis Force Halberd +10 -10 as character +20 - - 200 30000c V. Rare Force Rod +10 - as character -10 - -20 10 30000c V. Rare Force Staff - - as character -10 - - 40 20000c V. Rare

Nemesis Force Halberd

The Nemesis Force Halberd is used by the Grey Knight Chapter and incorporates a Bolt Gun - use the standard profile given on the Bolt Weapons page.

Rune Weapons

A character using a rune weapon who successfully hits an opponent may take a WP test. If the test is passed, the character adds his WP total to his strength for determining the outcome of the damage caused in combat. If the WP test fails, the runes dim and cannot be used until the next day.

A character may use a rune staff to channel psychic energy to assist with ranged psychic attacks. Halve the normal penalties for ranged attacks if the psyker passes a WP test.

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Weapon I To Hit Strength Armour Pen. Parry Enc Cost Avail Rune Sword - - as character - - 50 30000c V. Rare Rune Axe - - as character +10 - - 50 35000c V. Rare Rune Staff - - as character -10 - - 40 30000c V. Rare

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment_force_weapons.shtml (3 of 3) [25/05/2002 14:55:02] Grenades & Missiles Home : Weapons, Equipment & Armour : Grenades & Missiles by A. R. Fawcett & I. D. Fawcett GRENADES & MISSILES

WEAPON SUMMARY

Launchers

Weapon Type Mode Acc Strength Max Range Shots Rld Enc Cost Avail Grenade Launcher Basic S -10 - 500m - 1 40 300c Rare (single) Grenade Launcher Basic S,SA(2) -10 - 500m 6 5 45 550c Very Rare (drum mag) Auxillary Grenade Basic S -15 - 200m 2 - +15 100c Rare Launcher Missile Launcher Heavy S -5 - 2000m 6 10 170 1500c Very Rare Rocket Launcher Heavy S -10 - 1000m 8 8 120 1000c Rare Disposable Rocket Heavy S -5 - 1000m 1 - 40 400c Scarce Launcher

Grenades/Missiles

Max Armour Weapon Type Mode Acc Strength Shots Rld Enc Cost Avail Range Pen. Grenade - (4m Anti-Plant ------10 30c Rare or Missile radius) Grenade - (4m Blind ------5 20c Scarce or Missile radius) Demolition - (5m Grenade - - 50 +60 - - 20 50c Rare Charge radius) - (3m Frag Grenade - - 30 +5 - - 5 10c Common radius) Grenade - (4m Gas ------5 50c Rare or Missile radius)

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Grenade - (2m Haywire ------20 500c Very Rare or Missile radius) - (1/2 m Krak Grenade - - 50 +40 - - 5 150c Rare radius) - (2m Melta Bomb Grenade - - 100 +70 15 150c Rare radius) Grenade Photon Flash ------10 100c Rare or Missile Grenade - (2m Plasma - - 70 +40 - - 10 200c Very Rare of Missile radius) - (3m Psyk-Out Grenade - - - +10 - - 15 2000c Very Rare radius) Grenade - (D10m Rad - - 10D10 - - - 10 100c Very Rare or Missile radius) Grenade - (4m Scare Gas ------5 75c Rare or Missile radius) Grenade - (4m Smoke ------5 10c Common or Missile radius) - (2m/3m Stasis Grenade ------15 1500c Very Rare radius) - (6m Super-Frag Missile - - 40 +25 - - 10 50c Scarce radius) - (1/2m Super-Krak Missile - - 60 +70 - - 10 300c Very Rare radius) Grenade - (2 m Tanglefoot ------10 150c Rare or Missile radius)

LAUNCHERS

Launchers are used to fire missiles or grenades over long distances. Full details of missile and grenade types can be found below.

Grenade Launcher

Grenade launchers are designed to fire micro-grenades, and will not accept the larger normal grenade types used for melta-bombs and .

Auxiliary Grenade Launcher

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Auxiliary grenade launchers are designed to fit onto a basic weapon, giving the firer the option of shooting grenades. It takes 1 action to switch between the basic weapon and the launcher. The auxiliary launcher is fires the same sort of grenades as a normal launcher and is fed from a single magazine. If different types of grenades are loaded the order must be noted down: the grenades can only be fired in that order. Grenades may not be breech loaded as is the case with the normal grenade launcher.

Missile/Rocket Launcher

Missile/Rocket launchers are always shoulder-mounted with many of them carrying a magazine of missiles, though these are usually restricted to the Adeptus Astartes. If several missile types are loaded, the player must write down the loading order. The missiles can only fire in this order.

GRENADES AND MISSILES

Antiplant

Antiplant is the name given to defoliant grenades. These release chemicals that cause plants to shrivel and die, depriving the enemy of soft cover. Due to the different types of plant life on different planets, many types of antiplant grenades have been produced. It is up to the GM whether the 'correct' type of grenade are being used to clear the area of foliage. The defoliant destroys plants but causes no harm to animal life or machines.

Blind

Blind grenades are sophisticated types of smoke grenade. Once thrown, it is impossible to see through the blind-cloud with normal eyesight - bionic eyes, scanners and infra-red cannot see through it either. No one can shoot into blind-smoke and even psykers cannot use their powers if the blind hides the target. Anyone in a blind-cloud can opt to remain stationary or moving at half rate in a random direction. Characters in hand-to-hand combat fight at half their WS rounding up. At the start of each subsequent round roll a D10 to determine what happens to the blind-cloud:

D10 Cloud Movement 1-2 Cloud remains for another round and then disappears 3-6 Cloud remains where it is 7-8 Cloud shrinks to half current radius 9-0 Cloud moves D6 metres in a random direction

Demolition Charge

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This is a standard issue explosive for destroying buildings, bridges and the like. It is generally used in conjunction with a timer.

Frag

Frag is another term for the standard issue grenades used by the Imperium, otherwise known as fragmentation grenades. This type is one of the commonest grenades in the galaxy, and Orks are equipped with them as well. They are designed to explode and fragment causing a lot of havoc to unprotected targets. Imperial issue frag grenades are no bigger than a large coin. Anyone caught within the blast will be hit. Characters may make I tests to dive out of the way and take half damage.

Gas

Toxic gases are often used on the battlefields of the Imperium. Refer to the Toxins sections for rules on the effects.

Any character within the cloud of toxic gas must take a toughness test or succumb to the effects. Roll for the dispersion using the table given for the Blind grenade.

Haywire

Haywire grenades are only ever used by the Imperial Army and special troops, they are extremely rare otherwise. A Haywire grenade emits an incredibly powerful burst of electro-magnetic interference which scrambles delicate circuits and overloads instruments. It is used to disrupt the robotic minds and control systems of dreadnoughts, vehicles and Terminators. The effect is usually spectacular: circuitry explodes with a shower of sparks.

All electrical equipment ceases to function within the area of effect. This includes energy weapons, power and shock weapons, force fields, power armour and so on. Primitive weapons and similar items are not affected. The area of effect has a 25% chance of dissipating at the end of every round.

Krak

Krak grenades are designed to penetrate thick armour, to split or 'krak' it open. As they are predominantly armour cracking grenades they don't have a burst area, so all the damage is concentrated on one target.

Melta-Bomb

Melta-Bombs contains a thermal charge that can burn and melt through heavy armour, even vehicles aren't safe. A melta bomb is very bulky and must be accurately placed so that its contact plate is touching the

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Photon Flash

Photon flares explode with a tremendously powerful flash of light, enough to blind or dazzle anyone whose eyes are not protected in some way. Even characters wearing protective visors or goggles may be blinded temporarily, and light sensitive equipment such as infravision devices and targeters will be destroyed 75% of the time.

Anyone caught in the area of effect must pass an initiative test to cover their eyes or they are stunned for D3 rounds.

Plasma

When a plasma grenade explodes it creates a ball of shining plasma like a miniature star. As befits plasma's unpredictable nature, roll a D10 to see what happens to the plasma ball D6 rounds after it exploded:

D10 Plasma Ball Size 1 Plasma area shrinks upon itself and disappears immediately 2-8 Plasma area shrinks by 1 metre radius Plasma area expands an extra D6 metres in radius and 9-0 disappears next round

The plasma ball remains until it disappears. Each round spent in the plasma incurs an automatic hit. No line of sight can be drawn through the plasma area, as all weapons discharged into it merely feed the matter-energy conversion.

Psyk-Out

A psyk-out grenade contains the same anti-psychic matter as found in the psycannon. It is particularly devastating to daemonic creatures, who take a fatal wound automatically. Psykers caught in the field must pass a WP test or lose a random power for D4 hours.

Rad

Radiation grenades are dangerous because the deadly radiation they emit is persistent, erratic and impossible to see. It can be detected by rad counters and most scanners. The radiation area of effect is D10 metres in radius.

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Scare gas causes the central nervous system to produce feelings of deep anxiety and apprehension in an individual. When the grenade explodes the gas showers over a 4 metre radius and is absorbed through the skin. Anyone within this area must pass a T test or be affected by terror.

Smoke

Throwing a smoke grenade is a simple way of shrouding an area thus making it difficult for anyone to see through it. It is impossible to see through smoke with normal vision, but characters equipped with infravision, auto-senses, scanners, targeters, or bionic eyes can clearly see through smoke. A character with a targeter mounted on a weapon must, of course, level it up to eye-level to see through the smoke.

Any characters, without the above protection, within the area effect of 4 metres radius can opt to remain stationary or move at half rate in a random direction. Characters fighting in hand-to-hand combat in the area, have their WS halved. Roll a D10 for the smoke cloud movement, after the first round:

D10 Cloud Movement 1-2 Cloud remains for another round 3-7 Cloud remains where it is 8-9 Cloud shrinks to half current radius 0 Cloud moves away D6 metres in a random direction

Stasis

A stasis field has two areas of effect. Characters in the inner field may do nothing at all as time stands still. They may not be interacted with by anyone outside the field. In the outer field a character may only perform one action per round. Both fields have a 25% chance of shrinking by 1 metre every round.

Tanglefoot

This grenade type was developed by the Adeptus Mechanicus for use by select Imperial forces and special agents. It consists of a small but extremely powerful magno-gravitic reactor, similar in principle to the gravitic motors that power many hovering vehicles. The tanglefoot creates a field at and just above ground level, imposing a force to movement. Any character caught in a tanglefoot field is knocked to the floor and may not stand. The field has a 50% chance of cutting out at the end of each round.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment_grenades_missiles.shtml (6 of 6) [25/05/2002 14:55:03] Laser Weapons Home : Weapons, Equipment & Armour : Laser Weapons by A. R. Fawcett & I. D. Fawcett LASER WEAPONS

Laser weapons emit a beam of focussed light. As a shot strikes solid matter its energy is released, causing an explosive reaction at its surface. The most notable feature of the laser is its inability to pierce thick armour. They do a lot more damage to unprotected flesh than solid projectiles would. However, they do have one advantage, laser ammunition takes the form of a power pack and it can be recharged. WEAPON SUMMARY

Max Armour Weapon Type Mode Acc Strength Shots Rld Enc Cost Avail Range Pen. Laspistol Pistol S - 35 160m +5 30 2 20 50c Common Lasgun (Mars Basic S - 40 480m +25 60 2 30 75c Common Pattern) Lasgun (Necromunda Basic S,SA(2/3) - 40 480m +25 50 2 35 75c Common Pattern) Lasgun (Triplex Basic S - 40 480m +25 60 2 30 100c Average Pattern) Long Rifle Basic S +5 40 600m +25 40 2 45 100c Scarce Multi-Laser Heavy SA(4/6),A(12) -10 60 1200m +40 30 3 100 500c Rare Very Lascannon Heavy S -10 100 5000m +80 20 6 300 5000c Rare

Laspistol

The Laspistol is the standard armament amongst the Imperial Guard and is used widely by Eldar. It is a reliable weapon that shoots laser, or laser shells, which can sear through flesh. The laser shells however, tend to disperse slightly at longer ranges.

Lasgun

Lasguns are cheap, mass-produced weapons used by the Imperial Guard. These weapons are relatively cheap to manufacture and are easy to use and maintain. There are many different design of lasguns and

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment_laser_weapons.shtml (1 of 2) [25/05/2002 14:55:04] Laser Weapons most worlds produce their own versions, made of locally available materials. The Triplex Pattern Lasgun has different energy settings: the strength may be increased to 45 at the cost of 2 shots of ammo, or 50 at the cost of 3 shots (it takes 1 action to change the settings). Many lasguns and pistols include solar converters for recharging powerpacks.

Lascannon

Lascannons are large, cumbersome, but extremely powerful weapons ideally suited to taking out vehicles and buildings.

Multi-Laser

Multi-lasers contain a combination laser chamber capable of firing very rapidly.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment_laser_weapons.shtml (2 of 2) [25/05/2002 14:55:04] Melta Weapons Home : Weapons, Equipment & Armour : Melta Weapons by A. R. Fawcett & I. D. Fawcett MELTA WEAPONS

Melta weapons are incredibly destructive at short ranges. They work by firing a sub-molecular thermal blast over a short distance. A two-part injection system forces a pyrum-petrol mixture into a chamber where it is heated to a sub-molecular state, which will vaporise just about any target.

Melta weapons lose 5 strength points for every 10 metres to the target. WEAPON SUMMARY

Max Armour Weapon Type Mode Acc Strength Shots Rld Enc Cost Avail Range Pen. Very Inferno Pistol Pistol S -10 70 50m +30 3 4 35 30000c Rare Very Meltagun Basic S -5 80 50m +60 5 6 75 2000c Rare Thermal Very Basic S - 70 100m +60 1 4 70 15000c Lance Rare Very Multi-Melta Heavy S -5 100 400m +80 5 8 250 20000c Rare

Meltagun

The Meltagun, or Thermal Gun, as it is known in the military, shoots blasts of tremendous heat capable of melting flesh to nothing recognisable and equally capable turning heavily armoured vehicles into molten slag. Elite troopers are often equipped with this weapon for anti-tank roles.

Multi-Melta

Multi-melta or thermal cannon, take the extremes of heat to a new level. They are multi-barrelled Thermal Guns in almost every sense but generate more heat as a result of extra power packs.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment_melta_weapons.shtml [25/05/2002 14:55:04] Miscellaneous and Exotic 40k Weapons Home : Weapons, Equipment & Armour : Miscellaneous & Exotic Weapons by A. R. Fawcett & I. D. Fawcett MISCELLANEOUS & EXOTIC WEAPONS

WEAPON SUMMARY

Max Armour Weapon Type Mode Acc Strength Shots Rld Enc Cost Avail Range Pen. Bolas Basic S - 20 50m -10 6 4 30 150c Rare Launcher Graviton 4 rounds Very Basic S - - 100m - 6 65 10000c Gun recharging Rare Handbow Pistol S - 30 100m -10 1 2 25 350c Rare Needle Very Pistol S - 30 160m -10 6 4 20 200c Pistol Rare Needle Basic S +5 30 480m -5 6 4 30 250c Rare Rifle Neural Very Pistol Flamer - - 20m - 5 - 35 25000c Shredder Rare Very Psycannon Basic SA(2/4) - 50 800m +35 30 3 60 50000c Rare Very Web Pistol Pistol Flamer - - 10m - 3 2 35 2500c Rare Webber Basic Flamer - - 25m - 4 3 45 2000c Rare

Bolas Launcher

The Bolas Launcher is used predominantly by bounty hunters and law enforcement officers. It fires a bolas which wraps itself around the victim enabling an easy capture without too much harm caused to the target.

If a bolas hits its target there is a 75% chance that it entangles the location. If the legs are entangled, the target is knocked over if he is moving. If it entangles an arm then that arm cannot be used. If it entangles the head then it causes a hit every active phase due to choking. The body is generally too large to be entangled.

Victims may disentangle a bolas on a successful Dex test for 1 action.

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Graviton Gun

The graviton gun is a development of the gravitic reaction principle, used in gravitic motors to propel vehicles. It affects the local gravity field and changes the weight of objects making them far heavier or lighter than normal. The graviton gun is useful for demolition or siege work, as it is most effective when employed against massive structures such as buildings. The effect against living targets is variable: the stresses of increased weight may kill a large individual, but most targets will be merely immobilised.

When it is fired the graviton gun emits a bass rumbling noise which grows louder as its weight distorting rays affect the air pressure in front of it causing the air itself to vibrate.

Against buildings and vehicles, the strength of the graviton gun is D100, with an armour penetration modifier of +D100. If the target is a living target then it will not be able to perform any actions in its next D10 turns if it fails a strength test.

Handbow

The handbow is made from modern composite plastics, drawn by automatic servos. It is favoured by many assassins as it is easy to conceal as separate components before assembly.

NEEDLER WEAPONS

Needlers do not actually fire needles, but a sliver of chemical crystal which looks, to the naked eye, like a splinter of glass. Needle weapons carry a reservoir of liquid chemical in a pressurised capsule. Propulsion is provided by vapour pressure activated by a tiny laser, itself powered by a power pack. They are silent weapons whose chemical needles are so fine they are not felt even when they hit exposed flesh. The chemicals are so fast-acting that only a few seconds elapse between the target being hit and suffering the effects. The chemicals used vary from deadly neuro-toxins to sedatives and intoxicants. Needlers are never used by combat troops because of their poor armour penetration, for even a thin layer of clothing can stop a needle from hitting flesh.

Needle Pistol

The Needle Pistol is an ideal weapon for assassins and Imperial agents, being small, compact and accurate at short ranges.

Needle Gun or Rifle or Sniper Rifle

These are rifle-sized and are very accurate as most are fitted with targeters.

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There are three commonly available types of needler chemicals: neuro-toxins, sedatives and intoxicants. Each type of chemical has to be designed to target a particular species. The most common chemicals will affect humans in particular. Victims are allowed a standard Toughness test to resist the effects although the GM may apply modifiers depending on the chemical used. See the Toxins section.

Neural Shredder

The neural shredder projects a resonant wave of electromagnetic radiation that scrambles the electrical signals of the target's brain.

A target hit by a neural shredder takes a WP test for every hit taken - armour is automatically penetrated. If the test is failed then the target loses 2D10 points from I and WP. A target reduced to zero I or WP is rendered unconscious. I and WP points are regained at the rate of 10 per day.

Psycannon

The psycannon uses modified bolter technology and bolts that contain an anti-psychic substance (reputed to be a by-product of the Golden Throne or from rendered down Sensei). It is the favoured weapon of Ordo Malleus Inquisitors.

A psycannon causes a hit with double strength versus psykers and triple strength versus daemonic entities.

WEBBERS

Webbers are not designed to kill, but to enmesh their target in a web-like chemical net. Web chemical is contained in a canister fitted to the weapon, and is sprayed over the target when the gun is fired. As the chemical reacts with the air, thousands of sticky strands momentarily expand before tightening and hardening, trapping the target. Webbers are normally useless against buildings or vehicles, but can be used to 'weld' shut a door, window or similar-sized opening. A web can also be used to cover control panels, vehicle controls or any comparable surface, making it impossible to use. A web can cover an area up to 2m x 2m.

Roll to hit the target in the normal way as for flamers. If the target is hit, ignore any armour or cover, and check immediately to see if the target panics (Cl test). Failure results in the target panicking as the web tightens around him. Any limb hit by a web weapon has a 75% chance of becoming entangled and rendered immobile. Hits to other parts of the body can cause damage due to asphyxiation or constriction. If the target is panicking it suffers a strength 20 hit every active phase.

A target may try to rip the web off on a successful strength test at -25%. If the test fails then the target

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment_other_weapons.shtml (3 of 4) [25/05/2002 14:55:05] Miscellaneous and Exotic 40k Weapons takes a strength 20 hit as above. Other characters may try to help to pull the web off.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment_other_weapons.shtml (4 of 4) [25/05/2002 14:55:05] Plasma Weapons Home : Weapons, Equipment & Armour : Plasma Weapons by A. R. Fawcett & I. D. Fawcett PLASMA WEAPONS

Plasma is energized matter, the stuff of the stars themselves. It is incredibly dangerous stuff and rather difficult for the firer to control; the slightest touch of the trigger releases colossal energies. The ancient technology required to construct plasma weapons is only known by an inner circle of Adeptus Mechanicus Artisans and Munitions Adepts.

The ammunition for a plasma weapon is a photonic hydrogen cell. This hydrogen 'fuel' is then fed into a fusion core where the hydrogen is ionised into a plasma which is held inside the weapon by a powerful magnetic field. When the trigger is depressed, the plasma is fed along a linear magnetic accelerator, speeding the highly energised plasma stream towards the target. Hydrogen cells contain enough hydrogen for ten shots and are not reusable after firing.

The Plasma energizer is powered by a power pack, but is by no means stable, and a plasma weapon struck or knocked out of hand by a weapon hit will explode inflicting damage on its carrier equal to a hit from the weapon at point blank range.

Plasma Weapons fire once and then recharge before they can be fired once again. The reload column indicates this recharge time.

Plasma weapons can be fired on a semi-automatic setting (SA(2)) with a strength modifier of -10.

Due to the unstable nature of plasma, a roll to hit of a double (e.g. 22) indicates that something has gone awry. Use the following table to work out the malfunction:

To hit roll Result The character drops the weapon due to Any odd double (11, 33, excessive heat build up. No damage is etc) done and the weapon may be fired again. The character drops the weapon and Any even double (22, 44, takes a strength 30 hit to his firing arm. etc) apart from 00 The weapon is too hot to be used for D10 turns. The weapon explodes and damage is 00 resolved as a hit from the weapon to the firing arm. The weapon is destroyed.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment_plasma_weapons.shtml (1 of 2) [25/05/2002 14:55:06] Plasma Weapons WEAPON SUMMARY

Max Armour Weapon Type Mode Acc Strength Shots Rld Enc Cost Avail Range Pen. Plasma 3 rounds Very Pistol S -15 60 180m +25 1 35 5000c Pistol recharging Rare Plasma 4 rounds Very Basic S -10 70 480m +40 1 70 3500c Gun recharging Rare Plasma 2 rounds Very Basic S -15 70 300m +40 1 100 5000c Blaster recharging Rare Plasma 6 rounds Very Heavy S -10 90 720m +60 1 250 15000c Cannon recharging Rare

Plasma Pistol

Plasma Pistols are smaller versions of the larger Plasma Gun and Plasma Cannon. They have a shorter range and are less accurate.

Plasma Gun

These are approximately the same size as Bolters and require two hands to use effectively. When fired, they release brightly glowing shells of pure energy which react with the target to create miniature spheres of boiling nuclear energy.

Plasma Cannon

These are powerful weapons that can destroy vehicles with ease. They are sometimes referred to as 'Sun Guns' due to the effects of the plasma resembling a miniature sun.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment_plasma_weapons.shtml (2 of 2) [25/05/2002 14:55:06] Primitive Weapons Home : Weapons, Equipment & Armour : Primitive Weapons by A. R. Fawcett & I. D. Fawcett PRIMITIVE WEAPONS

On many worlds in the Imperium, technology has regressed. Instead of lasguns, bolters and the like, one is likely to find muskets and bows in their place. WEAPON SUMMARY

Max Armour Weapon Type Mode Acc Strength Shots Rld Enc Cost Avail Range Pen. Blackpowder Pistol S -10 30 50m - 1 3 30 10c Common Pistol Blowpipe Basic S -10 10 50m -10 1 2 5 2c Common Bolas Thrown S -10 20 - -10 - - 20 10c Average Bow Basic S -5 30 250m +5 1 1 80 5c Common Crossbow Basic S -5 40 300m +10 1 2 100 20c Common as Javelin Thrown S -5 - +5 - - 30 10c Average character Musket Basic S -10 30 200m - 1 4 50 30c Common Sling Basic S -15 20 150m -10 1 1 10 10c Common as Spear Thrown S -15 - +10 50 15c Average character as Throwing Axe Thrown S -10 - - - - 40 10c Common character as Throwing Knife Thrown S -5 - - - - 10 5c Common character

Bolas

If a bolas hits its target there is a 75% chance that it entangles the location. If the legs are entangled, the target is knocked over if he is moving. If it entangles an arm then that arm cannot be used. If it entangles the head then it causes a hit every active phase due to choking. The body is generally too large to be entangled.

Victims may disentangle a bolas on a successful Dex test for 1 action.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment_primitive_weapons.shtml (1 of 2) [25/05/2002 14:55:06] Primitive Weapons

Bow

This basic weapon cannot be fired one-handed.

Crossbow

A crossbow employs a winch mechanism or brute force to pull back the string.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment_primitive_weapons.shtml (2 of 2) [25/05/2002 14:55:06] Equipment for Warhammer 40,000 roleplay Home : Weapons, Equipment & Armour : Equipment by A. R. Fawcett & I. D. Fawcett EQUIPMENT

ANTI-GAS AND VIRUS EQUIPMENT

Anti-gas and anti-virus equipment are available in many forms, each offering varying degrees of protection to the user. Each item of equipment offers a bonus to the Toughness test or Resistance roll when confronted with gas weapons, skin-absorbed poisons, or even contagious disease.

De-tox

A de-tox can only be used in an inhaler, as an injector implant, or a gland (see entry for Combat Stimms below). It is a type of combat stimulant designed to give protection against gases and viruses. Each de-tox dose gives a +10 bonus to the Resistance roll to a maximum of +30.

Availability: Very Rare Cost: 200c per dose Encumbrance: 5 per dose

Filtration Plugs

Filtration plugs are very simple devices. They fit into the nostrils and filter the air inhaled. They give a measure of protection against inhaled toxins, as long as the character keeps his mouth shut, but no protection whatsoever against skin-absorbed poisons. A filtration plug gives a +5 bonus to the Resistance roll.

Availability: Scarce Cost: 10c Encumbrance: 5

Gas Mask

A gas mask covers the entire face and detoxifies the air passing into the lungs. A gas mask gives a +15 bonus to the Resistance roll for inhaled toxins only.

Availability: Rare Cost: 100c Encumbrance: 20

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Re-breather

Re-breathers are used all the time by the Adeptus Astartes. They are respirators which come equipped with their own oxygen supply allowing the user to survive all but the worst of conditions although the supply will eventually run out. A re-breather gives a +25 bonus to the Resistance roll for inhaled toxins only.

Availability: Very Rare Cost: 300c Encumbrance: 50

Sealed Suit

The sealed suit offers superb protection against practically any harmful gas or virus. The suit comprises its own re-breather and oxygen supply and is completely sealed, to offer protection against viruses and gases breathed in through the skin. A sealed suit offers a +40 bonus to the Resistance roll against gases, viruses, and diseases - inhaled or skin-absorbed.

Availability: Very Rare Cost: 1000c Encumbrance: 200

Synskin

Synskin is an artificial, protective layer of skin which is sprayed over a person's own, living skin. It gives protection against the elements and any airborne toxins. Synskin is available in almost any colour. Synskin gives a +50 bonus to the Resistance roll against any inhaled or skin-absorbed viruses.

Availability: Very Rare Cost: 1500c Encumbrance: 50 AUSPEXES

Auspexes are detecting devices and are used widely throughout the Imperium; bio-scanners and radiation counters fall under the collective title of auspexes. Only experienced adventurers, or those with the right connections, are likely to have an auspex. A character must use 1 action to turn an auspex on and make an Intelligence test in order to use it; understand the readings etc.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment.shtml (2 of 11) [25/05/2002 14:55:08] Equipment for Warhammer 40,000 roleplay Bio-scanner

A bio-scanner detects the life signs of living creatures. Each time this auspex is turned on, its detection range is established by rolling a D100, so a roll of 57 would give a detection range of 57 metres. Characters close to a lot of biological mass, such as in a forest for example, will only be detected 50% of the time.

Availability: Rare Cost: 600c Encumbrance: 100

Motion tracker

A motion tracker detects movement and the faster someone is moving the more likely he will be detected. A motion tracker has a range of 50 metres and anyone in this range has a chance of being detected. The chance of detection is a basic 50%, minus the range and plus the following modifiers: Cautious movement, climbing etc. +5%, Target is walking +10%, Target is running +25, Target is sprinting +40%.

Availability: Rare Cost: 600c Encumbrance: 100

Psi-tracker

Psi-trackers are incredibly rare devices and are almost solely used by Inquisitors. They read shifts in warpspace and detects the souls of those nearby. A character using a psi-tracker is classed as having the Psi-Track psychic power and a Will Power of 70 for purposes of detection.

Availability: Very Rare Cost: 2000c Encumbrance: 100

Radiation counter

A radiation counter, or rad counter, detects levels of radiation in the atmosphere. It will alert the user to any area of potentially dangerous levels of radiation if an Intelligence test is passed. A rad counter has a basic range of 25 metres. Subtract the range from the user's Intelligence, so a range of 21 gives a -21 modifier to the Intelligence test in order to detect the level of radiation.

Availability: Rare Cost: 500c

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment.shtml (3 of 11) [25/05/2002 14:55:08] Equipment for Warhammer 40,000 roleplay Encumbrance: 50 COMBAT STIMMS

Combat stimms, or combat drugs, are used to enhance a character's mental or physical performance. While they do give temporal benefits they inevitably have some side effects. There are several ways a character can take a combat stimm: by use of an inhaler, an injector implant, or a gland. These three stimm dispensers, as they are called, are explained below:

Gland

Few choose to be surgically implanted with a stimm gland because it more or less means that a person is under the permanent influence of a stimm and are not easily controlled by the recipient. They do not suffer entirely from the usual side effects because the glands have counteractive stabilisers and decontaminants in their bloodstream. A character with a gland will automatically be under the effects of whichever stimm it produces whenever there is combat, unless he can pass a Toughness test. A character must then pass another Toughness test, in order to affect the stabilisers and decontaminants, before he can get back to normal. Other stressful situations will intromit a character with a stimm. Any character with a stimm gland loses -10 to Dex, Ld, Int, Cl, WP, and Fel permanently - unless it is removed through surgery.

Availability: Very Rare Cost: 3000c (implantation process) Encumbrance: N/A

Inhaler

This is very simple. A character simply takes a deep breath and he will immediately be under the effects of the stimm. However, stimms which are inhaled only last for D6 Rounds; side effects on the other hand may last longer.

Availability: Average Cost: 20c Encumbrance: 10

Injector Implant

An injector takes 1 action to activate and another to switch off and it may feed 1 stimm dose per minute into a character's bloodstream. An injector may be filled from between 1 to 10 doses of stimm. The stimm's effects will last for as long as a character can inject himself, so an injector with 10 doses could potentially make a stimm last for ten minutes (1 minute per dose).

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Availability: Very Rare Cost: 800c Encumbrance: 50

COMMON STIMM TYPES

There are many types of stimms available in the Imperium; some can only be injected, while others can only be inhaled or intromited from a surgically implanted gland. One dose of stimm lasts for 1 minute but may be augmented by subsequent doses for a longer-lasting effect.

Barrage

The barrage stimm can only be injected. A single dose increases a character's WS, S, T and I by +30. This stimm works by introducing a cocktail of chemicals that power the muscles and heighten pain resistance. However, it plays havoc with the user's nervous system and gradually begins to destroy muscle tissue and other vital biological zones. As a result, after 1 minute, whether or not the user has taken another dose after the first one, the user loses D10 points permanently to all characteristics and 1 from Movement. If a character has taken more than 1 dose then the side effects kick in after 1 minute and will affect also affect those characteristics augmented by the stimm. These loses will continue for as long as the character injects the drug.

Availability: Very Rare Cost: 500c per dose Encumbrance: 25

Psychon

This stimm can only be inhaled or introduced from a gland. Psychon boosts strength through quick adrenal rushes. However, it makes the user mentally unbalanced. A character under the influence of Psychon gains +2D10 S and 2D10 T, but is also subject to frenzy. Each time Psychon is used, a character must pass a Cool test (-10 penalty per dose taken) or lose D10 points of Intelligence permanently.

Availability: Very Rare Cost: 400c per dose Encumbrance: 20

'Slaught

This stimm can only be inhaled or injected. 'Slaught is short for Onslaught, and the name is given to a variety of stimms that work on the neural parts of the brain, increasing reaction time and heightening

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment.shtml (5 of 11) [25/05/2002 14:55:08] Equipment for Warhammer 40,000 roleplay awareness. When taken, 'Slaught gives +D3 Movement and D3x10 Initiative to the user. When the effects wear off the user loses -1 to Movement and -10 to all other characteristics for 24 hours.

Availability: Very Rare Cost: 300c per dose Encumbrance: 20

Spook

Spook can only be inhaled or injected. This stimm is found on many hive worlds and is used by the nobility and other wealthy classes. Spook awakens and unlocks the dormant psychic potential that everyone has in their brains. For a short time a character who has taken Spook has access to one psychic power and is temporarily classed as a psyker for as long as the effects last (taking the same Will Power tests to successfully use the power etc.) However, a Spook user who fails to use a psychic power successfully, loses twice as many Will Power points than for normal Psychic Overload. What psychic power a Spook user has should be determined by the GM. They shouldn't be anything really powerful, along the lines of Fireball, Lightning, Inferno, Terrify, Choke, and Psi-Track should be fine. Each time Spook is used the GM should determine another psychic power. A Spook user only ever knows one psychic power at a time.

Availability: Very Rare Cost: 1000c per dose Encumbrance: 50

Spur

This stimm can only be injected or introduced from a gland. Spur increases a user's energy. A character under the influence of Spur gains +40 to one of the following random characteristics: roll D10, 1-4 WS, 5- 8 I, 9-0 S. After the effects have worn off a character must pass a Toughness test (-10 per dose taken) or lose 10 points permanently to whichever characteristic was augmented by the stimm.

Availability: Very Rare Cost: 250c per dose Encumbrance: 15 CYBER CREATURES

Some moderately high-ranking Imperial servants accompany themselves with cyber creatures. They are never available to anyone else although some have been stolen, re-programmed and sold for a fortune on the black-market; this is a serious offence punishable by torture and death.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment.shtml (6 of 11) [25/05/2002 14:55:08] Equipment for Warhammer 40,000 roleplay CYBER-MASTIFF

Cyber-mastiffs are any cybernetic dog-like 'creature' designed for protection and sometimes for scanning purposes. Although they have some biological tissues, cyber-mastiffs are almost completely mechanical and can only respond to a select few instructions, usually involving fetching, guarding and killing. A character may spend 1 action issuing a command to the cyber-mastiff and the cyber-mastiff will return to within 2 metres of the character after the task is done, if at all possible. A list of possible commands is given below:

Heel! The cyber-mastiff will immediately stop whatever it is it was doing and return to within 2 metres of its master.

Kill! The cyber-mastiff attacks the targeted foe and becomes frenzied.

Stay! The cyber-mastiff will guard whichever area the master has told it to. It will then immediately attack any enemy who trespasses without its master's consent.

A cyber-mastiff has the following profile:

M WS BS S T W I Dex Ld Int Cl WP Fel 6 60 - 50 50 10 40 - - 10 - - -

Other Rules: A cyber-mastiff is not affected by psychic powers, other than the physically destructive ones like Fireball for example, and is also immune to any gas and poison weapons; with hit locations, treat any hits to the left and right arm as leg and right leg hits; a cyber-mastiff has 40% armour on all locations and any attacks are counted as being inflicted by swords; cyber-mastiffs do not suffer from blood loss and are only affected by crippling injuries.

Availability: Very Rare Cost: 10000c Encumbrance: N/A

SERVO-SKULL

A servo-skull is a done-like device created by the Adeptus Mechanicus from the skulls of pious Imperial servants, so that they may continue to labour in the Emperor's cause, even after death. Fitted with small anti-grav engines, they are able to float and perform whatever tasks have been given to them. There are several different types of servo-skull. Some are fitted with weapons, some are fitted with slashing and cutting blades, and others are used in a medical capacity. Regardless of their type, all servo-skulls may be programmed to accompany a character and will always remains with 2 metres of him when possible. All servo-skulls have M 4, I 10, are small targets and have 75% armour. Any damaging hit will destroy a

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment.shtml (7 of 11) [25/05/2002 14:55:08] Equipment for Warhammer 40,000 roleplay servo-skull immediately.

Combat-skull

A combat-skull is fitted with many lacerating blades. It can dart forward and make 1 close combat attack and has WS 50. It counts as being armed with a chainsword for purposes of damage and armour penetration.

Gun-skull

A gun-skull can be fitted with a small weapon equivalent to that of pistol-sized. It will always make 1 shooting action and will short at the nearest enemy it can see. A gun-skull has a BS of 50.

Hunter-skull

A hunter-skull can be fitted with any one auspex. A hunter-skull is classed as having an Intelligence of 70 for purposes of detection.

Med-skull

Med-skulls come equipped with drug-filled syringes and small manipulative appendages for stitching and cauterising. A med-skull may spend 1 action healing as if it were equipped with a medi-pack.

Availability: Very Rare Cost: 5000c Encumbrance: 150 GUNSIGHTS

Gunsights are tools which aid the shooter. Most weapons may be fitted with a gunsight, but ordinary characters will probably find it difficult to find one. However, in order for a character to benefit from a gunsight he must aim first. There are no benefits whatsoever if a character wildfires for example.

Infrascope

An infrascope allows a character to see the heat auras of living creatures whether they be in darkness or behind a barrier, such as a wall or door. When aiming with an infrascope, a character suffers no penalties to hit due to poor lighting conditions. Additionally, a character can see a target up to 2 metres behind a barrier.

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Availability: Very Rare Cost: 600c Encumbrance: 75

Laser Sight

A laser sight projects a low-powered laser beam onto a target to aid the firer's aim. A character who spends 1 action aiming may benefit from a laser sight and gain +10 to hit.

Availability: Rare Cost: 250c Encumbrance: 50

Motion Predictor

A motion predictor is a very sophisticated gunsight as it calculates the direction of the target enabling the firer to make a good shot. A character using a motion predictor ignores any penalties to hit if the target is moving.

Availability: Very Rare Cost: 400c Encumbrance: 50

Range Finder

A range finder makes it a lot easier for the firer to shoot at the best possible trajectory, as this gunsight accurately displays the distance to the target. A character using a range finder halves the range to a target when working out any penalties to hit for shooting.

Availability: Very Rare Cost: 750c Encumbrance: 100 MISCELLANEOUS

Auto Senses

Auto-senses are artificial senses which relay a visual image directly into the mind, bypassing the eyes and optic nerves. Auto-senses may look like goggles or the visor of a helmet, but are actually far more sophisticated, automatically shutting off if sensory stimuli reach dangerous levels. They are far more

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment.shtml (9 of 11) [25/05/2002 14:55:08] Equipment for Warhammer 40,000 roleplay reliable and sophisticated than photochromatic visors (see below) as they offer a +40 bonus to the Initiative roll when avoiding blinding lights, such as those from conversion fields, photon grenades for example.

Availability: Very Rare Cost: 1000c Encumbrance: 50

Cameleoline

Cameleoline is a rare artificial substance which can be woven into the structure of most fabrics. Morphic polymer chains in the material automatically take on the colours and textures of their surroundings. The result is that after a second or two motionless the wearer appears to fade into the background, offering chameleon-like protection from prying eyes. All shots fired at a stationary character wearing this material will suffer a -10 to hit penalty. If a character hides he can only be detected by people who pass an Observe test with a -30 penalty, this penalty might be even more if the hiding character has the relevant concealment skills. A scanner can detect a character wearing cameleoline as normal.

Availability: Very Rare Cost: 2000c Encumbrance: 100

Communicator

Communicators, or vox-casters, are multi-purpose transmitters with an audio or audio-visual pick-up. The device may be a separate hand-held instrument or built into a helmet or wrist strap. Larger communicators which are capable of communicating planet-wide or with ships in orbit are backpack-sized or larger. It takes 1 action to activate and deactivate a communicator.

Availability: Scarce Cost: 200c Encumbrance: 100

Medi-pak

A medi-pak, more commonly known as a pharmacopoeia or narthecium, contains all the vital drugs and bandages that are needed to treat almost any battlefield injuries. A character with First Aid, Medic, or Surgery may use a medi-pak. When used it gives a character a re-roll on his Med roll (Int + Dex divided by 2) when administering treatment to a wounded character.

Availability: Scarce

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Photochromatic Visor

Photochromatic visors are available as goggles, visors, or contact lenses and offer protection against sudden flashes of blinding light. A character wearing a photochromatic visor gains a +10 bonus to the Initiative roll when avoiding blinding lights, such as those from conversion fields, photon grenades for example.

Availability: Rare Cost: 150c Encumbrance: 25

Psychic Hood

Using a psycho-crystalline array, a psychic hood boosts the psychic powers of the wearer. A psyker wearing a psychic hood may re-roll any failed Psychic test, including nullification tests.

Availability: Very Rare Cost: 5000c Encumbrance: 150

Web Solvent

Web solvent is used to disintegrated the sticky, constricting webs fired by web guns. Each dose of web solvent is enough to free one location. It takes 1 action per location to use web solvent.

Availability: Very Rare Cost: 500c per dose Encumbrance: 25

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment.shtml (11 of 11) [25/05/2002 14:55:08] Armour Home : Weapons, Equipment & Armour : Armour by A. R. Fawcett & I. D. Fawcett ARMOUR

Armour varies from the simple flak jacket to the fully power assisted tactical dreadnought armour which has an armour thickness comparable to a light tank. In addition to body armour, there are shields and personal energy fields which employ force field technology to deflect, diffract or absorb hits. COMBINING ARMOUR

Generally, different types of armour cannot be combined i.e. worn one on top of another. A character cannot combine two or more types of physical or primitive armour as it would be too bulky and heavy to wear. Only one shield may be used in combat. Due to the spectacular and destructive effects of wearing 2 or more force fields, only one may be turned on at a given time. It is up to the GM what armour may be combined if there are discrepancies.

If a character is lucky enough to be wearing two or more 'types' of armour then all the sets of armour have to be penetrated before the shot does any damage. If a shot penetrates armour it loses some of its penetrating power and so the chance of penetrating the next set of armour is at -10%. DAMAGE TO ARMOUR

If amour has been penetrated then it loses some of its effectiveness, it gradually gets whittled away or it is torn apart by a shot. To represent this every time armour is penetrated, the base penetration value of the armour is increased by 5% in the location penetrated. For example, if a character wearing a Flak armour vest is hit in the chest by a shotgun blast that penetrates the armour, the base penetration value of the Flak armour increases from 40% to 45% on the body location. Energy fields/armour are not affected by this rule. ARMOUR SUMMARY

Primitive Armour

Primitive armour is still common in many parts of the galaxy, for example on Feudal Worlds. Primitive armour comprises ferrous metal plates and mail shirts or sometimes reinforced animal hide. The protection it offers is minimal but PCs without any armour should be encouraged to wear this primitive protection as it's better than nothing!

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% chance of Armour Type Protection Type Penetration Chainmail 50% Primitive Leather or other reinforced 80% Primitive animal hide Plate Armour 30% Primitive Shield/Buckler* 80%* Primitive

* Applies only to front/side of PC or as determined by GM.

Physical Armour

Armour Type % chance of Penetration Protection Type Flak Armour 40% Physical Mesh Armour 30% Physical Carapace 25% Physical Power Armour 20% Physical Terminator Armour 10% Physical

Flak Armour

This comprises several layers of different ablative and impact absorbent materials which should absorb the majority of the energy from a shot or blow. Flak armour is cheap and easy to produce. It is generally worn as a vest, but Flak arm, leg and head armour is known.

Availability: Common Cost: 30c vest (+5 for each other location) Encumbrance: 40 (+5 for each other location)

Mesh Armour

Mesh armour is formed from tens of thousands of individual pieces of thermoplas bonded together to produce a tightly woven material rather like reptile scales or chainmail. When struck the mesh becomes momentarily rigid, spreading the impact across a larger area. Mesh armour is commonly worn by Eldar. Mesh armour can be found in suits that cover the entire body, but vests, arm, leg and head armour are known.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment_armour.shtml (2 of 6) [25/05/2002 14:55:09] Armour Availability: Very Rare Cost: 200c per body location (1200c for full suit) Encumbrance: 10 for each body location (60 for full suit)

Carapace Armour

Carapace armour is made up of large rigid plates of armaplas or ceramite moulded to fit parts of the body. It may take the form of a complete armoured suit like those worn by Arbitrators or separate parts such as chest pieces, helmets etc.

Availability: Rare Cost: 100c per body location (600 for full suit) Encumbrance: 40 for each body location (240 for full suit)

Power Armour

This is a complete enclosing armour as worn by Space Marines. It is made from thick ceramite plates and would be heavy and cumbersome but for electrically motivated fibre bundles implanted in the armour to replicate the movements of the wearer and supplement his strength. Power armour is fully sealed to provide protection against gas weapons and hard vacuum it also commonly includes numerous auxiliary systems such as communicators, auto-senses, etc. Power armour increases a characters strength by 10% when wearing the armour.

Availability: Very Rare Cost: 15000c (only available as full suit) Encumbrance: 200

Terminator Armour

Terminator Tactical Dreadnought armour, to give it its full name, will only ever be available to the veteran Space Marines of the First Company of a Chapter or to special Imperial characters. It is the most protective physical armour anyone can wear but it is very large and bulky. But this makes it ideal for 'holding' missions and cleansing space hulks. All Terminator suits are very ancient and, like the Dreadnoughts, much of the technology used to produce them has been lost.

Terminator armour includes a respirator, communicator, auto-senses, scanner, rad counter and targeter. It is a completely sealed suit protecting the wearer from most types of toxins and gases and gives complete immunity to Virus, Toxin and radiation. Terminator armour increases a characters strength by 20% when wearing the armour.

Availability: Very Rare

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment_armour.shtml (3 of 6) [25/05/2002 14:55:09] Armour Cost: 100000c (only available as full suit) Encumbrance: 400

Energy Armour/Force Fields

Armour Type % chance of Penetration Protection Type Refractor Field 50% Energy** Conversion Field 40% Energy** Displacer Field 30% Energy** Powershield* 50%* Energy**

* Applies only to front/side of PC or as determined by GM.

** Force fields are not affected by the penetration values of weapons. The value shown is the protection offered to all types of weapon, unless stated otherwise in the weapon's description.

Wearing a force field is a definite bonus to an individual as it offers a second layer of protection before a shot hits any physical armour. A force field's armour value can never be altered by a weapon, unless stated otherwise. It also leaves the character the option of not wearing cumbersome physical armour. The problem with fields is that they often emit light and so it is difficult to hide if one is turned on.

Since fields are projected at a distance, they do not protect the wearer in close combat.

Refractor Field

A refractor field is an energy field projected by a small generator no larger than a pistol holster. It operates by dispersing the energy of incoming shots and blows over the total area of the field. Unfortunately the field produces a haze of light which makes it impossible for the wearer to hide.

Availability: Very Rare Cost: 3000c Encumbrance: 25

Conversion Field

This field converts incoming energy from shots and blows into light. If a shot fails to penetrate the field then a blinding flash is produced illuminating a circular area with a radius of D6 metres. Treat as a photon flash flare going off (the wearer is immune to the flare).

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment_armour.shtml (4 of 6) [25/05/2002 14:55:09] Armour Availability: Very Rare Cost: 10000c Encumbrance: 25

Displacer Field

A displacer field contains a miniature warp drive mechanism with a proximity detector which picks up incoming shots or psychic attacks. If the shot fails to penetrate the field then the wearer of the field is instantly shifted D6 metres in a random direction. This will cause the attack that hit the character to miss automatically unless the attack has an area effect and the displaced character fails to move far enough away in which case the field is counted as penetrated. A safety mechanism prevents a character from transporting into a solid object.

Availability: Very Rare Cost: 25000c Encumbrance: 25

Rosarius

A Rosarius is an amulet worn by some Adeptus officials. It bears the symbol of an Imperial eagle or a Terminator cross. The Rosarius contains a conversion field, as above.

Availability: Very Rare Cost: 15000c Encumbrance: 25

Power Shield

Power shields contain a small power field generator. Once activated the shield is surrounded by a glowing blue field of energy which emits crackling lightning when it is used to deflect a blow.

Availability: Very Rare Cost: 5000c Encumbrance: 75 ELDAR ARMOUR

Armour Type % chance of Penetration Protection Type

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Aspect Armour: Dark 20% Physical Reaper Aspect Armour: Dire 25% Physical Avenger Aspect Armour: Fire 20% Physical Dragon Aspect Armour: 25% Physical Howling Banshee Aspect Armour: 20% Physical Striking Scorpion Aspect Armour: 30% Physical Swooping Hawk Aspect Armour: Warp 20% Physical Spider Rune Armour 40% Energy

Aspect Armour

Eldar Aspect Armour is a unique product of their highly advanced technology in the realm of psychic engineering. The Eldar manipulate psychic energy in the same way that the Tech-priests of the Adeptus Mechanicus use electricity or plasma fission as an energy source. Aspect armour is constructed of a psycho-sensitive material which reacts to movements of the wearer, moulding and reshaping itself to fit like a glove as the character moves and fights. Like mesh armour, Aspect armour stiffens with the impact of a shot or blow to spread the energy of a hit across the body of the wearer, though the armour also includes rigid plates to further reinforce it.

Eldar Rune Armour

Rune armour is only used by the mystic Eldar Warlocks and Seers. Rune armour is specially constructed of wraithbone, a material conductive to psychic energy.

The protective psychic energy in the armour deflects a shot or blast before it even touches the wearer. Rune armour follows the rules for Energy armour and force fields.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment_armour.shtml (6 of 6) [25/05/2002 14:55:09] Bionics rules for Warhammer 40,000 roleplay Home : Weapons, Equipment & Armour : Bionics & Implants by A. R. Fawcett & I. D. Fawcett BIONICS & IMPLANTS

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

There are three types of bionic replacements: basic, adequate, and advanced.

Basic replacements offer at least some degree of usefulness and comfort to the recipient. Some parts are not available in this category, such as a brain for obvious reasons.

Adequate replacements allow the recipient to carry on with his or her life with minimal difficulty. They come in a wide range of parts.

Advanced replacements are better than the original, e.g. an advanced bionic eye may confer a bio- scanner and an advanced limb will be much stronger than the original.

Implanting Bionics

Depending on how advanced the replacement any character with the Implant and Surgery skills, and the right equipment, can perform the necessary operation. More advanced implants require more skill and additionally more advanced tools.

Damaging Bionics

Because a bionic replacement is attached to living tissue, nerve endings etc., it is just as vulnerable to harm as the rest of the body.

Repairing Bionics

A character must have the Engineering - bionics skill to be able to repair bionics. To carry out a repair a character must make an Int test with the following modifiers: Basic bionic +10, Adequate bionic +0,

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment_bionics.shtml (1 of 5) [25/05/2002 14:55:09] Bionics rules for Warhammer 40,000 roleplay Advanced bionic -20. Of course a character must have the right equipment available to carry out any repair.

Availability of Bionics

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

Cost

(Approximately) Basic limbs cost 400 credits each; Adequate cost 1000 credits each; Advanced cost 2000 credits.

(Approximately) Basic organs cost 1000 credits each; Adequate cost 2000 credits each; Advanced cost 4000 credits. BIONIC LIMBS

Single Arm

Basic: S -5, Dex -10.

Adequate: -5% armour.

Advanced: S +5, Dex +5, -10%.

Both Arms

Basic: S -10, Dex -10.

Adequate: S +5, -5% armour.

Advanced: S +10, Dex +10, -10% armour.

Single Leg

Basic: M -1.

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Adequate: M normal, -5% armour.

Advanced: M +1, -10% armour.

Both Legs

Basic: M -1, I -10.

Adequate: M +1, -5% armour.

Advanced: M +2, -10% armour. BIONIC ORGANS

Brain

Basic: not available.

Adequate: functions as normal.

Advanced: I +10, Int +5, Cl +10.

Ears

Basic: -10 to all Listen tests.

Adequate: +5 bonus to Listen tests.

Advanced: +20 bonus to Listen tests, Listen range is doubled.

Eyes

Basic: -20 penalty to vision tests, vision distances are halved.

Adequate: +10% bonus to vision tests, can see objects at +25% normal distances.

Advanced: +40% bonus to vision tests, can see objects at +100% normal distances.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment_bionics.shtml (3 of 5) [25/05/2002 14:55:09] Bionics rules for Warhammer 40,000 roleplay Adequate or Advanced bionic eyes may be equipped with one or more of the auspexes and any of the gunsights (if with a gunsight, the character does not have to aim first to gain the gunsight's benefits, unlike other characters.) In addition, they may be fitted with the equivalent of a single digital weapon.

Heart

Basic: not available.

Adequate: no effect.

Advanced: M +1, +15 bonus to Resistance tests.

Lungs

Basic: not available.

Adequate: +10% bonus to Resistance rolls vs. gas weapons.

Advanced: +30% bonus to Resistance rolls vs. gas weapons.

Mouth

Basic: not available.

Adequate: no effect.

Advanced: features a synthetically generated voice, which can be modified to imitate another voice with a 70% accuracy.

Nose

Basic: superficial purposes only.

Adequate: no effect.

Advanced: improved sense of smell, gains Follow Trail skills, +20% bonus to detecting substances. IMPLANTS

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment_bionics.shtml (4 of 5) [25/05/2002 14:55:09] Bionics rules for Warhammer 40,000 roleplay The following implants should be out of the reach of normal player characters and should only really be available to non-player characters, as they are very powerful.

Mechadendrites

These include a variety of tendril-like extremities used by the Adeptus Mechanicus to aid them in their construction, maintenance and research duties. They have small motors and actuators within their armoured tentacles and tend to move about of their own accord. A character (almost always a Techpriest) with mechadendrites gains a +30 bonus to tests taken when trying to interact with machinery, such as fixing something, picking locks, etc. The character also gains an improvised combat attack.

Mind Impulse Unit

A Mind Impulse Unit (MIU) is a neural link up between a character and a piece of equipment allowing him to operate the machine purely by thought alone. MIUs are rarely used outside Titans and Dreadnoughts, but they have been incorporated for the use of special shoulder-mounted weapons. A character with an MIU and shoulder-mounted weapon may fire the weapon as normal but have both hands free at the same time.

Psi-booster

A psi-booster stimulates the part of the brain responsible for controlling the use of psychic powers. A character with a psi-booster halves the range to his target when calculating the modifiers for a Psychic test, making it easier for him to focus his mind on targets further away.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment_bionics.shtml (5 of 5) [25/05/2002 14:55:09] Consumer Guide Home : Weapons, Equipment & Armour : Consumer Guide by A. R. Fawcett & I. D. Fawcett CONSUMER GUIDE

This section deals with the prices of miscellaneous items that every adventurer needs. Do not worry too much about financial matters - characters should keep an eye on their finances, but it shouldn't dominate gaming sessions, unless it is part of a plot engine.

Everything has its cost in the 41st millennium, from the soles of your shoes to the ammunition in your bolt gun. The players will always need money no matter who they are and in the 41st millennium it can be a very expensive business equipping yourself for adventuring. COINAGE

The credit has been used to represent costs in the Imperium. Each planet or system issues their own currency which should be readily accepted throughout the Imperium, in theory. Planets may only accept currency issued locally, and foreign currency may be greeted with suspicion. AVAILABILITY

Not everything can be easily bought. Generally, it is the cities that can provide the best facilities because of their massive populations. If goods cannot be bought then it would probably be worth it for the players to go underground and try their luck with the black market.

For a guide to the Availability column you are referred to the section describing weapon profiles.

SUBSISTENCE

Common sense is the best thing to use as far as the availability of food and drink is concerned. For example, an agricultural world may not boast the greatest of facilities but will certainly have a lot of food and drink - whereas a highly advanced forge world may boast excellent facilities it may not have the capacity to sufficiently feed its population.

Food and drink is, more or less, common enough, except in the lower hab layers of hive worlds where player characters would probably have to hunt all day for a decent morsel.

Cost Encum Availability Food per Day 2 to 4c* 10 Plentiful

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Army rations (1 week) 8c 20 Average Soft Drink (bottle) 1c 1 to 5 Plentiful Alcoholic Beverage (bottle) 1 to 3c 1 to 5 Plentiful Hotel/Inn Room or equivalent (sleeps 10 to 15c - Common 4) Separate Room (sleeps 2) 10 to 30c - Common

* 2 credits is the minimum required to stay healthy. Any character who has the money must spend the maximum 4 credits.

CLOTHING

The clothes given below are for average quality. When purchasing of better or worse quality the following modifiers should be applied to the cost.

Best Quality: x10 Good Quality: x 3 Poor Quality: Divide by 2

Cost Encum Availability Belt 1c 1 Plentiful Boots 5c 10 Plentiful Cloak 5c 10 Average Coat 30c 15 Common Dress 5c 10 Common Hat 3c 2 Average Hood/Mask 1c 1 Common Jacket 10c 8 Common Shirt 3c 2 Plentiful Shoes 8c 5 Plentiful Socks 1c 1 Plentiful Trousers 2c 4 Plentiful Underwear 2c 2 Plentiful

Any of the above items do not count towards personal encumbrance when worn, but when carried they

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment_consumer_guide.shtml (2 of 3) [25/05/2002 14:55:10] Consumer Guide have the listed encumbrance.

AMMUNITION

Ammunition may be harder to get hold of than the weapon itself and can be very expensive as a result. Many types of weapon use the same types of ammunition, such as most conventional weapons. Often single bullets, bolts, shells and so on are available which can be used to refill a magazine.

Type Cost Encum Availability Arrows 1c per 5 arrows 10 Average Bolt ammo 1c per Bolt 4 Rare Conventional ammo 1c per 5 rounds 10 Average Special Conventional ammo 10c per 5 rounds 10 Rare Flamer canister 10c per canister 20 Rare Needler canister 20c per canister 10 Very Rare Power Pack (lasers, melta, 15c per pack 25 Average plasma weapons)

Treat other ammunition types as Very Rare.

TRAVEL COSTS

Transport Cost Availability Boat (per day) 15c Average Cart (per day) 10c Common Interplanetary Shuttle 600c Average Interstellar Craft 5000c Very Rare Taxi (per 10km) 20c Average Train (per 10km) 2c Average

MEDICAL ATTENTION

Service Cost Availability Per Doctor or Hospital visit 10c Common

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/equipment_consumer_guide.shtml (3 of 3) [25/05/2002 14:55:10] Warhammer 40k Roleplay Bestiary Home : Bestiary by A. R. Fawcett BESTIARY

This section gives background detail and profiles for some of the inhabitants of the 40k universe. For more background information, visit the Appendix.

Chaos Space Marines - an account of the Treacher Legions that sided with Horus and turned to Chaos.

Daemons and Warp Entities - the horrors of the Warp are revealed in this section.

Humans - profiles for the commonest inhabitants of the Imperium.

Mutations - a guide to mutations, caused by radiation, Chaos and other factors.

Other Alien Monstrosities - a guide to some of the unsavoury inhabitants of the galaxy.

Space Marines - details of the super-human Legiones Astartes troops including implants.

Tyranids - monstrous extra-galactic aliens.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/index_bestiary.shtml [25/05/2002 14:37:39] Chaos Space Marines Home : Bestiary : Chaos Space Marines by A. R. Fawcett CHAOS SPACE MARINES

Ten thousand years ago the Imperium was racked by a terrible civil war called the Horus Heresy. Half of the Space Marine Chapters of the day sided with the Horus. Horus believed that it was he that should lead mankind and not the Emperor. The battle ended with the death of Horus and the retreat of the surviving Traitor Legions to the Eye of Terror, the largest warp storm in the galaxy. There they remain to this day. The most notorious of the Traitor Legions are the World Eaters, Thousand Sons, Emperor's Children, Death Guard, Night Lords, Iron Warriors, Alpha Legion, and the Black Legion. The first four Legions owe their allegiance to Khorne, Tzeentch, Slaanesh, and Nurgle respectively.

CHAOS SPACE MARINES IN 40K ROLEPLAY

A Chaos Marine or two might be dispatched to train groups of, for example, dissident Imperial Guard platoons, militant terrorists, or cultists. The skills of such individuals would be highly sought after. But the Chaos Marines will only do this to suit their Chaos Power's ends.

If Chaos does launch an assault on the Imperium they will almost certainly use hordes of Beastmen and mutants. The Traitor Legionnaires themselves are only used against a target of some import or if they are sent to retrieve an item of particular significance to their Chapter/Chaos Power, preferring not to risk using inferior mutants to do the important work.

Remember Chaos Marines are very intelligent indeed and their superiors are just as tactically cunning as their loyal counterparts in the Imperium. They are unlikely to fall for basic shenanigans and any operations are set up with meticulous preparation and planning.

Chaos Marine Equipment & Malfunctions

Chaos Space Marines are not as well equipped as the loyal Marines of the Adeptus Astartes. Their weapons and armour hail from some ten millennia in the past. Their power armour, while still strong, can sometimes malfunction, due to age or the suffocating power of Chaos. The GM can decide that Chaos Marine power armour protects at 25% and/or may malfunction when the Marine takes a damaging hit. The chance of a malfunction should be nothing more than 10% or 20% on a D100. If the suit does malfunction then the energy powering the armour packs up and reduces the armour's effectiveness to 40%. Chaos Marine weapons may also be more prone to jamming.

Typical Profile - CHAOS SPACE MARINE

M WS BS S T W I Dex Ld Int Cl WP Fel

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5 75 60 60 60 16 60 50 60 48 70 50 20

Skills: Alien Knowledge; Astronomy; Concealment Rural; Concealment Urban; Crack Shot; Cryptography; Demon Lore; Disarm; Dodge Blow; Fast Draw - Hand weapon, Pistol; Follow Trail; Furious Assault; Hipshooting; Parry Blow; Read/Write; Repair Jammed Weapon; Rune Knowledge; Secret Signs - Chaos Space Marine; Set Trap; Silent Move Rural; Silent Move Urban; Specialist Weapons - Bolter, Conventional, Flamer, Grenade, Laser, Needler, Plasma; Spot Trap; Steady Hand; Street Fighting; Strike Mighty Blow; Strike to Injure; Strike to Stun; Swift Assault; Theology.

Trappings: Power Armour suit with Communicator, Re-breather & Auto-Senses; Bolt gun; Bolt pistol; Frag grenades; Chainsword.

Other rules: Any Chaos Space Marine may possess up to D6-1 Chaos Mutations (minimum of zero); Subject to hatred of loyal Space Marines and Inquisitors; Khornate Space Marines are also subject to frenzy when in hand-to-hand combat.

THE EMPEROR'S CHILDREN

The Emperor's Children are dedicated to the worship of the Lord of Pleasure, Slaanesh. No form of deviance or depravity is beyond them. They see pain as an extension of pleasure and the more pain they can cause the closer they will be to their master.

The Emperor's Children were one of the first units assigned to pacify Horus and his rebel Chapters, and were the first unit to defect to the Warmaster. During a parley, the Chapter Master and his highest officers were corrupted by the decadent pastimes that Horus and his Chaos-worshippers offered. Drugged, pleasured beyond endurance, and finally broken, they agreed to keep the Chapter neutral.

Neutrality was all that Horus needed. The rot quickly spread to the whole Chapter, and the Emperor's Children willingly embraced Chaos in all its indolent depravity. The Imperial Cult of the Chapter was quickly supplanted by the more gratifying worship of Slaanesh.

As one of the Traitor Legions, the Emperor's Children invaded Earth, but took little part in the fighting around the Imperial Palace. Simple pleasures had given way to complex debaucheries. While their allies fought and died, the Emperor's Children slaughtered more than a million people and rendered them down to create endless varieties of drugs and stimulants. Countless thousands more died to give the Legionnaires more direct, if cruder, enjoyment.

When the assault failed, the Emperor's Children fled into the Eye of Terror with the rest of the Traitor Legions. They were the first to begin raiding Imperial worlds for captives and plunder. Their excesses soon knew no bounds and simple raiding could not supply enough raw Human material for their orgies of worship. At this point the Emperor's Children turned on the slaves and servants of the other Traitor

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bestiary_chaos_space_marines.shtml (2 of 8) [25/05/2002 14:52:04] Chaos Space Marines Legions, an action which began a series of wars within the Eye of Terror.

The struggles of the Emperor's Children continued until the destruction of the cloned Horus by the Black Legion. At that point all the Traitor Legions resumed raids on the Imperium. The Emperor's Children have again proven spectacularly successful at this pursuit, and the worship of Slaanesh within the Eye of Terror has never been pursed with such fervour.

The Emperor's Children have retained some of their former organisation as Marines, but have altered it to suit their new loyalties. While corrupt beyond Human comprehension, the Legionnaires of the Emperor's Children are a savage fighting force. Like many of Slaanesh's followers, they seek and find a perverse enjoyment in battle. The danger of combat is a rediscovered thrill and aphrodisiac, allowing them to reach new extremes of debauchery.

The Emperor's Children highly regard psykers. The broadcast terror of an enemy psyker can be enjoyed in its own right as a new sensation, while a Legionnaire psyker can kill enemies with pleasure or pure sensation - the greatest act of worship for a servant of Slaanesh. Close combat, where the enemy can be touched and directly destroyed, is also much favoured by the Emperor's Children.

Many Legionnaires aspire to die of pleasure while hosting a daemon, and as a result the Legion has many Possesses and daemons within its ranks and as allies. The Emperor's Children take a delight in the changes that Chaos and the daemonic has wrought in them, seeing these mutations as means to new pleasures or marks of Slaanesh's approval.

Only in one matter has Marine tradition been completely maintained. The Chapter name has been retained unchanged throughout the Legion's exile. Successive Legion Commanders have taken pleasure in reaffirming the Legion's title. It has become a direct and grievous insult to the grandeur of the 'false' Emperor and his staid Imperium.

The Legion's original Chapter colours of gold and purple were abandoned long ago, as was the Imperial double-headed eagle which was, at one time, forbidden to all other Marine Chapters. With the Horus Heresy and the defection of the Chapter, the right to use the double-headed eagle motif was passed to other, loyal Chapters of the Adeptus Astartes.

A few of the original Traitor Marines have retained their original Chapter colours, although the Imperial badge has been replaced by Slaanesh's male/female rune. For the most part the Emperor's Children use Slaanesh's pastel shades on their armour, reserving particular colours for different companies within the Legion. Officers and sergeants are, however, still marked out by gold or silver helmets and rank badges.

The original Marine armour designs have long been corrupted in the Emperor's Children. Over the years the mutations wrought by Chaos have been echoed in the shapes of the Legionnaire's arms and armour. A sensuous delight has been taken in making each Legionnaire's appearance grotesque and different from his comrades. Each suit of armour, every bolter or chainsword, is worked into fantastic patterns and

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bestiary_chaos_space_marines.shtml (3 of 8) [25/05/2002 14:52:04] Chaos Space Marines coloured in praise of Slaanesh. Each Legionnaire alters and changes his armour slightly, adding to its quality and 'beautifying' it. For the most favoured, the weaponsmiths of the Legion sometimes carves scenes of debauchery into shoulder and breastplates.

WORLD EATERS

The World Eaters were First Founding Space Marines, and still regard themselves as such. It is the later Foundings under their false 'Emperor of Mankind' who have turned from the true path and become decadent and depraved.

Even before the Horus Heresy, the World Eaters were noted for their bloody handed approach to warfare and the savagery of their training, Chapter rituals and treatment of enemies. Their use of psycho-surgery to alter the pleasure centres of recruit's brains was, however, frowned upon by the Imperium. The link between bloodshed and pleasure became so strong in some World Eater Marines that they were almost uncontrollable away from the battlefield.

It was a simple matter for the possessed Horus to bring the Chapter to the worship of Chaos, and Khorne in particular. The Chapter rituals needed some modifications, and the World Eaters quickly became loyal to Khorne, the bloodiest of the warp Powers.

Once held up as an example of loyalty by the Emperor, the World Eaters were at the forefront of the rebel Legions during the Heresy. Their unit records claim that it was they, and not the Sons of Horus, who first breached the walls of the Outer Palace.

The World Eaters continued and strengthened their blood traditions while in exile, trying themselves ever closer to Khorne and his daemons. Many World Eaters officers gave themselves to possessing daemons long ago, and the remaining companies of the Legion include at least one such possessed individual.

World Eater Legionnaires carry a large number of close combat weapons into battle. Chainswords are the preferred weapon of combat, unless a Khorne-given Chaos or Daemon Weapon has been granted. Competition to be first into the fray and the first to kill for the Blood God is fierce.

Over their centuries of exile this competition has been refined and formalised in the Company of the Chosen, warriors who have demonstrated that their devotion to Khorne is fanatical in the extreme. This devotion is also a result of a over-zealous psycho-surgery. Dressed in armour of red and brass, these Chosen Legionnaires are the first in any battle and the last to leave the field. Their delight in death and pain is so strong that they have been known to fall on their own chainswords as sacrifices to the Blood God.

The World Eaters wear armour in Khorne's colours of red and black. Individual patterns vary, but the right gauntlet is always painted red as a mark of loyalty to Khorne. Khorne's stylised skull-rune is painted and carved on many suits of powered armour.

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However, the original Chapter colours of white and blue are still visible on some items of World Eater armour and equipment. Often a shoulder piece, a breastplate or a single piece of armour has come from one of the Legion's original Space Marines and has been incorporated (without redecoration) into the Legion's new armour. In this way the courage of the original rebel Traitor Legionnaires is passed on to the entire Legion.

THE THOUSAND SONS

The name Thousand Sons is taken from the initial series of genetic imprints made from the genetic tissue of their Primarch Magnus the Red. From these imprints a thousand Space Marines were created - the Thousands Sons of Magnus. An entire legion of many thousands of Space Marines was subsequently raised to take part in the Great Crusade, but the Chapter always kept the title of the Thousand Sons.

Even before the Horus Heresy the Thousand Sons underwent arcane practices and learnt much arcane lore. When Horus gathered his forces against the Imperium, the Thousand Sons at first tried to warn the Emperor of the danger with their powers. Mistrustful of anything tinged by Chaos, the Emperor declared the Thousand Sons as heretics and sent the Space Wolves to devastate their homeworld of Prospero.

Fleeing this onslaught the Thousand Sons sought the patronage of the Chaos power Tzeentch, greatest wielder of magic among the Chaos gods. Tzeentch favoured them well and the Thousand Sons escaped to the Eye of Terror, where they settled on the world which became known as the Planet of the Sorcerers. During their time there, the Thousand Sons began to degenerate under the warping influence of the Lord of Change. It was then that they decided to undertake the Rubric of Ahriman.

Thanks to the Rubric of Ahriman Chaos Space Marines of the Thousand Sons are little more than robots. The Rubric of Ahriman was an incredible spell of some power that destroyed the bodies of these Marines, reducing them to dust, so now only their power armour suits remain with their trapped spirits still inside them. They shamble towards their foes in a -like way oblivious to any hurt done to them.

DEATH GUARD

Chaos Space Marines of the Death Guard owe their allegiance to Nurgle, the god of pestilence and decay. Of all the Marines of Chaos they are the most revolting to behold. Their rotted bodies stink of decay and their armour and weapons are pitted and corroded by putrid slime that oozes from their many sores. Because of their corruption they do not feel the pain of battlefield wounds.

During the Horus Heresy the Death Guard were marooned in the warp where a mysterious plague spread through their ship, even infecting the Chapter's Primarch Mortarion. In a fit of delirium the Primarch called upon the Gods of Chaos to save them. It was Nurgle that heard the plea and made Mortarion his

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The Death Guard arrived in time to take part in Horus' attack on Earth and fought in all of the major battles of the campaign. Following Horus' defeat the remnants of the Death Guard fled to the Eye of Terror but not before laying waste a score of planets and spreading disease and pestilence where they went. In the Eye of Terror Mortarion was made a Daemon Prince and now rules a daemon world of his own. From this place Mortarion launches the Plague ships into the warp to carry their contagions through the galaxy.

BLACK LEGION

The Black Legion is the only rebel Chapter to have changed its name in ten thousand years of exile. Created during the First Founding as the Luna Wolves, the Emperor subsequently changed the Chapter title to the 'Sons of Horus' after the Warmaster's Ullanor Crusade.

It was as the Sons of Horus that the Legion took part in the Horus Heresy, serving as his praetorians during the campaign. However, with the death of Horus at the hands of the Emperor and his Imperial Fist Marines, their moral broke. The Sons of Horus fled from the Imperial Palace bearing the remains of the Warmaster, a clear signal that the rebellion had failed. This action alone secured the contempt of the other Traitor Legions.

During the first centuries of exile the Sons of Horus were the most combative of all the Traitor Legions, as if seeking to atone for their previous cowardice. Over the centuries the Sons of Horus worshipped one Chaos Power after another, giving themselves willingly as hosts to Summoned Daemons. With each change in loyalty the Daemons of the rejected Power retreated into the warp, leaving discarded husks where once had been Legionnaires. The Sons of Horus were driven to the edge of extinction as a Chapter. It was during this period that the Sons of Horus discovered a means of hosting Daemons that did not destroy the mortal host. The Legion was saved.

The Black Legion has raided the Eye of Terror and Imperial worlds ever since. Their hulking space barge has been seen in many parts of the Imperium, only to vanish as mysteriously as it had arrived. The Legion leaves traces of its presence on many planets, and has fought against Imperial forces on many occasions, but its motives and loyalties remain unclear. During the Ultramarines' operations against the hive-fleet 'Behemoth', for example, a Black Legion helmet was found by a combat ship clearance squad. Inquisition scholars are still divided over the significance of this discovery.

Some Black Legionnaires have hired themselves out as mercenaries, but only the most desperate, or insane, would ever dare hire them. They are a Legion few in number, amongst the smallest of the Traitor Legions, but their officers are possibly the finest as they use their troops to the best effect.

NIGHT LORDS

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The Night Lords Chapter were already noted for their barbarity even before the Horus Heresy and the Emperor was planning to disband anyway. Not surprising that the Night Lords willingly joined Horus in the fight against the Imperium.

Even after Horus' defeat the Night Lords continued to launch attacks on the Imperium from their base in the Eastern Fringe of the galaxy. However, the Imperial Assassin, M'Shen, infiltrated the Night Lord stronghold and assassinated their Primarch. With this act the Night Lords ceased to be an organised threat to the Imperium.

The survivors of the Night Lords now live in the Eye of Terror where they continue to raid the Imperium. They worship none of the Chaos Powers and have become hard-bitten and cynical. They are frighteningly ruthless warriors who fight for the pleasure of fighting and the material rewards it brings.

IRON WARRIORS

The Iron Warriors once formed the Emperor's most able body of siege troops. The Iron Warriors' Primarch, Perturabo, excelled in siege and trench warfare above all else and his treatise on fortifications and their destruction formed the basis of several sections of the Tactica Imperium.

For reasons forgotten the Iron Warriors betrayed their oaths to the Emperor and sided with Horus at the wake of the drop site massacres of Istvaan V. After Istvaan the Chapter split up to fight on a dozen other worlds and contingents of Iron Warriors led assaults against the Imperial Palace. Wherever Iron Warriors fought they built huge citadels in their wake and held them against all comers. Even after Horus' defeat the Iron Warriors were only removed from Imperial worlds at a great price. The surviving Iron Warriors were driven back into the Eye of Terror, but their skills are still called upon for assaults on fortresses of the Imperium today.

ALPHA LEGION

The Alpha Legion was the twentieth and last legion created in the First Founding. Because of being the youngest Chapter, the Alpha Legion have always sought to outshine their brethren, as if to prove their worthiness amidst the older Chapters. Their pride led to a number of incidents where members of the Alpha Legion clashed with and even fought against members of the other legions. In particular there seems to have been a strong mutual hatred between the Alpha Legion and the Imperial Fists as they had clashed on more than one occasion prior to the Heresy.

When Horus made his pact with Chaos, the martial pride of the Alpha Legion was their downfall and they were among the first to join him. The legion clashed with loyal Space Marines on Istvaan V and in the campaigns thereafter, any need for restraint forgotten. Even after the Heresy failed the legion has continued to fight a covert war against the Space Marines and there are dozens of well documented

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file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bestiary_chaos_space_marines.shtml (8 of 8) [25/05/2002 14:52:04] Daemons and Warp entities for Warhammer 40,000 roleplay Home : Bestiary : Daemons & Warp Entities by A. R. Fawcett DAEMONS & WARP ENTITIES

The nature of the alternate dimension of warp space remains one of the darkest mysteries of the galaxy. The warp, also known as the Empyrean realm, the void, the sea of souls, is home to terrors every bit as real as marauding Orks and ravenous Genestealers. For it is the home of the Gods of Chaos, their daemons, and other entities both benign and malevolent - all are warp entities. It is raw and powerful, its energies succoured by not only the most dreadful nightmares of mortal existence but also those of hope, for not everything in the warp is malicious.

If warp space were wholly separate from the material universe it would present no danger. However, there are many gateways between the world of matter and the realm of power, some great and others small. The largest gateway is the Eye of Terror, a region of space where the two universes overlap. At its centre is pure Chaos, a whirlpool of energy where the creatures of the warp bathe in the powerful (and destructive) emotions of anger, revenge, hate and madness. The Eye of Terror really is the embodiment of Chaos in its most evil form. Around this is a broader zone which overlaps with the material universe. Here the laws of logic are subject to the whims of daemons and the illogic of the warp. Other zones of this kind exist throughout the universe, but most are malevolent as the emotions which 'power' them are negative and are more likely to pierce the material universe than the more contented emotions of happiness and love.

The mind of every psychic creature is a potential gateway through which a daemon, or other warp entity (such as a Spectre), can enter the material universe, planting seeds of doubt and ambition into its victim. Such thoughts have the power to corrupt a man, turning his mind to the pursuit of power and personal gain; alternatively these thoughts might have a positive effect with positive outcomes, such as the construction of a church or orphanage, or the betterment of an individual. However, all over the Imperium there are hidden cults dedicated to the worship of the Chaos Gods in their worst possible forms. Worship of this kind is the most heinous of all heresies and the most terrible betrayal of mankind. Once it has begun, the corruption has the potential to spread like a disease, creating rebellion and war. DAEMONS

While the gods of the warp cannot directly affect the material universe their servants, called daemons, can. Their forms are legion but are commonly depicted in human folklore as winged fiends with slashing claws, lashing tails, horned heads with mouths of fanged teeth. It is these forms which malevolent daemons typically like to assume when materialising into the material universe in order to scare mortals. More benign daemons often like to assume the most pleasing mortal form, such as a beautiful woman clad in a shimmering white dress or a tall handsome man clad in silver mail or white robes.

All daemons serve the whims of another much more powerful entity in the warp. This entity could be a huge seething mass of infinite proportions (a god), with its daemons being nothing more than part of the whole. Some are more powerful than others being Greater Daemons, Daemon Princes, Lesser Daemons, Daemonic Servants, and Daemonhosts.

Sometimes daemons enter the mortal world through the minds of unprotected or vulnerable creatures. However, it is more typical that they are summoned by mortals in a ritual to carry out a task and it is often the case that only unstable individuals, or those who wish for power, will ever countenance such an act; because daemons usually have to have something in return for their services, or they might just slaughter those who dared to summon them. On the whole,

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GREATER DAEMON

A Greater Daemon is the most powerful condensation of warp-emotion capable of entering the material universe. They are so powerful that many have their own servants and even their own mortal followers who worship them as if they were gods. Indeed, they are second to the gods themselves in the void and have dominion over all other daemons. In the physical world, Greater Daemons are considerably weaker than they are in the void, where their power is infinite, because they must take on a mortal form that can be destroyed. However, even their mortal forms are extremely powerful and they have access to many strange and wonderful powers. There are benign Greater Daemons, more often known as Arch-Angels, but they hardly ever involve themselves in the matters of mortals.

Typical profile

M WS BS S T W I Dex Ld Int Cl WP Fel 6 90 90 90 80 50 100 90 100 100 100 500 90

Special Rules: Daemons are extremely varied entities. Feel free to add any more rules you think are necessary.

Daemon Psyker - Greater Daemons have a considerable Will Power total, being creatures of psychic power themselves, meaning that most psychic powers will only ever fail on a roll of 96-00. Any failed Psychic test means that the psychic power simply fails to work and there is no Psychic Overload. A Greater Daemon may possess any psychic powers of any psionic lore. The GM may like to decide that a Good Greater Daemon may only use power of healing or those beneficial to people, such as Regeneration and Embolden for example. For normal Will Power tests the Daemon has Will Power 100.

Immune to Psychology - Greater Daemons are not effected by any psychological effects caused by anything other than Gods.

Terrifying Monster - All Greater Daemons cause fear and terror in all living creatures. Greater Daemons of good gods can instead cause the same effects as and when they want to.

DAEMON PRINCE

A Daemon Prince is an entity who used to be a mortal but has risen to the ranks of daemonhood through determination, luck, and blind loyalty to his god. Not surprisingly most Daemon Princes have malevolent patrons because only they would reward their most favoured mortal servants with the immortality of daemonhood. Benign patrons are not likely to manipulate their followers like this and some may view rewarding a mortal with daemonhood as disgusting, although a 'good' Daemon Prince is not out of the question. Indeed, some Saints may actually exist in the warp by their god's side; they have been recognised by the people as outstanding achievers and upon their death their ruling god might decide to reward them with daemonhood.

The most notorious Daemon Princes are those Primarchs who turned to Chaos in the Horus Heresy. The Primarchs were seen as extremely valuable to the Chaos Gods and in making them daemons they could use their services for eternity; normal Primarchs of course were not immortal. The Daemon Prince Primarchs had amazing powers, such as

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Typical profile

M WS BS S T W I Dex Ld Int Cl WP Fel 6 75 75 70 65 25 80 75 90 90 90 250 75

Special Rules: Daemons are extremely varied entities. Feel free to add any more rules you think are necessary.

Daemon Psyker - Daemon Princes have a considerable Will Power total, being creatures of psychic power themselves, meaning that most psychic powers will only ever fail on a roll of 96-00. Any failed Psychic test means that the psychic power simply fails to work and there is no Psychic Overload. A Daemon Prince may possess any psychic powers of any psionic lore. The GM may like to decide that a Good Daemon Prince may only use power of healing or those beneficial to people, such as Regeneration and Embolden for example. For normal Will Power tests the Daemon has Will Power 100.

Immune to Psychology - Daemon Princes are not effected by any psychological effects caused by anything other than Gods and Greater Daemons.

Terrifying Monster - All Daemon Princes cause fear and terror in all living creatures. Daemon Princes of good gods can instead cause the same effects as and when they want to.

LESSER DAEMON

Lesser Daemons are mere servants for the more powerful Daemon Princes and Greater Daemons. Nonetheless they are powerful entities. The Lesser Daemons of malevolent gods are twisted and cynical creatures whereas those of benevolent gods are angelic and true and seldom concern themselves with mortals.

Typical profile

M WS BS S T W I Dex Ld Int Cl WP Fel 4 55 55 45 45 12 60 60 70 70 90 90 70

Special Rules: Daemons are extremely varied entities. Feel free to add any more rules you think are necessary.

Daemon Psyker - Lesser Daemons are creatures of psychic power themselves. Any failed Psychic test means that the psychic power simply fails to work and there is no Psychic Overload. A Lesser Daemon may possess any psychic powers of any psionic lore. The GM may like to decide that Good Lesser Daemons may only use power of healing or those beneficial to people, such as Regeneration and Embolden for example.

Immune to Psychology - Lesser Daemons are not effected by any psychological effects caused by anything other than Gods, Greater Daemons, and Daemon Princes.

Fearsome Monster - All Lesser Daemons cause fear in living creatures. Lesser Daemons of good gods can instead cause the same effects as and when they want to.

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A Daemonic Servant is the lowest of the low in the daemon hierarchy. They take the form of mounts, steeds to be ridden by higher ranking Daemons and mortal followers. They are typically evil entities and are sometimes summoned by Daemonancers to act as their steed in times of need. They are not as powerful as Lesser Daemons and do not have the ability to use psychic powers in the material universe, although in the void this might not be the case. The most powerful Daemonic Servants are those of the four Chaos Powers: Khorne, Nurgle, Slaanesh, and Tzeentch; with Flesh hounds, Beasts of Nurgle, Steeds of Slaanesh, Discs of Tzeentch, respectively.

Typical profile

M WS BS S T W I Dex Ld Int Cl WP Fel 8 40 0 45 40 7 40 0 30 30 90 90 0

Special Rules: Daemons are extremely varied entities. Feel free to add any more rules you think are necessary.

Immune to Psychology - Daemonic Servants are not effected by any psychological effects caused by anything other than Gods, Greater Daemons, and Daemon Princes.

Fearsome Monster - All Daemonic Servants cause fear in living creatures. Daemonic Servants of good gods can instead cause the same effects as and when they want to.

DAEMONHOST

A Daemonhost is a mortal who has become possessed by the power of a Daemon, either completely or partially possessed. Summoned Daemons are entirely different to those possessed. A Daemon is recognisable after destroying its host body in order that it can enter the material universe from the warp. A Daemonhost on the other hand is a subtler version. Possession may come about through a ritual or the predatory instincts of the Daemon to find a body, to appease its twisted pleasure or for some other, greater purpose.

Chaos comes in many forms. It taints and twists reality in strange, unfathomable ways. In place of the obvious and gross warpings of the Chaos Wastes, the darkness of Chaos must take on new, subtler forms. Possession by Daemons is an insidious manifestation of Chaos: hidden, invisible, an enemy within. However, possession by a good entity is never ruled out, but such an entity never stays long enough to do any permanent harm to the host, if anything the host is usually enhanced by his experience.

Daemonhosts themselves may be mentally strong for if a Daemon wishes on a lengthy stay the Daemon's mind must be able to hide in a dark corner of the host's mind. However, despite the strength of the host, the Daemon will become visible at some point. It will contort the host body in many ways over time as the host sprouts new appendages and no longer has a natural shape; the Daemon at last cannot prevent its mortal form from warping. After this stage the Daemon will gain complete and utter control and soon the host will die, convolving in psychic agony, leaving the Daemon to find a new host. Death for a Daemonhost is hardly a release from the manipulation of Chaos. A corpse can serve Chaos just as well...dead. If the Daemon is strong enough it will be able to control the corpse for its own ends, perhaps even for centuries until it crumbles to dust.

Typical profile

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A Daemonhost has a random profile. This is to represent the fact that the power of Daemons, and the effectiveness of the possession, is incredibly varied.

M WS BS S T W I Dex Ld Int Cl WP Fel 6 45+4D10 45+4D10 40+3D10 40+3D10 10+2D10 60+3D10 60+3D10 60+3D10 60+3D10 60+3D10 90 60+3D10

Special Rules:

Daemon Psyker - Daemonhosts are able to use psychic powers just as well as Daemons. Any failed Psychic test means that the psychic power simply fails to work and there is no Psychic Overload. A Daemonhost may possess any psychic powers of any psionic lore. The GM may like to decide that Good Daemonhosts may only use power of healing or those beneficial to people, such as Regeneration and Embolden for example.

Immune to Psychology - Daemonhosts are not effected by any psychological effects caused by anything other than Gods, Greater Daemons, and Daemon Princes.

Fearsome Monster - All Daemonhosts cause fear in living creatures. Daemonhosts of good gods can instead cause the same effects as and when they want to. OTHER WARP ENTITIES

In the bizarre alternate reality of the warp, or the Empyrean realm as it is sometimes referred to, live many weird things. Most of them are dangerous and few are benign. Their prerogative is to prey upon the souls of mortals, but more specifically weak or unprotected psykers where their power can feed the possessive entity.

Some warp entities can exist in the material world where they are bound to stay, such as a tomb, graveyard, or similar place of death. Daemons, on the other hand, though they are entities of the warp, have always been tied to the warp and possess no such connection; they have to possess the body of a mortal in order to enter the material universe or through a warp gate created by a ritual. Daemons do not usually enter the material universe by choice. There are some warp entities, namely Enslavers, that enter the material universe via warp gateways created by unprotected psykers. Not all warp entities are ghosts or ethereal beings.

ASTRAL HOUND

All living creatures have a spirit floating in the void, even animals have 'souls'. However, it is only intelligent species that have powerful souls, i.e. humans, Eldar, souls that can still exist in the material universe. But although animal souls are very weak some may have a kind of affinity to the warp and upon death the spirit might be so powerful that it can remain apart from the Empyrean realm. These are known as Astral Hounds in the Imperium and many cultures have legends of terrible glowing eyed dogs which were said to prey upon mortals.

An Astral Hound can sense the psychic aura of a psyker and will prey upon the weaker ones in order to feed on their psychic energy. They are exceptionally vicious and possess a particularly potent, paralytic, bite. They can also shift in and out of the material universe as a form of small warp jumps.

Description: Varied. The physique of such supernatural creatures varies from culture to culture. Commonly an Astral Hound is exactly what its namesake suggests - a hound.

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Basic Profile

M WS BS S T W I Dex Ld Int Cl WP Fel 6 41 0 30 40 6 40 - 18 18 18 43 -

Special Rules:

● A hit from an Astral Hound ignores all armour (after a successful hit roll immediately for damage), except for force fields. If any damage is taken then the victim must pass a WP test. If failed, the victim becomes paralysed for D6 turns. Once paralysed the victim is at the mercy of the Astral Hound and if reduced to zero wounds, the victim's soul is consumed. ● Astral Hounds cause fear in all living creatures.

ASTRAL SPECTRE

An Astral Spectre is attracted by the energies created by a psyker, often brought about by using their psychic talents. More often than not, a Spectre will be drawn to a psyker unintentionally. Once in the material universe it must absorb the life-force of the living to avoid being destroyed. It does this by possessing its victim and slowly draining his life so that all is left is a mindless husk. A Spectre will prefer to possess a psyker as they offer more life-force for them to live on.

Description: An Astral Spectre is invisible and as its existence in the material universe is bound to a living host, it is not easy to say whether it has a shape as such. If an Astral Spectre is seeking a host then it will assume an amorphous shape and in this case it can only be seen by characters with Psychic Sense.

Basic Profile

M WS BS S T W I Dex Ld Int Cl WP Fel * * * * * * * * 66 66 66 66 *

*As victim.

Special Rules:

● An Astral Spectre has no body as such and must possess a living creature in order to survive. If no living creature can be possessed then it will be subject to instability. ● All the special rules that apply to a warp entity applies to an Astral Spectre. ● An Astral Spectre can survive in the material universe by draining the life-force of a living creature it is possessing. If the victim fails a WP test then the Spectre has successfully possessed his body. Once possessed, the victim will lose D10 Will Power points every 24 hours. Should WP reach zero then the victim effectively dies. ● In order to rid a character from his possessing Spectre, a psyker must make a Psychic test. The amount a psyker passes the test by is the amount to be subtracted from the Spectre's Will Power roll in order to resist the psyker. For example, a psyker passing the Psychic test by 30 points will subtract 30 from the Spectre's Will Power

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ENSLAVER

Enslavers continue to baffle the Inquisition to this day, at least to their origin and purpose. They are not creatures of Chaos in terms of a warped spawn, but a very physical entity of the Empyrean realm. An Enslaver bridges the two universe, Empyrean and physical, by means of a psychic gateway on a planet. This gateway is created by revolting means...

In the warp, an Enslaver can sense the psychic vibration of a weak psyker. Once such a psyker is traced he will be unaware of his fate. Almost immediately his body chemistry will change and his skin discolours. After two or three days the victim literally disintegrates and his body tissues form the Enslaver's psychic gateway to the physical world.

The Enslaver gets its name by its mind control methods. Once in the material world it seeks to enslave people, especially psykers as an enslaved psyker can sacrifice himself to become an Enslaver's psychic gateway. An enslaved individual retains his sanity but is completely under the thrall of the Enslaver. For this reason these warp entities are extremely dangerous to the Imperium.

Description: The Enslaver is a disgusting spheroid creature with tough leathery skin, approximately 2 metres tall, and on top, the head, if it can be called that, is a single large eye of a reddish or pinkish colour. Clustered around the middle of this abomination's body is an array of tentacles. Each tentacle is approximately 2 metres long with the two largest tentacles sporting an array of suckered pads. An Enslaver has no legs but moves about by floating and uses its tentacles for extra speed and manoeuvrability. Although this creature cannot fly it can float up to 3 metres in height using its tentacles to propel itself upwards.

Basic Profile

M WS BS S T W I Dex Ld Int Cl WP Fel 6 33 25 55 55 16 45 0 66 66 66 90 0

Special Rules:

● Although an Enslaver will try to avoid close combat at all costs (preferring to use its enslaved victims to defend it) it can attack D6 times per combat action using its tentacles and can attack at the sides and rear. ● An Enslaver can enslave a character within 50 metres at will, if it can pass a Will Power test to use the power. Any individual that fails a WP test to avoid its effects becomes enslaved. An enslaved character will remain under the thrall of the Enslaver until the creature itself is destroyed. ● An Enslaver, although a physical warp entity, is still subject to instability once in the material world. However, if it can enslave a character within D10x10 minutes of its arrival in the material world it will no longer be subject to instability as the physical vibrations offered by the enslaved character stabilises the Enslaver's relationship with the warp. ● An Enslaver causes fear and terror in all living creatures. ● An Enslaver is immune to all psychological effects and is immune to all mind influencing psychic powers.

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Ghosts are the spirits of normal people without any significant psychic gifts. Usually when a mortal dies his spirit is immediately cast into the warp along with the infinite others. On the other hand when a mortal dies horribly, or the victim is not ready to die, the spirit is not immediately released into the Empyrean realm; it is tied to the material universe until it can be laid to rest, such as a decent burial for example.

Ghosts are usually harmless regardless of how unpleasant the individual was in life as they cannot physically harm anyone. Ghosts often haunt the area where they died, sometimes reliving their death over and over again or to give a warning to anyone unknowingly walking into the area. Ghosts maybe unable to cause physical harm but they can make a mortal's life a misery if they seek to haunt the mortal for as long as he should live.

Description: Ghosts usually have the appearance that they bore in life though they are transparent. Sometimes a ghost might not be distinguishable from normal people. Some ghosts can speak and make intelligible conversation whilst others will be silent or moan and scream.

Basic Profile

M WS BS S T W I Dex Ld Int Cl WP Fel 4 25 0 0 35 17 30 0 18 18 18 18 29

Special Rules:

● In hand-to-hand combat a successful hit from a ghost will cause an opponent to immediately flee from the combat if a Leadership test is failed (with a -10 penalty). ● Ghosts are not living creatures and are immune to all psychological effects. ● Ghosts cause fear in all living creatures.

POLTERGEIST

A poltergeist is the spirit of a possessive or insane individual. It has a strong link to the material universe and as a result a poltergeist can actually manipulate solid objects. The Inquisition always treats cases of poltergeist activity with the highest importance as they do not want it to turn into something far more serious; such an unpredictable warp entity could influence a gateway into the Empyrean realm. Alternatively, a poltergeist might manifest itself in the company of an unprotected psyker.

Description: Poltergeists are invisible to anyone without Psychic Sense who will see them as misty humanoid figures or distorted, disembodied faces. Poltergeists are always silent, and it is impossible to communicate with them.

Basic Profile

M WS BS S T W I Dex Ld Int Cl WP Fel 6 33 27 45 55 17 35 18 18 14 18 29 10

Special Rules:

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● Unlike other warp entities poltergeists cause fear when they attack. Poltergeists attack by throwing objects. They can telekinetically pick up objects 4 metres away and anything up to the size of a small table may be thrown. Any objects thrown will have a Strength equal to the Poltergeist's. Additionally, if the entity had the knowledge of it in life, a poltergeist can fire technological weapons. As soon as a character is hit by an object or fired at by a poltergeist (seeing the weapon fire on its own for example) a Cl test must be passed to avoid fleeing from the poltergeist's area. ● Poltergeists are not living creatures and are immune to all psychological effects.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bestiary_daemons_warpentities.shtml (9 of 9) [25/05/2002 14:52:06] Humans for Warhammer 40,000 roleplay Home : Bestiary : Humans by A. R. Fawcett HUMANS

HUMANS

Humans occupy many worlds in the galaxy and not all are part of the great empire called the Imperium. The Imperium itself consists of more than a million worlds and on each one there is a human presence. Each planet has a function: some are given over entirely for producing food, some entirely for industry, whilst some are feral and barbaric in need of desperate civilising from the Imperium. But the largest concentrations of humanity lie on the planets called hive worlds. These centres of 'civilisation', which can be as barbaric as the most vicious feral tribe, are home to many billions of people and many millions of territorial gangs. It is very unusual for a hive worlder not to be a member of a gang.

Even though it is the 41st millennium, humans have almost taken a step backwards in their social and cultural development due to thousands of years of upheaval. The Dark Age of Technology saw Mankind achieve its zenith with the creation of many advanced technologies the like of which have never been seen again and those that remain are either assumed lost or are guarded by great powers. But humanity could not cope with its expansion through the galaxy and soon society began to disintegrate. Alien races were encountered for the first time and worlds began to fight them as well as themselves. It was during this period that psykers began to emerge, humans with great and unpredictable psychic powers. From these unpredictable energies came warp entities, creatures that live in the warp, an alternate universe where the laws of science and physics do not apply. These warp entities laid waste entire worlds and soon humanity was split apart and colonies separated by thousands of light years. Earth itself, or Terra, was isolated. The ensuing battle against Chaos, called the Horus Heresy, almost proved the downfall of the human race but led by the Emperor, the leader of humanity, the human race survived but was changed forever.

Today Mankind is almost medieval in its cultural ways, despite its technological level. Psykers on many worlds are denounced as witches and deviants and are frequently beaten and tortured, often at the behest of crazed adepts from the Adeptus Ministorum. Medieval practices such as this are commonplace on many Imperial worlds. Hereditary rulership is the norm on many planets and as long as the Imperial Commander sends a portion of his troops for recruitment into the Imperial Guard, then he is free to rule his planet as he sees fit. Humans are the most enduring race in the galaxy having survived thousands of years of alien and Chaos invasion.

Physique: Humans vary tremendously in appearance largely because of the many human populated worlds in the Imperium. Where in our world countries have their own unique cultures, the Imperium has entire planets that comprise these cultures instead.

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M WS BS S T W I Dex Ld Int Cl WP Fel 4 25 25 30 30 6 30 29 29 29 29 29 29

ADEPTUS ARBITES

The Adeptus Arbites are the keepers of the great Book of Judgement, the legal code of the Imperium, painstakingly collated over the centuries and embodying every decree ever passed by the High Lords of Terra. As the millennia pass the Book of Judgement grows ever heavier. Indeed it has long since grown beyond the confines of a single literal volume. Its most ancient decrees are written upon parchments of human skin, inscribed in unknown tongues by the nameless functionaries of a forgotten age.

Every day a hundred new volumes of encoded holoscript are added to its number. Volume upon leather- bound volume sits upon rows of iron shelves that fill the walls of the Hall of Judgement. Every row is home to ten thousand tomes. Shelves are stacked a hundred metres above the time-worn floor of antique marble. Upon narrow gantries and ladders crawl the tiny ant-like figures of legal assistants as they search amidst the debris of judgement.

JUDGES

The Judges command their own forces of retribution, massive armies spread throughout the galaxy and ever vigilant to answer the call for justice. The Judges can also call upon the full resources of the Imperium, adding their own strength to the immeasurable might of the Imperium's armies and fleets. Often it is the Judges who find themselves fighting the first flames of rebellion, while mobile Space Marine forces rush to support them. The very presence of the Arbitrators is the greatest deterrent to treachery.

Judges are a feared sight in the Imperium, for they are relentless in their pursuit of retribution. Their attire echoes the flowing robes of a more ancient time and mark's them out as the mighty lords of justice that they are.

M WS BS S T W I Dex Ld Int Cl WP Fel 4 71 63 55 55 14 66 43 71 56 71 66 39

Skills: Concealment Urban; Crack Shot; Disarm; Dodge Blow; Fast Draw - Pistol; First Aid; Parry Blow; Repair Jammed Weapon; Secret Language - Ecclesiarchy; Secret Signs - Adeptus Arbites; Silent Move Urban; Specialist Weapons - Bolters, Close combat weapons, Conventional, Grenades, Lasers; Street Fighting; Strike Mighty Blow; Strike to Injure; Strike to Stun; Swift Assault.

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Trappings: complete Power armour suit; Bolt gun; Bolt pistol.

ARBITRATORS

An Arbitrator is a member of the Adeptus Arbites, the militant arm of the High Lords of Terra. They not only form awesome judicial armies when needed but they also police the worlds of the Imperium. They are well-armed and are fanatically loyal to their cause. They wear a dark uniform and the sinister reflective visor of their helmet hides its wearer's all-seeing gaze.

Basic profile

M WS BS S T W I Dex Ld Int Cl WP Fel 4 41 40 40 40 8 40 29 39 29 39 29 29

Skills: Concealment Urban; Disarm; Dodge Blow; First Aid; Secret Signs - Adeptus Arbites; Silent Move Urban; Specialist Weapons - Bolters, Close combat weapons, Conventional, Grenades, Lasers; Street Fighting; Strike Mighty Blow; Strike to Stun.

Trappings: Carapace helmet with photochromatic visor; Gorget with communicator and re-breather; Carapace vambraces; Carapace chest armour; Carapace leg armour; Utility belt; Boots with weapon sheaths (can hold one pistol weapon or dagger in each boot); Armoured gauntlets; Pump action combat shotgun with 15% chance of 2D3 Executioner shells and 35% chance of 6+D6 Scatter shells; Bolt pistol; Knife; 10% chance of power maul; 10% chance of suppression shield. ADEPTUS ASTRA TELEPATHICA

Primary Psyker level 1 to 2

M WS BS S T W I Dex Ld Int Cl WP Fel 4 35 39 40 40 8 50 33 39 55 45 65 30

Skills: Daemon Lore; Divination; Meditation; Psychic Awareness; Psychic Sense; Read/Write; Secret Language - Ecclesiarchy; Secret Signs - Scholastia Psykana; Specialist Weapon - Lasers.

Trappings: Laspistol; Robes; 25% chance of Force rod.

Primary Psyker level 3 to 4

M WS BS S T W I Dex Ld Int Cl WP Fel

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4 45 45 47 47 12 60 43 55 70 60 85 40

Skills: Alien Knowledge; Astronomy; Daemon Lore; Divination; Dodge Blow; Meditation; Psychic Awareness; Psychic Sense; Read/Write; Repair Jammed Weapon; Secret Language - Ecclesiarchy; Secret Signs - Scholastia Psykana; Specialist Weapon - Lasers; Theology.

Trappings: Laspistol; Robes; Force sword; Force rod. GANGERS

The most vicious gangs come from the hive worlds, the huge conglomerations sited on polluted and often infertile planets. Many of these gangs are entirely brutal and totally anarchistic. Thankfully they are only concerned with their own petty squabbles and territorial arguments to pose a significant threat to a planet. The term 'Ganger' is given to a member of one of these gangs of which there are many different types, each one with varying degrees of technological weaponry.

The Tech gangs have the most advanced equipment and of all the gangs they have access to the 'real' weaponry. There are those gangs, however, called Brats. These Brat gangs are actually comprised of young sons and daughters of rich parents. They sport elaborate hairstyles and are always at the forefront of fashion. The Scavvy gangs are comprised of individuals who make a living by finding whatever they can from the lower factory levels of a hive. Scavvies are unsanitary people and have sores and scabs all over their bodies due to a life of undercity delving. Nomad gangs spend their lives travelling the ash wastes from one hive to another. This in itself is some feat as ash storms can strip a man to the bone in seconds. Undercity gangs are the most ritualistic of all the gangs performing, as they do, sacrifices. There are even gangs of Psykers and Mutants in some hive worlds.

Gang Profiles

The following profiles represent the universal gangsters to be found on any world. A typical gang will consist of D6+4 'typical' gangers, D3 'tough' gangers, and 1 Gang Leader. The Gang Leader is the first in the queue for the best equipment and weapons that the gang comes across and can, theoretically, have access to any weapon, or item of equipment, you wish him to have. A gang may comprise of any of the gangers shown in the career description, with skills, equipment etc.

Typical Ganger

M WS BS S T W I Dex Ld Int Cl WP Fel 4 29 29 30 30 6 30 29 25 25 25 25 25

Skills: Concealment Urban; Flee!; Secret Language - Thief; Secret Signs - Ganger; Silent Move Urban;

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Trappings: Lasgun; Knife; 25% chance of Flak jacket.

Tough Ganger

M WS BS S T W I Dex Ld Int Cl WP Fel 4 39 39 35 40 7 40 29 29 25 29 29 25

Skills: Concealment Urban; Dodge Blow; Flee!; Secret Language - Thief; Secret Signs - Ganger; Silent Move Urban; Specialist Weapon - Close Combat weapons, Conventional, Grenades, Lasers; Strike Mighty Blow.

Trappings: Lasgun or Autogun or Pump action shotgun; Knife; Flak jacket; 50% chance of D3-1 Frag grenades.

Gang Leader

M WS BS S T W I Dex Ld Int Cl WP Fel 4 50 50 45 47 10 50 34 45 29 39 34 34

Skills: Consume Alcohol; Crack Shot; Disarm; Dodge Blow; Fast Draw - Hand weapon, Pistol; Furious Assault; Hipshooting; Repair Jammed Weapon; Secret Language - Thief; Secret Signs - Ganger; Specialist Weapons - Bolter, Conventional, Grenade, Lasers; Steady Hand; Street Fighting; Strike Mighty Blow; Strike to Injure; Strike to Stun.

Trappings: Lasgun or Autogun or Pump action shotgun; Knife; Flak armour on all locations; D6-1 Frag grenades. IMPERIAL GUARD

Imperial Guardsmen are the rank and file of the Imperium; there are billions of these soldiers stretched across the galaxy. They are recruited from the armed forces of worlds throughout the Imperium. The fighting ability of each Imperial Guard regiment reflects the world and society it comes from. The many hive worlds throughout the Imperium breed vicious gang members that are ideal for recruitment, whereas the more primitive worlds offer medieval soldiers or savages. Depending on the traditions of their home worlds Guardsmen may bear facial tattoos, ritual scars, or other testaments to their initiation as warriors. In time, regardless of background, new recruits into the Imperial Army come to respect one another and serve the Emperor as he should be served; the saviour of Mankind.

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Typical Imperial Guardsman

M WS BS S T W I Dex Ld Int Cl WP Fel 4 39 41 40 40 8 40 29 35 29 35 29 29

Skills: Dodge Blow; Repair Jammed Weapon; Secret Language - Battle Tongue; Secret Signs - Imperial Guard; Specialist Weapon - Grenades, Lasers; Street Fighting; 25% chance of Concealment - Rural; 25% chance of Concealment - Urban; 25% chance of Disarm; 20% chance of Strike Mighty Blow.

Trappings: Flak Armour (all locations); Flak helmet; Lasgun; Knife; D3 Frag grenades.

Hardened Imperial Guardsman

M WS BS S T W I Dex Ld Int Cl WP Fel 4 49 51 50 50 11 50 34 45 31 45 35 31

Skills: Concealment Rural; Crack Shot; Dodge Blow; Fast Draw - Pistol; Hipshooting; Repair Jammed Weapon; Secret Language - Battle Tongue; Secret Signs - Imperial Guard; Specialist Weapon - Grenades, Lasers; Silent Move Rural; Street Fighting; Strike Mighty Blow; Swift Assault.

Trappings: Flak Armour (all locations); Flak helmet; Lasgun; Knife; D3 Frag grenades.

Veteran Imperial Guardsman

M WS BS S T W I Dex Ld Int Cl WP Fel 5 60 63 55 60 14 60 39 55 35 55 45 45

Skills: Concealment Rural; Concealment Urban; Crack Shot; Dodge Blow; Fast Draw - Hand weapon, Pistol; Furious Assault; Hipshooting; Parry Blow; Repair Jammed Weapon; Secret Language - Battle Tongue; Secret Signs - Imperial Guard; Silent Move Urban; Specialist Weapon - Grenades, Lasers; Silent Move Rural; Steady Hand; Street Fighting; Strike Mighty Blow; Strike to Injure; Swift Assault.

Trappings: Flak Armour (all locations); Flak helmet; Lasgun; Knife; D3 Frag grenades.

Typical Officer

M WS BS S T W I Dex Ld Int Cl WP Fel

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4 45 45 35 35 8 50 35 60 55 45 45 50

Skills: Etiquette; Public Speaking; Read/Write; Secret Language - Battle Tongue; Secret Language - Ecclesiarchy; Specialist Weapons - Close combat weapons; Conventional, Lasers.

Trappings: Laspistol; Carapace breastplate; Coat; Cap; Power sword.

COMMISSARS

Commissars are very special, high-ranking, officers. They keep army discipline and ensure that the wheels of the Imperial Guard do not veer off. Not only are they skilled tacticians they are very fine soldiers and the mere sight of one of these men is enough for many a Guardsman to fight with renewed vigour.

M WS BS S T W I Dex Ld Int Cl WP Fel 4 60 60 50 60 14 60 39 80 59 80 65 40

Skills: Crack Shot; Disarm; Dodge Blow; Etiquette; Fast Draw - Hand weapon, Pistol; First Aid; Furious Assault; Hipshooting; Law; Parry Blow; Public Speaking; Read/Write; Rune Knowledge; Secret Language - Ecclesiarchy; Sociology; Specialist Weapons - Bolters, Close combat weapons, Conventional, Flamers, Grenade, Lasers, Plasma; Steady Hand; Strike Mighty Blow; Strike to Injure; Strike to Stun; Swift Assault; Theology.

Trappings: Greatcoat; Black-peaked cap; Laspistol; Power Sword; Conversion field. THE INQUISITION

The Inquisition is sometimes seen as the left hand of the Emperor. It is a secretive organisation whose members are bound by no Imperial law or authority except their own. The soul purpose of the Inquisition is to investigate any potential threat to the human race, and then take whatever measures to annihilate it. Aggressive aliens, serious genetic deviation, political corruption, the machinations of planetary governors, and gross incompetence are enough to keep the Inquisition permanently occupied.

The Inquisitor is like an avenging shadow, moving amongst mankind on a mission to destroy its enemies. Each Inquisitor is unique concerning his methods, some will be cautious whilst some will strike down mankind's enemies with ruthlessness. Most Inquisitors work alone covertly in human populations, searching and seeking for deviants and possible daemonic possession. What manner of man can see into the hearts of the damned? In truth there are few who can confront the secret evils of the human soul, for compassion blinds most men to the indescribable horrors of heresy and betrayal. The Inquisitor must overcome these terrors and root them out.

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Many Inquisitors will have psychic powers.

Typical Inquisitor

M WS BS S T W I Dex Ld Int Cl WP Fel 4 65 65 55 55 12 60 43 80 65 80 70 45

Veteran Inquisitor

M WS BS S T W I Dex Ld Int Cl WP Fel 4 75 75 65 65 16 70 50 90 75 90 80 50

Skills: Alien Knowledge; Astronomy; Concealment Rural; Concealment Urban; Crack Shot; Cryptography; Custom Knowledge; Daemon Lore; Disarm; Dodge Blow; Economics; Etiquette; Evaluate; Fast Draw - Hand weapon, Pistol; Follow Trail; Furious Assault; Hipshooting; Identify Life- form; Law; Parry Blow; Psychic Sense; Public Speaking; Read/Write; Repair Jammed Weapon; Rune Knowledge; Secret Language - Ecclesiarchy; Secret Signs - Inquisition; Set Trap; Shadowing; Silent Move Rural; Silent Move Urban; Sixth Sense; Specialist Weapons - Alien weapons, Bolter, Conventional, Flamer, Grenade, Laser, Needler, Plasma; Sociology; Spot Trap; Steady Hand; Street Fighting; Strike Mighty Blow; Strike to Injure; Strike to Stun; Swift Assault; Theology.

Trappings: Bolt gun with Infrascope and Laser sight; Bolt pistol; Power sword; Psi-tracker; Motion tracker; Full suit of Power armour and helmet with communicator, re-breather and auto-senses; D6 Krak grenades; D6 Melta Bombs. SPACE MARINES

The Space Marines were created at the very dawn of Imperial history, approximately ten thousands years before the present day. Some of the Chapters can trace their history back to that time. These are the Chapters of the First Founding, created by the scientists of the Emperor to take part in the Great Crusade. Since that time many other Space Marine Chapters have been created, the most recent being those of the Twenty-Sixth Founding.

Space Marines are the finest human warriors of them all. Genetically tailored and utterly loyal to the Emperor, the Space Marine Chapters represent mankind's greatest hope of victory in the never ending wars for survival. A Space Marine's implants have fully grown and matured to create a super-human soldier capable of withstanding terrible wounds and breathing in poisons that would kill a lesser man. Space Marines are also amongst the best equipped troops in the Imperium wearing power armoured suits as standard and having access to the most advanced equipment the Imperium has to offer. The greatest

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Space Marines of a Chapter come from the First Chapter. These are the veterans of countless campaigns and only they have the honour of wearing Terminator Tactical Dreadnought armour.

Physique: Space Marines are literally very big men and are always well over six-feet tall; their power armour makes them look like giants.

Basic profile

M WS BS S T W I Dex Ld Int Cl WP Fel 5 70 70 67 67 18 70 60 80 68 90 80 50

Skills: Alien Knowledge; Astronomy; Concealment Rural; Concealment Urban; Crack Shot; Cryptography; Disarm; Dodge Blow; Fast Draw - Hand weapon, Pistol; Follow Trail; Furious Assault; Hipshooting; Medic; Parry Blow; Read/Write; Repair Jammed Weapon; Rune Knowledge; Secret Language - Ecclesiarchy; Secret Signs - Space Marine; Set Trap; Silent Move Rural; Silent Move Urban; Sixth Sense; Specialist Weapons - Bolter, Conventional, Flamer, Grenade, Laser, Needler, Plasma; Spot Trap; Steady Hand; Street Fighting; Strike Mighty Blow; Strike to Injure; Strike to Stun; Swift Assault; Theology.

Trappings: Power Armour suit with Communicator, Re-breather & Auto-Senses; Bolt gun; Bolt pistol.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bestiary_humans.shtml (9 of 9) [25/05/2002 14:52:08] Mutations Home : Bestiary : Mutations by A. R. Fawcett & I. D. Fawcett MUTATIONS

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

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

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

Mutations usually apply to Humans only, although other races maybe affected. These mutations can be applied to individuals or a gang to give an interesting twist to an adventure. A Chaos Cult consisting of mutant cultists can often give the characters a hard time. A GM can also give an unfortunate PC a mutation or two (just make sure they can easily be disguised). This information should be kept secret from the other players. The mutated PC will then have to hide his disfigurement and keep away from the watchful gaze of the Imperial authorities.

Roll a D100 for each mutation, it's up to the GM how many mutations are applied; an average number would be D3 with any more leading to a chaos spawn. Many mutations involve some sort of characteristic modifications or special rules. These must be noted down by the player concerned.

D100 Mutation D100 Mutation

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bestiary_mutation_table.shtml (1 of 15) [25/05/2002 14:52:11] Mutations

01 Acid Excretion 54 Limb loss 02 Albino 55 Limb transference 03 Arms elongate at will 56 Long legs 04 Atrophied limbs 57 Long neck 05 Beaked 58 Long nose 06-12 Bestial face 59 Long spines 13 Beweaponed extremities 60 Mace tail 14 Big ears 61 Massive intellect 15 Bird feet 62 Metal body 16 Black skin 63 Mindless 17 Blood Substitution 64 Moronic 18 Breathes fire 65 Multiple arms 19 Brightly patterned skin 66 Multiplication 20 Bulging eyes 67 One eye 21 Burning body 68 Overgrown body part 22 Cloud of flies 69 Pin head 23 Cloven feet 70 Pointed head 24 Cowardice 71 Powerful 25 Crest 72 Prehensile Tail 26 Crystalline body 73 Pseudo-Daemonhood 27 Emits cloud of poisonous gas 74 Quadrupedal/bipedal 28 Enormous flatulence 75 Rapid regeneration 29 Enormous mane of hair 76 Razor sharp claws 30 Enormously fat 77 Rearranged face 31 Extra joints 78 Regeneration 32 Evil eye 79 Rotting flesh 33 Extremely thin 80 Scaly skin 34 Eyestalks 81 Scorpion tail 35 Feathered hide 82 Short legs 36 Featureless face 83 Shrink 37 Furry 84 Silly voice 38 Great fangs 85 Silly walk file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bestiary_mutation_table.shtml (2 of 15) [25/05/2002 14:52:11] Mutations

39 Great horns 86 Skull face 40 Growth 87 Snake tail 41 Headless 88 Spits acid 42 Hideous appearance 89 Subject to fits 43 Hopper 90 Suckers 44 Horrible stench 91 Tail 45 Huge head 92 Tentacles 46 Hunchback 93 Three eyes 47 Hypnotic gaze 94 Transparent skin 48 Illusion of normality 95 Very agile 49 Invisibility 96 Very fast 50 Iron hard skin 97 Very strong 51 Irrational fear 98 Very warty skin 52 Irrational hatred 99 Vividly coloured skin 53 Levitation 100 Wings

Acid excretion. The creature's skin exudes a repulsive and extremely potent acid, which covers his body like a film of sweat. The creature itself is not affected by this vile substance, however, anyone or anything else may be affected.

Non-psychic metallic weapons that hit the mutant have a 10% chance of being destroyed by the acid.

If attacked by an unarmed mutant with acid excretion, metallic armour will give normal protection against one successful attack, but is then destroyed. An unarmoured opponent successfully hit by an unarmed mutant receives a S30 hit, due to the acid, in addition to the mutant's normal attack. If an attacker is in unarmed combat with the mutant then he receives a S30 hit on exposed flesh that comes into contact with the mutant.

The mutant may not wear metallic armour or use metallic weapons.

If faced with steel, or other solid barriers (usually metallic in nature), the creature can dissolve them given time - typically taking 1 turn to penetrate 10cm of steel.

Albino. The creature is a perfect albino with eerie white skin and glowing red eyes. Such creatures generally suffer from poor eyesight, especially in dim light. The mutant loses 10 points of Toughness permanently and suffers a -10 penalty to all tests under sunlight conditions.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bestiary_mutation_table.shtml (3 of 15) [25/05/2002 14:52:11] Mutations Arms elongate at will. The creature has a complex system of ligaments and muscle instead of normal arm bones. This peculiar arrangement permits the individual to elongate the arms a distance of 1+D3 yards in order to make a single close combat attack. The victim may not fight back. Having made the attack, the arms immediately withdraw and the target is free to move, shoot, etc as normal next round.

Atrophied limbs. This mutation affects the limbs and/or head resulting in imperfectly formed and often useless body parts. Roll a D6 to see how many parts are deformed.

1-3 = 1 3-5 = 2 6 = 3

Roll a D6 to determine which parts are affected. 1 Head. The creature is a moronic pinhead (see moronic). 2-4 Arm. One arm is useless. 5-6 Leg. One leg is useless. A creature with 1 leg may move at half-rate. A creature with no legs is immobile.

Atrophied limbs results in general loss of coordination and balance. For each limb lost reduce the creature's I and Dex by 10. Limb loss is also indicative of a broader deficiency. To represent this, reduce the creature's Toughness by 10 for every 2 limbs lost.

Beaked. The creature has a horny beak similar to that of a bird and as a result he may not wear a closed helmet. In hand-to-hand combat the mutant may make a bite attack instead of a weapon attack.

Bestial face. This mutation changes the facial structure so that it resembles that of a beast. Apart from leaving its victim in a state of sickening ugliness this mutation is neither harmful nor beneficial. A few examples are: face of an ant, ape, bull, goat, horse, lion, rat, snake.

Beweaponed extremities. The creature's arms or normal manipulative limbs are formed into the shape of clubs, often with spiky nodules or exposed bone. Although useless for holding weapons, these do make excellent hand-weapons in their own right, so that the creature need never worry about counting as improvised in combat.

Big ears. This mutation affects the tissue of the ears, which become swollen and prominent. This is rather inconvenient to put it mildly, making it almost impossible to wear a helmet for instance! However, the creature's hearing becomes quite acute, so that the slightest sound can be easily detected. The creature gains +20 to all listening tests.

Birds feet. The creature suffers from a mutation that leaves the feet clawed and scaled like those of a bird. This confers no advantage or disadvantage but is unattractive and difficult to hide.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bestiary_mutation_table.shtml (4 of 15) [25/05/2002 14:52:11] Mutations Black skinned. This is an abnormal mutation affecting the skin structure. All light reaching the skin is completely absorbed, without reflecting even the tiniest amount. The creature is seen only as a black shape, with no actual detail or structure apart from a pitch-black outline. This does not affect the creature in any way, other then making it totally invisible in darkness. The creature gains +20 to hide tests.

Blood Substitution. The mutant's blood is replaced with something entirely different. Roll a D6 to determine the nature of the change.

1-2 Leeches or Maggots. Whenever the mutant is wounded, a stream of squirming maggots pours out of the wound. Although this is revolting it grants no real beneficial effects.

3 Acid. The mutant's blood is replaced by a potent acid. Any opponent who wounds the mutant will suffer from a Strength 30 hit due to the squirts of acidic blood.

4 Protoplasm. A translucent slime oozes from the mutant's wounds (increase the mutant's Toughness value by 10). Should the mutant die, the slime coalesces into a single mass of protoplasm and will fight anyone it comes across (treat as an Amoeba WFRP p231.)

5 Molten Metal. Whenever the mutant is wounded, molten metal jets from the wound (increase the mutant's Toughness value by 10). Any opponent wounding the mutant takes an immediate Strength 30 hit. The molten metal will also ignite any flammable substances within a 4 metres radius of the mutant. When the mutant is killed it will explode, causing one Strength 40 hit on everyone within 8 metres.

6 Electricity. When the mutant is wounded by a metal weapon, the electricity in its bloodstream causes one Strength 30 hit to its opponent. This increases to Strength 60 if the mutant's opponent is wearing metal armour.

Breathes fire. This terrible mutation permits the creature to breathe flame. Use the rules for a Flamer.

Brightly patterned skin. The creature has a brightly patterned skin, striped, spotted, multi-colored, etc. Such mutations are odd looking, even occasionally attractive, but are only superficial. They have no associated advantages or disadvantages.

Bulging eyes. This mutant has huge, goggling, frog-like eyes. Aside from looking rather strange, this mutation confers the advantage of the skill Excellent Vision.

Burning body. The creature's body chemistry is distorted in a very strange and unnatural way, the skin burning constantly. A creature with a mutation of this kind is invulnerable to normal fire. In close combat the creature's immense body heat causes discomfort and panic in opponents who must deduct 20 from their 'to hit' dice. Any wounding hits inflicted by the mutant automatically cause +1 damage above normal.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bestiary_mutation_table.shtml (5 of 15) [25/05/2002 14:52:11] Mutations Cloud of flies. This mutation is especially unpleasant, affecting the skin in such a way that the flesh becomes loose and putrescent. The creature is permanently surrounded by a great swirling mass of flies which live off its disgusting hide. The flies not only feed from the semi-liquid mess, but lay their eggs upon it and maggots can be seen wriggling beneath the skin. The flies do give one advantage however; any hand-to-hand opponent will be so disoriented that he suffers a -10 'to-hit' penalty as flies gather around his mouth, crawl around his eyes and fly up his nose.

Cloven feet. This is another common Beastman mutation. The creature has feet cloven like those of a goat. In addition, legs are often hairy and sometimes the whole torso may be goat-like.

Cowardice. The creature will never willingly enter close combat and if charged will run away if possible. Its Cl will be halved for fear or terror tests.

Crest. This mutant has a huge crest like that of a bird.

Crystalline body. The creature's body appears to be made from a form of living glass. It is tough but flexible. The creatures toughness is increased by +20. At the same time its wounds are halved.

Emits clouds of poisonous gas. The creature emits noxious gases from one or more of its bodily orifices. Each cloud is D4 metres in radius. The creature can emit a single cloud during any round that it feels threatened if it rolls over its Cl. There are 5 different types of gas. Roll for each cloud as it is emitted.

1-2 Poisonous. T test or lose 1 wound. 3-4 Paralysis. T test or become paralysed for D3 rounds. 5 Noxious. Causes sickness and dizziness. T test or suffer -10 to any tests for 2D6 rounds. 6 Oily black gas. Same as Smoke grenade.

Enormous flatulence. This is a singularly embarrassing mutation that affects the digestive system. Periodically the creature produces an unexpected, involuntary and very loud noise. This happens on any turn 10% of the time. In a tense moment the creature must roll under its Cl to avoid letting rip. Needless to say this gives away its position.

Enormous mane of hair. The creature sports an enormous mane like that of a lion. This may extend to the head generally, which may be lionish with a great deal of facial hair.

Enormously fat. This mutation affects the creature's metabolism so that it becomes enormously fat and bloated. The mutant gains +10 T but -1 M and -10 I.

Evil eye. This weird mutation enables the creature to make a single gaze attack instead of normal shooting. The gaze has a range of 8 metres - the creature must roll 'to hit' as normal. If hit by the evil eye, a character's karma will be severely disturbed, suffering a -10 dice modifier on all shooting and hand-to-

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bestiary_mutation_table.shtml (6 of 15) [25/05/2002 14:52:11] Mutations hand combat rolls for 1 minute.

Extra joints. This mutation endows the limbs of the creature with extra joints in its arms or legs. Despite making the individual appear rather odd, this confers no real advantage/disadvantage.

Extremely thin. The creature is unnaturally thin and emaciated, bones protrude through skin, ribs stick out like keys on a piano, eyes bulge comically. Such creatures have their strength reduced by 10 (to a minimum of 10).

Eyestalks. This mutation deprives the creature of normal eyes, replacing them with stalk eyes like those of a crab. Such creatures cannot wear closed helmets.

Feathered hide. This is a mutation which affects the creature's skin. The creature is covered with feathers, often of a garish pattern, and may have vestigial wing membranes between arm and body.

Featureless face. This rather sad mutation leaves the creature with no facial features at all. Such creatures are blind. They are forced to eat and breathe via an additional orifice, often situated upon some hidden or embarrassing part of the body.

Furry. The creature's body is covered in long, dense fur. Its features and even general shape are completely obscured.

Great fangs. The creature has huge fangs. These are so large that the creature can use them in close combat (+1 A) without having to count as improvised weapons.

Great horns. This mutation is fairly common amongst beastmen. Huge pointed horns grow menacingly from the creature's skull. This confers the same advantages as great fangs. As a result the mutant cannot wear any head protection at all, unless it is a Chaos helm.

Growth. Unnatural growth affects the creature's body, so that it becomes D3+1 times larger than normal. Characteristics are altered as follows.

Growth M WS S T W I Dex x2 x1.5 +10 +10 x1.5 -10 -10 x3 x2 - +20 +10 x2 -20 -20 x4 x2.5 -10 +30 +20 x2.5 -30 -30

Characters cause fear due to their enormous size. The mutant will have difficulty fitting into normal- sized dwellings and may have some difficulty in using equipment and weapons. The GM will have to improvise in situations not covered here.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bestiary_mutation_table.shtml (7 of 15) [25/05/2002 14:52:11] Mutations

Headless. The creature has no visible head, all of its normal cranial organs and functions are accommodated within the torso.

Hideous appearance. This mutation leaves the creature in such a disgustingly sickening condition that it causes fear.

Hopper. The creature has but a single huge foot, moving along by hopping. This does not affect movement other than making it impossible to scale ladders.

Horrible stench. The creature's metabolism is savagely distorted, producing a variety of fetid and unpleasant odors. Roll a D6 to establish the range of the stench in yards. All models within this range are subject to a disadvantageous -10/-1 modifier on all dice rolls.

Huge head. The creature has a vast, balloon-like head that wobbles ridiculously on top of its narrow, deformed shoulders. 20% of all body hits, and 10% of all arm hits, actually hit the head instead. The mutant may only wear a helmet which is part of a suit of Chaos Armour.

Hunchback. This mutant has a terrible, conspicuous and ugly hump right in the middle of its back. Although gross and a great inconvenience to its tailor, this mutation in no way affects the creature's fighting prowess.

Hypnotic gaze. This is a very special power which enables a creature to transfix an enemy to within a maximum range of 12 metres. The target must pass a WP test or become prone. The target may try to shake off the effects if a WP test can be passed each round.

Illusion of normality. The mutant appears to look very normal, until anyone comes into close contact with him. Then the full horror of the mutant becomes apparent.

Invisibility. By some freak of cell structure this mutant appears invisible. The GM must carefully record the creature's position at all times. Only by using equipment, carrying things, etc. will the mutant give itself away.

Iron hard skin. The creature has hard, chitinous, often warty or scaly skin. Treat as Carapace armour to all locations.

Irrational fear. This mutant suffers from a severe disorder that renders it subject to fear against one of the following.

1. Any creature larger than itself 2. Any creature of its own race 3. Creatures making loud noises

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bestiary_mutation_table.shtml (8 of 15) [25/05/2002 14:52:11] Mutations 4. Plants 5. Other mutants

Irrational hatred. The creature has a mental disorder similar to irrational fear but this time manifested as hatred. Use the chart for irrational fear to establish what the creature hates (see above).

Levitation. The creature may levitate by up to 1 metre from the floor and also move horizontally at normal move rates.

Limb loss. The creature loses 1 or more limbs determined as follows. Roll a D4.

D4 Result 1 Both arms 2 Both legs 3-4 One Arm

See the Atrophied Limbs section for a description of the effects.

Limb transference. This is a common mutation. Creatures have their limbs swapped around. Not only limbs but also facial features can be affected. Determine how many parts are affected with a D6.

D6 Result 1-4 1 part 5 2 parts 6 D3+1 parts

Determine which parts are affected with a D10:

D10 Result 1-2 Head 3 Eyes 4 Mouth 5-7 Arm 8-10 Leg

Determine the location the part is moved to as follows:

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bestiary_mutation_table.shtml (9 of 15) [25/05/2002 14:52:11] Mutations

D10 Result 1 Head 2 Chest 3 Back 4 Stomach 5 Hip 6 Groin 7 Elbow 8 Knee 9 Hand 10 Foot

Long legs. The creature has enormously long legs. This is quite advantageous in some situations, allowing the creature to traverse difficult ground and obstacles with only half the normal penalty.

Long neck. The creature has a long, giraffe-like neck. This can be useful in some situations e.g. for looking into high-up windows.

Long nose. This mutation endows the creature with a large, bulbous, extremely long nose or snout. There is a 10% chance that the nose is extremely sensitive and therefore gives the mutant the benefits of the skill Follow Trail.

Long spines. The creature's body is covered with long spines or spikes. Any close combat opponent will find it difficult to get near the creature and must subtract -10 from 'to hit' rolls.

Mace tail. The creature has a tail, often with a knobbly or spiked end rather like some dinosaurs. This can be used in close combat, giving an additional tail lash attack.

Massive intellect. This mutation boosts the creature's intelligence by +20. The mutant may well suffer from perceptible bulging of the cranial region.

Metal body. The creature's skin is formed from some sort of naturally deposited metal, making them very tough indeed! The creature has +10 Toughness.

Mindless. The mutant is totally without a brain. It will obey the commands of anyone within 10 metres - usually the nearest but if two are equally close determine randomly. The creature is too thick to respond to psychological threats. Intelligence is 0. The mutant is too stupid to even leave combat unless told to.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bestiary_mutation_table.shtml (10 of 15) [25/05/2002 14:52:11] Mutations

Moronic. The creature is congenitally dense. The intelligence score remains as normal, but every time the creature uses a piece of equipment it must pass an Intelligence test to accomplish the action correctly. This applies no matter how simple the item e.g. door handle, picking something up, sword.

Multiple arms. This creature is blessed with extra arms. These enable additional close combat weapons to be carried and hence give additional attacks. Only one weapon may be used during shooting however.

D6 Result 1-4 2 extra arms (MA(2)) 5-6 4 extra arms (MA(3))

Multiplication. This bizarre mutation enables the creature to spit into two or more entities for a limited time. This can be done only in moments of stress - if the creature is fired upon for example. At such times roll a D6, a score of 6 indicates that the creature has split into D6 additional parts, each identical to the original. All personal possessions, clothing and weapons are also duplicated. At the end of D6 turns the creatures reunite into a single entity at a point equidistant between all the parts. As long as one part survives the mutant is restored to full health. This can only happen once a day.

One eye. This mutation gives the creature a single large eye like a cyclops. Eyesight is unimpaired, except that all shooting becomes more difficult and are subject to a -10 'to hit' modifier.

Overgrown body part. Throw a D10 and a D6 to determine the part affected.

D10 Part D6 Growth Bonus (if any) 1 Arm 1-2 x2 none 3-4 x3 +10 S 5-6 x4 +20 S, -10 I, -10 Dex 2 Arms 1-2 x2 +10 S 3-4 x3 +10 S, MA(2) 5-6 x4 +20 S, MA(2), -1 I, -10 Dex 3 Leg 1-2 x2 half movement 3-4 x3 -10 WS and half movement 5-6 x4 -20 WS and half movement 4 Legs 1-2 x2 M +1 3-4 x3 M +2 5-6 x4 M +3

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5 Head 1-2 x2 no effect 3-4 x3 -20 I 5-6 x4 -40 I 6 Hand 1-2 x2 no effect 3-4 x3 no effect 5-6 x4 +10 S, -20 I, -10 Dex 7 Hands 1-2 x2 no effect 3-4 x3 +10 S, -1 I, -10 Dex 5-6 x4 +10 S, -2 I, -20 Dex 8 Foot 1-2 x2 -1 M and –10 I 3-4 x3 -2 M and –20 I 5-6 x4 -3 M and –30 I (min M of 1) 9 Feet 1-2 x2 -10 I 3-4 x3 +1 M and –20 I 5-6 x4 +2 M and –30 I 10 Torso 1-2 x2 +10 S 3-4 x3 +10 S, +10 T, -1 M 5-6 x4 +10 S, +10 T, +1 W and half movement

Pin head. The creature has a tiny head barely big enough to support its shrunken little face. Intelligence is reduced by -10.

Pointed head. The creature's head is pointed in such a way that makes it difficult to obtain a decent helmet. This affects Intelligence, reducing the creature's normal score by -10.

Powerful legs. The creature has immense kangaroo legs and can leap a clear distance equivalent to its normal movement allowance, either vertically or horizontally. Normal movement (by hopping) is unaffected.

Prehensile tail. The creature has a mobile tail, easily able to wield an additional close combat weapon.

Pseudo-Daemonhood. The mutant's physical appearance changes to that of an archetypal Daemon. The mutant grows to 1.5 times its size and develops wings (there is a 25% chance that the mutant can fly as a swooper, otherwise the wings are just for show), a tail, and horns. The mutant now causes fear in living creatures under 3 metres tall.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bestiary_mutation_table.shtml (12 of 15) [25/05/2002 14:52:11] Mutations Quadrupedal/bipedal. If normally bipedal the creature becomes quadrupedal, losing the use of its arms. If normally quadrupedal the creature becomes bipedal, gaining the use of arms.

Rapid regeneration. This is a very useful mutation that affects the creature's metabolic functions and ability to heal itself. A creature which has taken wound damage will automatically recover 1 wound per turn until it reaches its normal total. This ability is no use once all of the creature's wounds are gone - in which case the individual is dead and cannot regenerate.

Razor sharp claws. The creature has steely claws that can be used in close combat instead of another weapon. The mutant need never count as using improvised weapons in close combat.

Rearranged face. The creature's features are all jumbled up - the eyes may be below the mouth, the nose on the forehead, the mouth positioned vertically, etc.

Regeneration. This is a similar mutation to rapid regeneration, although not quite as effective. If the mutant suffers wound damage, but still has at least 1 wound left, it can try to regenerate 1 wound at the beginning of its turn. Roll a D6 - if the score is 5 or 6 one wound is recovered, otherwise there is no change but the creature may try again next turn. This power cannot he used by a creature with zero wounds - such a creature is dead and beyond regeneration.

Rotting flesh. This mutation causes the flesh to rot visibly upon the creature's body. This is a sickening sight and the creature smells pretty awful as well, digits may be missing from hands and feet, the face is barely recognisable and internal organs may he seen poking through ruptures in the weakened flesh. The mutant suffers -10 initiative, -10 S, -10 T and Fellowship becomes 10. Additionally, the mutant now causes fear in living creatures under 3 metres tall.

Scaly skin. The creature's skin is scaly like that of a reptile (treat as leather armour on all locations.)

Scorpion tail. The creature has a tail like that of a scorpion, equipped with a barbed sting. The mutant gains an additional tail lash attack (A+1.)

Short legs. The creature's legs are amazingly and improbably short (M-1). All difficult and very difficult ground counts as twice as difficult for this mutant.

Shrink. The creature is shrunken and generally small and shrivelled. To determine the extent of shrinkage roll a D3+1, the amount shown is the fraction of the creature's normal size - i.e. 2 = 1/2, 3= 1/3, 4=1/4. Consult the chart for effect. No characteristic may fall to below 1.

Size Move Strength Toughness Wounds Initiative 1/2 -1 -5 -5 1/3 -1 -10 -10 -1 +10

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bestiary_mutation_table.shtml (13 of 15) [25/05/2002 14:52:12] Mutations

1/4 -2 -15 -15 -3 +20

Silly voice. The mutant speaks with a squeaky, stuttering. trumpeting, honking or other unusual voice. The mutant speaks with a squeaky, stuttering. trumpeting, honking or other unusual voice (-10 penalty to all Fellowship tests.)

Silly walk. An extreme mannerism in the creature's perambulatory technique endows it with a ridiculous gait.

Skull face. The creature has a head in the form of a skull and cause fear in living creatures under 3 metres tall as a result.

Snake tail. This mutant has a tail terminating in the head of a snake. With such a tail the creature may make an additional close combat attack at the creature's normal strength.

Spits acid. This unusual mutation allows the creature to spit corrosive acid at a distance of up to 10 metres, using BS to determine whether the acid has struck its target, causing a Strength 30 hit. This ability cannot be used in hand-to-hand combat.

Subject to fits. This creature is subject to fits brought about by stress. When it is charged the creature makes a Cl test. If the score is greater than the cool the test is failed and the creature is thrown into a compulsive fit rendering it completely useless. This lasts until a 6 can be rolled on a D6 at the beginning of a subsequent round.

Suckers. The creature's limbs and body are entirely covered with powerful suckers. The mutant can use these suckers in close combat to attach itself to its opponent, which it does automatically when scoring a hit (whether or not the hit caused damage is immaterial). Once the creature is attached it gains a +25 bonus to WS whilst the opponent suffers a -20 penalty to any attacks against the mutant. A 'suckered' opponent can only break free once it manages to wound the mutant. This mutation also allows the mutant to scale vertical walls.

Tail. The mutant has a long tail.

Tentacles. Instead of arms this creature has long curling tentacles. These function in the same way as normal manipulative organs.

Three Eyes. This common mutation endows the mutant with three eyes. This makes it very hard to buy spectacles, but makes no difference to the creature otherwise.

Transparent Skin. This is a fairly nauseating mutation rendering the creature's skin and much of its organic tissue completely transparent. Deeper organs can clearly be seen pulsating and throbbing away -

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bestiary_mutation_table.shtml (14 of 15) [25/05/2002 14:52:12] Mutations quite disconcerting in fact! Anyone viewing this must pass a Cool test or be under the influence of fear.

Very Agile. The creature is astoundingly fast and agile and gains +1 M and +20 I.

Very Fast. This creature can perform actions at incredible speeds. To an observer, the creature appears as a blur, moving too fast for the eye to follow. The creature moves two times as fast as normal (movement x2).

Very Strong. The creature is fabulously strong for its racial type. Add +D3x10 points onto its strength characteristic. Such creatures are usually large and well muscled, with bulging torsos and huge crushing hands. Creatures with a +30 S add +10 to toughness as well.

Very Warty Skin. This mutation affects the creature's skin, which becomes covered in large, ugly warts (Fel -10).

Vividly Coloured Skin. This affects skin pigmentation. Not only can skin be coloured in any one of a number of vivid and unusual colours, but it might also be striped, spotted, or patterned in some entertaining fashion.

Wings. The creature acquires a pair of wings which can be used to fly. These may be feathered, bat-like or reptilian in form. Roll a D6: 1-2 fly as lander, 3-4 fly as hoverer, 5-6 fly as swooper.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bestiary_mutation_table.shtml (15 of 15) [25/05/2002 14:52:12] Other Alien Monstrosities Home : Bestiary : Other Alien Monstrosities by A. R. Fawcett OTHER ALIEN MONSTROSITIES

AMBULL

The ferocious predator known as the Ambull, originates from the hot Death World of Luther MacIntyre IX. Much of its life is spent underground where it shelters from the direct heat of the sun. As a carnivore, it preys on subterranean creatures and will eat almost anything it comes across in its tunnel network. In its own habitat, the Ambull lives in family groups, constructing vast tunnel systems of remarkable complexity. They can tunnel at great speeds and can now be found on quite a few planets in the Imperium, probably as a result of cultures attempting to domesticate them.

Description: The Ambull is a large, barrel-chested creature which adopts an ape-like stance. Both arms and legs end in iron-hard claws used for tunnelling through stone. Its insectoid head sports two large, sharp, mandibles which it uses to assist its tunnelling and mating rituals.

Basic Profile

M WS BS S T W I Dex Ld Int Cl WP Fel 6 50 - 67 67 18 50 20 43 14 43 43 -

Special Rules:

● An Ambull causes fear in living creatures under 10 feet tall. ● An Ambull is immune to psychological effects and, because of its stupidity, illusions. However, it may be stupid but it is not fearless. It will flee any combat if reduced to below half its wounds. ● The Ambull attacks with a mixture of claws and bite. ● An Ambull has the equivalent of carapace armour to all locations. ● A wound inflicted by an Ambull has a 25% chance of causing infected wounds.

BOUNCER

The Bouncer was first encountered by human settlers on the planet of Chbal. It is a strange creature which travels vast distances by floating across oceans and wind streams by virtue of its spherical body shape. They are not intelligent creatures but appear to be naturally inquisitive and even playful at times. Though not a hostile life-form, the Bouncer can defend itself by using its concealed clawed feet and bouncing repeatedly at its attacker until it is given time to escape. Some wealthy Imperial officials have a Bouncer for a pet.

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Description: A Bouncer is very round and spherical and sizes vary from small to as much as 2 metres in diameter. It is red in colour with yellow veins and with no apparent arms and feet, though it does have small claw-like feet. A Bouncer is very light and its body tissue is made up of a strange inflated substance. This enables the creature to cross great distances with little effort. Despite the Bouncer's strange and alien appearance it is relatively fragile.

Basic Profile

M WS BS S T W I Dex Ld Int Cl WP Fel 10 30 0 25 10 5 50 0 14 14 14 14 -

Special Rules:

● A Bouncer is fragile and once it is dealt a killing blow it will deflate and scatter its insides over a diameter of 2 metres. Anyone within this area has a 10% chance of contracting a randomly generated disease. ● A Bouncer will always try to avoid combat and will attack only to give itself an opportunity to escape. ● The claw attack (Prim -10, Phy -20, Cov -30) of a Bouncer has a 20% chance of causing infected wounds.

CARNIVOROUS SAND CLAM

The carnivorous Sand Clam lives only in wet sand, usually by coastal areas or at the margins and spends much of its time submerged in the mud or sand waiting. It preys upon anything that gets close, enough for it to be snapped into its jaw-like valves. Small creatures are crushed instantly whereas larger creatures will be trapped and are usually drowned in the tide of the sea.

Description: A Sand Clam is identical to the Clams of Earth but are often 2 metres across and are dangerous to human-sized creatures.

Basic Profile

M WS BS S T W I Dex Ld Int Cl WP Fel 0 33 0 * 30 11 * - 0 0 0 0 -

*Strength is equal to 20 points per metre of diameter of the Clam's size.

Special Rules:

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● A Sand Clam is mindless and is therefore immune to all psychological effects, illusions and other mind influencing effects. They do fear fire and will close their shells very tightly, causing a further 1 Wound to any trapped victim. ● A Sand Clam always attacks by surprise, and if it Wounds a character the victim is instantly trapped. Once trapped, a creature suffers further damage only if actively struggling or trying to open the Sand Clam (1 Wound per round of struggling). Hits will always be directed to a character's legs.

CATACHAN DEVIL

The Catachan Devil is probably the most vicious and terrifying of all insectoids in the galaxy and are very territorial. They originate from the Death World of Catachan but have since been seen on other Death Worlds with the same conditions as Catachan. But thankfully they are relatively rare creatures, as they have been known to decimate small feral settlements.

A brave feral tribesman, with designs on becoming a chief, no doubt, will sometimes attempt to cut a tentacle from the mouth of the Catachan Devil as proof of his warrior prowess or bravery, as a single tentacle contains enough paralysing chemical to kill many men. Indeed, the Catachan Devil's body contains many harmful enzymes.

Description: A Catachan Devil can reach lengths of 30 metres and has a segmented body with midsections each having a pair of legs. At the creature's rear is a long scorpion-like tail of spiky barbs. Older male Devils sport two claws with one often larger than the other. The head of a Catachan Devil is small and pointed with luminous green eyes. Along the creature's mouth is a line of short tentacles which contain paralysing chemicals designed to subdue its prey. The mouth is extendable comprising two large mandibles.

Basic Profile

M WS BS S T W I Dex Ld Int Cl WP Fel 6 55 0 75 70 18 50 0 43 14 43 43 -

Catachan Devil profiles can vary a great deal. This one is a standard Devil of some 5 to 10 metres in length. Larger Devils will have higher S, T, W, and A, but correspondingly lower WS.

Special Rules:

● A Catachan Devil is immune to all psychological effects but fears fire. ● A Catachan Devil attacks with 1 tail lash (Prim +20 Phy -10, Cov +0), 1 bite (Prim +20, Phy -20, Cov -30), and 2 stomps (Prim +20, Phy +0, Cov +10). Old males will have claw attacks too (Prim

file:///C|/Documents%20and%20Settings/Administrate...au/w40krp/bestiary_other_alien_monstrosities.shtml (3 of 12) [25/05/2002 14:52:14] Other Alien Monstrosities +50, Phy +20, Cov +30). ● The bite attack is the equivalent of a paralysing deleriant (see Adder Root on page 82 of the WFRP rulebook) of 4 doses per bite. ● The tail of a Catachan Devil is even move deadly as a single wound caused from its poisoned barbs will cause death in D6 turns if a T test is failed. ● A Catachan Devil causes fear in all living creatures and terror in living creatures under 10 feet tall.

CATACHAN FACE-EATER

This unpleasant creature is native to many Death Worlds throughout the Imperium, but was first encountered on Catachan. The face-eater hangs from trees, along well-used paths or areas of easy prey, where it pounces onto its chosen victim. Once on a victim's head it injects powerful enzymes as it begins to strangle and suffocate its prey. When the victim dies it then becomes a repository for the face-eater's eggs. These eggs hatch into thousands of maggot larvae and within hours the host has been almost completely eaten away by the face-eater's offspring.

Description: The face-eater has an almost perfect disguise as it looks nothing more like a small bathroom towel. This very fact has made the creature one of the most feared in the galaxy since it has since been 'introduced' to civilised worlds. This may be purely by accident or intent. The latter shows how far some unscrupulous assassins will go to kill their target.

Basic Profile

M WS BS S T W I Dex Ld Int Cl WP Fel 4 33 0 25 10 4 40 0 43 6 10 10 -

Special Rules:

● A face-eater will always attack by surprise unless identified immediately before by anyone with Genetics. On this first attack its movement is doubled. Stiff resistance will cause a face-eater to flee. ● A face-eater will envelop itself over a character's head on a successful hand-to-hand combat hit. For each subsequent round that the face-eater is suffocating a character, the character will suffer 1 Wound automatically. A face-eater can be removed if damaged by fire but this runs a risk of harming the suffocating character. ● The face-eater will not target any creature over 10 feet tall. ● A face-eater is immune to all psychological effects but fears fire. Similarly it is too stupid to be affected by illusions.

CRAWLER

file:///C|/Documents%20and%20Settings/Administrate...au/w40krp/bestiary_other_alien_monstrosities.shtml (4 of 12) [25/05/2002 14:52:14] Other Alien Monstrosities A Crawler is a species of subterranean squid and while not directly related to the aquatic species it does resemble it closely. They burrow through soft earth in search of food and will surface once in a while to catch its prey. While Crawlers prefer to eat other subterranean creatures they have been known to prey upon animals the size of a large dog and even humans have been known to be a target. They can sense the vibrations given off by surface creatures from quite a distance.

Many farms throughout the Imperium use Crawlers to improve the quality of their land as these squid- like creatures eat any creatures that may be harmful to any precious crops and improve the soil at the same time.

Description: A Crawler closely resembles a squid typically 1 to 2 metres long from rear to tentacle tip. The rear of a Crawler resembles a drilling tool and from this it is believed the creature propels itself through the earth as it does.

Basic Profile

M WS BS S T W I Dex Ld Int Cl WP Fel 4 33 0 35 30 7 30 0 14 2 14 14 -

Special Rules:

● A Crawler is immune to all psychological effects but fears fire. ● A wounding hit from a Crawling will cause a character to become pinned (see page 214 of the WFRP rulebook).

CTHELLEAN CUDBEAR

The Cthellean Cudbear was first encountered on the Death World of Cthelle, where it lives in an environment of cool, forested, mountain ranges. The Cudbear is just as territorial as other species of bear and has been known to ward off creatures larger even than itself such is the creature's ferocity.

Description: The Cudbear is a gigantic creature, easily exceeding 3 metres in height. Indeed, some have been known to reach 6 metres. The Cudbear's purple coat is very thick and warm, a highly sort after prize by trophy hunters and feral humans. But what makes the Cudbear have a fearsome reputation is its long, rending, talons. These talons are capable of searing through any lightly armoured vehicle, such as a car. The Cudbear's mouth is similarly deadly consisting of arrays of large, pointed teeth.

Basic Profile

M WS BS S T W I Dex Ld Int Cl WP Fel

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6 57 0 77 67 23 30 - 34 10 43 24 -

Special Rules:

● A Cudbear is a very large and fearsome creature and therefore causes fear in living creatures under 10 feet tall. ● A wounded Cudbear is subject to frenzy. ● A Cudbear has 1 bite (Prim +20, Phy +0, Cov -10) and 2 claw attacks (Prim +50, Phy +20, Cov +20).

FERRO-BEAST

The Ferro-Beast was first encountered by Rogue Traders on a planet rich in material content, especially ferric materials such as iron. It has evolved to actually seek out and eat ferric materials and can sense them from many miles around. From the short tentacles around the creature's mouth, it is able to secrete an acid, which enables it to dissolve a metal ore until it has broken down into a digestive soup, after which it is eaten by the Ferro-Beast.

The Ferro-Beast has been the source of much annoyance to isolated mining settlements as once a beast senses any iron content, like vehicles and even spacecraft, it goes mad and will do almost anything to get to its 'meal'.

Description: The Ferro-Beast is typically from 1 to 2 metres long with an armadillo-like body with strong horny plates.

Basic Profile

M WS BS S T W I Dex Ld Int Cl WP Fel 6 30 0 45 65 11 20 - 14 10 29 24 -

Special Rules:

● A Ferro-Beast has the equivalent of carapace armour to all locations thanks to its horny hide. ● The Ferro-Beast's instinct is to find iron so it preys upon nothing else. If it is prevented from feeding it will attack until it is able to and will be subject to frenzy. ● When a Ferro-Beast does attack it has 2 bite attacks (Prim +20, Phy +10, Cov -20). Its bite is laced with its acid and any wound inflicted will cause a nasty rash to appear which will reduce a character's WS, BS, I, Dex, and Fel by -10 for 24 hours.

GROX

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The discovery of the reptilian creature known as a Grox was a good one. The creature is able to digest almost anything no matter how poor or inedible it may seem to humans and the Grox itself provides a good nutritious meat. Grox steak has become the staple diet for many humans throughout the Imperium. The only drawback to Grox farming is that these reptilian creatures are large and the males aggressive and territorial.

Description: The Grox is a large, horny, reptilian creature, capable of reaching lengths of 5 metres from nose to tail. They are quick, strong, and can be very aggressive when annoyed.

Basic Profile

M WS BS S T W I Dex Ld Int Cl WP Fel 6 41 0 52 50 15 20 - 14 2 14 14 -

Special Rules:

● A Grox is a dimwitted reptile and is therefore immune to all psychological effects. ● Any bite or gore from a Grox has a 25% chance of causing infected wounds.

GYRINX

The Gyrinx is a handsome cat, which is highly prized by influential or rich Imperials often as a status symbol. They are intelligent creatures and can understand simple sentences given to them by their master. A Gyrinx is a very loyal friend whose empathy actually improves the well-being of its master. Why this particular species of cat is like this is unknown. Even emotions are affected. If a Gyrinx owner is naturally an angry person then the Gyrinx will likewise be a bit 'frisky'.

Gyrinxes seem to have some psychic understanding and psykers are able to telepathically communicate with them and also use them to help them channel their psychic powers.

Description: A Gyrinx has very thick ginger or orange fur and can sometimes reach lengths of 1 metre. Its bright blue eyes seem to be all-knowing and all-seeing.

Basic Profile

M WS BS S T W I Dex Ld Int Cl WP Fel 7 33 0 33 27 5 50 - 29 29 43 43 -

Special Rules:

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● A character can bond with a Gyrinx if he spends D6 weeks in the cat's company. Psykers may bond with a Gyrinx in just D3 weeks. ● If a psyker has bonded with a Gyrinx, the cat increases the psyker's Force level by +5. ● Additionally, if a psyker becomes psychically attuned to his Gyrinx then he will be able to see through the cat's eyes if he concentrates. To accomplish this training, the psyker must mentally bond with the Gyrinx for 4 hours per day in 1 week. During this 4 hour period the psyker must not be disturbed otherwise he will have to start all over again. Of course, the psyker may be open to attack during this meditation process. Once this psychic attuning is complete, the psyker can pass a WP test to see through his Gyrinx's eyes wherever he may be.

INSECTOID

Insects throughout the galaxy can range from miniscule to huge. Some are harmless, as a virtue of being too small or vegetarian, whereas others quite deadly, as a virtue of being small and poisonous or very big and carnivorous. Some species have a rigid society consisting of gatherers and soldiers; the former of which has been known to take away Imperials from the genetor division of the Adeptus Mechanicus to their nest!

Description: Due to the myriad of conditions on planets throughout the galaxy, on Death Worlds especially, insects can be very diverse indeed in appearance. They are cold-blooded and are typified by a tough exoskeleton, clicking mandibles, and erect antennae. Some are capable of flight with forewings modified to form shell-like protective elytra.

Profiles There are three types of insectoid: small, medium, and large. Small insectoids are anything up to 1 metre long, medium from 1 to 2 metres, and large are over 2 metres.

Size M WS BS S T W I Dex Ld Int Cl WP Fel Small 4 33 0 47 47 5 30 - 10 2 14 6 - Medium 5 33 0 57 57 11 20 - 23 2 24 6 - Large 6 33 0 67 67 17 10 - 43 2 24 6 -

Special Rules:

● All insectoids are immune to psychological effects but fear fire. ● Large insectoids cause fear in living creatures under 10 feet tall. ● Some species of insect are capable of flight. Insectoids that are butterfly-like will fly as swoopers, whereas insectoids that have thick chitin, like a beetle, will fly as landers. ● Chitinous insectoids will posses a hard carapace shell (Primitive type 70%) whereas lighter

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MIMIC

Mimics are a race of small ape-like creatures with a strange metamorphic ability. Evolution, for one reason or another, has dictated that they should be able to alter their body shape, usually in the form of a similar sized creature. Perhaps the reason for this is due to the number of predators a Mimic seems to have on its homeworld planet of Yamnan and this metamorphic ability is its only real defence against this onslaught.

Mimics are, on the whole, friendly and inquisitive creatures. They can also be, at times, rather annoying animals because they enjoy stealing.

Description: Mimics closely resemble gibbons.

Basic Profile

M WS BS S T W I Dex Ld Int Cl WP Fel 4 24 18 23 23 5 30 20 14 14 14 10 14

Special Rules:

● A Mimic can shape-change into another equivalent sized creature. The transformation takes 2D6 rounds to complete. Once complete, the transformation is not perfect and a character would be able to spot pretty quickly the difference should a Mimic attempt to ape a comrade. Otherwise, the transformation can be quite effective.

PSYCHONEUIN

The Psychoneuin is a race of particularly nasty wasp. It is psychic but not in the same way as psykers. The female of the species is somehow able to materialise its eggs into the mind of a psyker; untrained psykers are the preferred target as they are easier prey than, for example, a psyker of the Astra Telepathica. Once the eggs have been 'implanted' they will begin to feed on the brain of the host. The victim will begin to feel an aching sensation until a few hours pass when the victim's skull becomes a mess of writhing maggots. Within hours the carcass will be picked clean by the maturing grubs, which will then find a safe, preferably, dark refuge to grow and mature. After only twenty four hours, the grubs will have matured to adult Psychoneuin.

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A female Psychoneuin lives to breed and will die within a year if it cannot find a psyker to lay its eggs in. The male Psychoneuin must fertilise a female in order for the female to be able to lay her eggs. How it does this is a complete mystery. Once a female has been fertilised she must lay her eggs or she will die within a year.

Description: A Psychoneuin is essentially a very big, spindly, wasp. It is vividly coloured in yellow and black and its wings are large and transparent. Typically, though this is not substantiated, a Psychoneuin can be as large as two and a half metres.

Basic Profile

M WS BS S T W I Dex Ld Int Cl WP Fel 4 53 0 46 46 11 30 - 14 14 43 43 -

Special Rules:

● A Psychoneuin is immune to all psychological effects but fears fire. ● A female Psychoneuin may target any psyker within 100 metres in which to plant her eggs. The target must pass a WP test (-5 per level for a Renegade psyker, +5 per level for an Adeptus/Homeworld/Eldar psyker) or be unable to prevent his mind from being a nest of Psychoneuin maggots.

PTERA-SQUIRREL

The Ptera-squirrel has the appearance of a cute, furry, squirrel and has made it a popular pet on many Imperial worlds. Yet it has a complex lifecycle and whilst it begins its cycle as a cute pet squirrel, towards the end it becomes a bloodsucking carnivore. Once this happens, the Ptera-squirrel becomes detached from its owner, if it was a pet, and promptly becomes independent, much like a cat. This has led to it being a common pest on many Imperial worlds, not least to farming moons where they can decimate entire herds with the infections they carry.

Description: A Petra-squirrel closely resembles a flying squirrel of Old Earth but gets progressively larger as its lifecycle develops. At its full development its mouth has grown two sharp incisor teeth to aid its blood drinking.

Basic Profile

M WS BS S T W I Dex Ld Int Cl WP Fel 5 24 0 20 20 4 40 - 2 2 12 2 -

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Special Rules:

● A Ptera-squirrel can fly as a lander. ● Any wound caused by a Ptera-squirrel has a 20% chance of causing infected wounds.

RAZORWING

The Razorwing is the term given to a broad variety of bird-like creatures whose wings are as sharp as saws. They use the sharpness of the ends of their wings to swoop across a prey in order to deliver a nasty cut, which is enough to kill small prey and wound any larger creatures including humans.

Description: Varies. Often a Razorwing is 1 metre in height with a serrated beak and clawing talons.

Basic Profile

M WS BS S T W I Dex Ld Int Cl WP Fel 2* 43 0 18 18 5 40 - 24 6 24 24 -

*Ground movement only.

Special Rules:

● Razorwings are strong flies and are therefore counted as swoopers. ● When a Razorwing attacks it swoops down onto its target and gains 2 extra attacks (has 4 attacks in this case) as a result of its serrated wings. After this initial attack a Razorwing reverts back to having A 2.

RIPPY-FISH

The Rippy-Fish is a piranha-like fish that swims a shoal of several hundred of its kind. They can be quite dangerous as not only can they strip a man to the bone in minutes they are immune to most poisons and toxins. It seems that they can thrive in any watery environment no matter how salty or polluted.

Shoals of Rippy-Fish are a very real threat to agri-worlds where they can swim in shallow water and pick at their leisure any animal herds. They can also sense any surface ripples, such as a trapped animal or a struggling fish, and will swim towards the source at high speeds to feed.

Basic Profile The profile given here is for a shoal of Rippy-Fish.

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M WS BS S T W I Dex Ld Int Cl WP Fel 6 33 0 10 10 10 10 - 89 5 89 89 -

Special Rules:

● A shoal of Rippy-Fish is counted as a swam as described on page 246 of the WFRP rulebook. ● A shoal of Rippy-Fish has 10 bite attacks (Prim -auto, Phy -30, Cov -50). ● Rippy-Fish are ferocious carnivorous fish and can chew through almost any protections. As a result all primitive armour types do not protect against a shoal of Rippy-Fist, the Rippy-Fish will automatically penetrate any armour.

file:///C|/Documents%20and%20Settings/Administrate...au/w40krp/bestiary_other_alien_monstrosities.shtml (12 of 12) [25/05/2002 14:52:15] Space Marines for Warhammer 40,000 roleplay Home : Bestiary : Space Marines Adapted for 40k role-play by A. R. Fawcett. Images by A. R. Fawcett SPACE MARINES

The Origin of the Legiones Astartes

The first Space Marines were born after the Age of Strife in the thirtieth millennium. Research and development of this project was conducted in laboratories deep in the Earth. The Emperor wanted to create a superhuman warrior caste with great strength Original Marine in Thunder Armour and unflinching loyalty. With these great warriors the Emperor once again conquered Earth, which after the Age of Strife was dominated by warring factions. Very soon the Emperor would undergo the Great Crusade; the task of reuniting human space after the upheaval that was the Age of Strife.

But before the Great Crusade the Emperor created the legendary Primarchs. These great beings were to be more akin to demigods, much like the Emperor. Quite what He had in mind with the Primarchs is not known for certain. But the Primarchs were never to reach maturity on Earth as the Gods of Chaos sent a vortex down to spirit them away from the Emperor and scatter them far across the galaxy. Meanwhile the geneticists continued their work on creating the very first Space Marines while scientists engineered the first suits of powered armour and bolt guns.

Once it had been a Great Crusade to reunite humanity, now it had also become a crusade to find the Primarchs. When Chaos scattered them throughout the galaxy, the Primarchs were but infants, now they had grown tall and powerful amongst their adopted populations. Later it was found that using genetic material gathered from the Primarchs, Space Marine organs could be grown quickly and made more efficient. Thus the event known as the First Founding transpired. Twenty Space Marine Legions were formed, each led by one of the Primarchs, and his genetic data was passed on to his warriors. After the Horus Heresy, the battle in which the rebel Primarch Warmaster Horus declared his loyalty to Chaos, the Space Marine Legions were split up into smaller Chapters so that a rebellion of this magnitude could never happen again. This period was known as the Second Founding, and resulted in one thousand Chapters of one thousand battle brothers.

Gene-seed and Zygotes

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bestiary_space_marines.shtml (1 of 13) [25/05/2002 14:52:17] Space Marines for Warhammer 40,000 roleplay There are nineteen varieties of gene-seed corresponding to the nineteen different superhuman organs that are surgically implanted into a Space Marine. As most Chapters have existed for thousands of years it is fairly common for the gene-seeds to have mutated. Inevitably this has had a bearing on the artificially cultured organs. Some organs may no longer function, have a reduced effectiveness, or cause strange new effects. Whatever the case any gene-seed abnormality will affect the entire Chapter as all the Space Marines of a Chapter will share implants cultivated from the same original gene-seed.

Many Chapters have lost one or more types of gene-seed, either through accident, genetic failure, or some other cause. This means that very few Chapters actually possess all of the nineteen implants. However, all possess the carapace implant (phase 19). It is this implant which marks a Space Marine for what he is, irrespective of other implants, training or psycho-surgery.

Another important factor to take into account is that all Space Marines are male. The reason for this is that zygotes are keyed to male hormones and tissue types. IMPLANTS

The nineteen organs created by the ancient technicians of the Emperor are described below. Each of these organs is extremely complicated and because many of the organs only work properly when another organ is present, the removal or mutation of one organ may affect the exact functioning of the others. For these reasons, implants must be constantly monitored; and many Marines have to undergo corrective surgery or chemotherapy to re-balance their metabolism.

The quality of organs varies tremendously from Chapter to Chapter. This is reflected with a variable number to be determined for some implants. For example, the Secondary Heart grants the recipient +D4 Wounds.

Secondary Heart - Phase 1

The simplest and most self sufficient implant. The secondary heart is capable of boosting the blood supply or maintaining full life functions even with the destruction of the recipient's original heart. This also enables Marines to survive low oxygen concentrations and traumatic injury.

Properties: The recipient gains +D4 Wounds as a result of this implant. Not all secondary hearts function properly, some have mutated and do not confer the full benefits.

Ossmodula - Phase 2

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bestiary_space_marines.shtml (2 of 13) [25/05/2002 14:52:17] Space Marines for Warhammer 40,000 roleplay This is a tubular shaped organ whose small size belies its complex structure. The ossmodula monitors and secretes hormones affecting epiphiseal fusion and ossification of the skeleton. At the same time, the specially engineered hormones encourage the forming of bones to absorb ceramic based chemicals administered in the Marine's diet. Two years following implantation, this will have caused considerable strengthening of the long-bones, extreme ossification of the chest cavity (caused by growth of the ribs forming a solid mass of inter-laced bone plates) and a general increase in size of the recipient's skeleton.

Properties: The recipient gains +10 Toughness. The effectiveness of the ossmodula is pretty much consistent throughout all Space Marine Chapters.

Biscopea - Phase 3

This organ is implanted into the chest cavity. It is small, approximately circular and, like the Ossmodula, it's primary action is hormonal. The presence of the Biscopea stimulates muscle growth throughout the body.

Properties: The recipient gains +10 Strength.

Haemastamen - Phase 4

This tiny organ is implanted into a main blood vessel. The haemastamen serves two purposes. It monitors and to some degree controls the Phase 2 and 3 implants. The organ also alters the constituent make-up of the recipient's blood. As a result, Marine blood is considerably more efficient than ordinary human blood.

Properties: It has not been unknown for the haemastamen to have mutated in some Chapters. As a result this has caused some disease in the ossmodula, which this organ controls and monitors causing atrophy in extreme cases. Despite the apparent risks this organ functions well in most Chapters.

Larraman's Organ - Phase 5

This is a liver shaped, dark, fleshy organ about the size of a golf ball. It is implanted into the chest cavity along with a complicated array of blood vessels. The organ generates and stores special 'Larraman cells'. If the recipient is wounded, these cells are released into the blood stream. They latch onto leucocytes in the blood and are transported to the site of a wound. Once in contact with air, the Larraman cells form a skin substitute of instant scar tissue, staunching the flow of blood and protecting any exposed wound area.

Properties: Larraman's cells greatly increase a Marine's chances of survival in the wilds of space and battle. As a result a Space Marine can only suffer D3 rounds worth of terminal bleeding (described on page 230 of the WFRP rulebook). After this the wound is sealed.

Catalepsean Node - Phase 6

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This brain implant is usually inserted into the back of the skull via a hole drilled into the occipital bone. The pea-sized organ influences the circadian rhythms of sleep and the body's response to sleep deprivation. Normally, a Marine sleeps like any normal man, but if deprived of sleep, the catalepsean node 'cuts in'. A man implanted with the node is capable of sleeping and remaining awake at the same time by 'switching off' areas of the brain sequentially. This process cannot replace normal sleep entirely, but increases a Marine's survivability by allowing awareness of the environment whilst resting.

Properties: The benefits of the catalepsean node depend on the circumstances. An exhausting battle will drain a Marine no more than casual walk but prolonged physical activity will require rest at the end of it. Generally speaking, a Marine can remain 'half awake' instead of fully asleep but he won't be able to do this for days on end. In short a half asleep Marine will be aware of his surroundings.

Preomnor - Phase 7

The preomnor is a large implant which fits into the chest cavity. It is a predigestive stomach which allows the Marine to eat a variety of otherwise poisonous or indigestible materials. No actual digestion takes place in the preomnor. Individual sensory tubes asses potential poisons and neutralise them or, where necessary, isolate the preomnor from the rest of the digestive tract.

Properties: The preomnor is an extremely efficient organ. Any indigestible or poisonous materials consumed by the Marine will be stored and neutralised in this secondary stomach. As a result a Marine gains a +20 bonus to all Poison tests.

Omophagea - Phase 8

This is a complicated implant. It really becomes part of the brain, but is actually situated within the spinal cord between the cervical and thoracic vertebrae. Four nerve sheaths called neuroclea are implanted between the spine and the preomnoral stomach wall. The omophagea is designed to absorb genetic material generated in animal tissue as a function of memory, experience or innate ability. This endows the Marine with an unusual survival trait. He can actually learn by eating. If a Marine eats a part of a creature, he will absorb some of the memories of that creature. Incidentally, it is the presence of this organ which has created the various flesh eating and blood drinking rituals for which many Chapters are known, as well as giving the names to Chapters such as the Blood Drinkers, Flesh Tearers etc.

Properties: The omophagea has mutated and in some cases become useless in many Chapters. Although it does allow for a Marine to absorb some of the memory by eating the creature's flesh, a lot of the time not much can be gained by this, as the creature's death will be at the foremost of its mind. A functioning omophagea will allow an Intelligence test (penalties or bonuses imposed by the GM as necessary) to gain some knowledge of the creature in question.

Multi-Lung - Phase 9

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This is another large implant. The multi-lung, or 'third' lung, is a tubular grey organ. Blood is pumped through the organ via connecting vessels grafted onto the recipient's pulmonary system. Atmosphere is taken in by means of a sphincter located in the trachea. In toxic atmospheres, an associated sphincter muscle closes the trachea and restricts normal breathing, thus protecting the lungs. The multi-lung is able to absorb oxygen from poorly oxygenated or poisonous air. Most importantly, it is able to do this without suffering damage thanks to its own efficient toxin dispersal, neutralisation and regeneration systems.

Properties: This organ in effect functions like a respirator. The third lung is able to absorb what oxygen is available in the atmosphere to keep the Marine healthy. This means that a Marine is able to remain healthy in an atmosphere which consists of only 5 per cent oxygen.

Occulobe - Phase 10

This small slug-like organ sits at the base of the brain. It provides the hormonal and genetic stimuli which enable a Marine's eyes to respond to optic-therapy. The occulobe does not itself improve a Marine's eyesight, but allows technicians to make adjustments to the growth patterns of the eye and the light-receptive retinal cells. An adult Marine has far better eyesight than a normal human, and can see in low light conditions almost as well as daylight.

Properties: The occulobe gives a Space Marine the Night Vision skill with a range of 30 metres.

Lymans Ear - Phase 11

This organ enables a Marine to consciously enhance and even filter certain types of background noise. Not only is hearing improved, but a Marine cannot become dizzy or nauseous as a result of extreme disorientation. Lyman's ear is externally indistinguishable from a normal human ear.

Properties: The effectiveness of the Lyman's Ear varies from Chapter to Chapter. The listening range for the Marine is multiplied by D3+1. Additionally all Listen tests are made with a D4x10 bonus.

Sus-an Membrane - Phase 12

This flat, circular organ is implanted over the top of the exposed brain. It then grows into the brain tissue until completely merged. The organ is ineffective without subsequent chemical therapy and training. However, a properly tutored Marine may then enter into a state of suspended animation. This maybe a conscious action, or may happen automatically in the event of extreme physical trauma. In this condition, a Marine may survive for many years, even if bearing otherwise fatal injuries. Only appropriate chemical therapy and auto-suggestion can revive a Marine from this state - a Marine cannot revive himself. The longest known period of deanimation followed by successful reanimation is 567 years in the case of brother Silas Err of the Dark Angels (d.321 M.37).

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Melanchrome, or Melanochromic Organ- Phase 13

This organ is hemispherical and black. It functions in an indirect and extremely complicated manner. It monitors radiation levels and types bombarding the skin, and if necessary, sets off chemical reactions to darken the skin to protect it from ultraviolet exposure. It also provides limited protection from other forms of radiation. Differing melanochrome organ gene-seed from Chapter to Chapter leads to variations in skin and hair colour, and in some Chapters all of the Marines may have identical coloration, such as is found in the albino warriors of the Death Spectres Chapter.

Properties: A Space Marine can survive a radiation atmosphere indefinitely with his power armour suit, but without it he can survive for 2D3x10 minutes. After that time he will take damage just like anyone else.

Oolitic Kidney - Phase 14

This red-brown and heart shaped organ improves and modifies the Marine's circulatory system enabling other implants to function effectively. The oolitic kidney also filters blood extremely efficiently and quickly. The secondary heart and oolitic kidney are able to act together, performing an emergency detoxification program in which the Marine is rendered unconscious as his blood is circulated at high speed. This enables a Marine to survive poisons and gases which are otherwise too much for even the multi-lung to cope with.

Properties: Should a Marine 'die' as a result of poison/gas then the oolitic kidney will take over and keep the Marine alive. If the Sus-an membrance is functional then the Marine will enter suspended animation. Otherwise the Marine will remain unconscious depending on his physical circumstances. In short even a deadly poison is not enough to effectively kill a Space Marine.

Neuroglottis - Phase 15

Although the preomnor protects a Marine from digesting anything too deadly, the neuroglottis enables him to assess a potential food by taste. The organ is implanted into the back of the mouth. By chewing, or simply by tasting, a Marine can detect a wide variety of natural poisons, some chemicals and even the distinctive odours of some creatures. To some degree, a Marine is also able to track a target by taste alone.

Properties: Most Chapters do not have a functioning neuroglottis implant. When it works a Marine is a very efficient tracker and gains a +30 bonus to any estimation tests involved when tracking.

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This small organ is implanted in the lower intestine where its hormonal secretions are absorbed by the colon. These secretions initiate a modification of the sweat glands. This modification normally makes no difference to the Marine until activated by appropriate chemo-therapy. As a result of this treatment the Marine sweats an oily, naturally cleansing substance which coats the skin. This protects the Marine against extremes of temperature and even offers a slight degree of protection in vacuum. Mucranoid therapy is standard procedure on long space voyages and when fighting in vacuum or near vacuum.

Properties: The mucranoid allows a Marine to perform normally in extremes of temperature.

Betchers Gland - Phase 17

Two of these identical glands are implanted, either into the lower lip, alongside the salivary glands or into the hard palette. Betcher's gland works in a similar way to the poison gland of venomous reptiles by synthesising and storing deadly poison. Marines are rendered immune to this poison by virtue of the gland's presence. The gland allows the Marine to spit a blinding contact poison. The poison is also corrosive. A Marine imprisoned behind iron bars could easily chew his way out given a few hours.

Properties: A Marine with this implant can spit poison to a distance of 6 metres, using BS to determine whether the acidic poison has struck its target, causing a Strength 30 hit. If faced with steel, or other solid barriers (usually metallic in nature), the Marine can dissolve them given time - typically taking 1 turn to penetrate 10cm of hardened steel. Few Chapters possess a functioning Betcher's gland and no player character Marine should possess one.

Progenoids - Phase 18

There are two of these glands, one situated in the neck, the other deep within the chest cavity. These glands are important to the survival of the Marine's Chapter. Each organ grows within the Marine, absorbing hormonal stimuli and genetic material from the other implants. After five years, the neck gland is mature and ready for removal. After ten years, the chest gland becomes mature and is also ready for removal. A gland may be removed any time after it has matured. These glands represent a Chapter's only source of gene-seed. When mature, each gland contains a single gene-seed corresponding to each zygote implanted into the recipient Marine. Once removed by surgery, the progenoid must be carefully prepared, its individual gene-seeds checked for mutation, and sound gene-seeds stored. Gene-seeds can be stored indefinitely under suitable conditions.

Properties: There are no specific properties from the progenoids that could influence game play. Needless to say, the loss of a progenoid gland is a terrible loss to a Marine's Chapter.

Black Carapace - Phase 19

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bestiary_space_marines.shtml (7 of 13) [25/05/2002 14:52:17] Space Marines for Warhammer 40,000 roleplay This is the last and the most distinctive implant. It looks like a film of black plastic when it's growing in the tanks. This is removed from its culture-solution and cut into sheets which are implanted directly beneath the skin of the Marine's torso. Within a few hours the tissue expands, hardens on the outside, and sends invasive neural bundles deep inside the Marine. After several months the carapace will have fully matured and the recipient is then fitted with neural sensors and transfusion points cut into the hardened carapace. These artificial 'plug in' points mesh with features integral to the powered armour, such as monitoring, medicinal and maintenance units. Without the benefit of a black carapace, a Space Marine's armour is relatively useless.

Properties: This implant is present in all Marine Chapters. The chest area of a Marine is therefore just as tough as flak armour.

Organ Variations Between Chapters

Even though a Chapter's Apothecaries and surgeons carry out the necessary implantation procedures, they do not necessarily know or understand the functioning of each organ. The implantation procedures involved are incredibly ancient and are handed down from generation to generation. Sometimes this results in an ever ritualised procedure with some procedures being misinterpreted altogether. This has inevitably caused the debasement of the quality of organs as a result of poor surgical procedure, or inadequate post-operative conditioning. An example of this lies with the Blood Drinkers Chapter whose battle brothers possess an unnatural craving for blood due to a mutated omophagea organ. In other Chapters individual organs are either useless or absent altogether.

Reproducing Zygotes

Space Marine Apothecaries carry a special device known as a reductor. This device is used for the vitally important task of removing the progenoid glands from a living, or recently deceased, Space Marine. The reason why it is vital for the progenoids to be captured is that it is impossible to create a zygote in any other way. This means that a Chapter's stock of gene-seed is unique unto itself, representing its identity and future. The extinction of a type of gene-seed means that a zygote has been lost forever. The extinction of a Phase 18 or 19 gene-seed would mean the effective end of a Chapter.

It is unacceptable for a Chapter to suffer heavy losses in a campaign because the presence of only two progenoid glands in each battle brother means that a Chapter can only reproduce itself very slowly. Furthermore, a gene-seed can be rendered useless if exposed to high levels of radiation or other forms of disturbance. Some Chapters can make up their numbers faster than others due to a more efficient and superior quality gene-seed.

Founding new Chapters

Only the Emperor can give consent to the creation of an entirely new Space Marine Chapter. He has the last word if the Master of the Adeptus Mechanicus and the High Lords of Terra officially sanction the

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bestiary_space_marines.shtml (8 of 13) [25/05/2002 14:52:17] Space Marines for Warhammer 40,000 roleplay creation of a new Chapter. But a new Chapter cannot be founded overnight. A single suitable gene-seed must be selected for each zygote. Zygotes are then grown in culture and implanted into human test- slaves. These test-slaves must be biologically compatible and free from mutation. Test-slaves spend their entire lives bound in experimental capsules. Although they are conscious, they are completely immobile, serving as little more than mediums within which the various zygotes can develop. From the original slave come two progenoids, which are implanted within two more slaves, from which come four progenoids and so on. It takes fifty-five years of constant reproduction to produce one thousand healthy sets of organs.

Recruitment and Initiation

Recruits into the Adeptus Astartes must be reasonably young because of the gene-seed implantation procedures. It changes a man's physique and mental state, controlled by natural hormonal secretions and growth patterns. Furthermore once the recipient has reached a certain age implants may not prove effective, or may not become fully functional, which is why candidates must be young and male.

Zygotes are keyed to male hormones and tissue types, hence the need for tissue compatibility tests and psychological screening. The catalepsean node, occulobe, and sus-an membrane will only develop to a useable condition under the stimulus of hypnotic-suggestion. A recruit must therefore be susceptible to this particular treatment.

If these tests prove successful, a candidate becomes a neophyte. With the completion of organ implantation and attendant chemical and hypnotic training, the subject becomes an initiate. An initiate receives training before joining the ranks as a full brother. A Marine usually joins the ranks between the ages of 16-18, but such are the hormonal changes induced by the process of creating a Space Marine that recruits are physically fully grown before then. Pressures during wartime may accelerate the process.

The Risks

Sometimes the screening process is not as effective as it once was. This is due in part to the degeneration of knowledge amongst the individual Chapters, which in turn means that some neophytes do not survive to become initiates. In many Chapters implant surgery is heavily ritualised, and is often accompanied by scarring, incantation, periods of prayer, fasting and all sorts of mystical practices which compromise medical efficiency. For example, the Phase 17 implant has given the Space Wolves canine teeth that continue to grow for centuries turning them into vicious fangs.

There is widespread rumour concerning the quality of the Blood Angels' gene-seed. They often lapse into a battle-induced frenzy, known as the Black Rage, and can become berserk warriors. The Blood Angels eternally search for the cure of the Curse of Sanguinius, but at the same time the Death Companies are made up of highly valuable shock troops, who are almost impervious to pain.

Another extreme example of gene-seed deterioration can be found in the Black Dragons Chapter, whose

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bestiary_space_marines.shtml (9 of 13) [25/05/2002 14:52:17] Space Marines for Warhammer 40,000 roleplay ossmodula implant functions in an abnormal way. This leads to the growth of bony crests on the head, and blade-like protuberances from the forearm and elbow. Like the Death Company of the Blood Angels, warriors inflicted with such abnormal developments are formed into a separate fighting unit. Known as the Dragon Claws, they sharpen their additional protrusions and sheath them in adamantium to turn them into vicious close combat weapons.

A less extreme case of gene-seed deterioration can be found in the Celestial Panthers Chapter. Their occulobe has mutated so that their battle brothers possess cat-like eyes. While this in itself is harmless it has been known to disturb some visiting Imperial dignitaries.

Subjects of Failed Implants

If an implant fails, or develops abnormally, then it is likely that the Marine's metabolism will become badly out of sync. The Marine will most probably fall into a catatonic state or suffer from occasional bouts of hyperactivity. In either event, he will probably die.

Marines that do not die will almost certainly suffer mental damage, degenerating into homicidal maniacs or gibbering idiots. If a Chapter is at full strength then these unfortunates will be executed and put out of their misery. On the other hand if the Chapter is short of Marines then the degenerate Marines will be allowed to form special units of suicide assault squads. Some Chapters have been known to deliberately implant deformed zygotes into some initiates even though it is discouraged by Imperial edict.

Psycho-chemical and other conditioning

If a Marine is to develop properly then he must undergo chemical treatment, psychological conditioning and subconscious hypnotherapy. This continues throughout a Marine's life where he must be constantly monitored in case of gene-seed deformation.

Chemical treatment - A Marine must submit to constant tests and examination until his initiation. The newly implanted organs must be monitored very carefully, imbalances corrected, and any sign of corrupt development treated. Once an initiate becomes a Marine this treatment is reduced, but it never ends. A Marine must undergo periodic treatment for the rest of his life in order to maintain a stable metabolism.

Hypnotherapy - If a Marine can be taught how to control his own metabolism then his dependence on drugs will lessen. Hypnotherapy is not always as effective as chemical treatment but it does have effective results. The process of hypnotherapy takes place in a machine called a hypnomat. Marines are placed in a state of hypnosis and subjected to visual and aural images in order to awaken their minds to their unconscious metabolic processes. A Marine must respond to these procedures as some implants, notably Phase 6 and 10, can only function through the correct administration of hypnotherapy.

Training - Physical training stimulates the implants and allows them to be tested for effectiveness.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bestiary_space_marines.shtml (10 of 13) [25/05/2002 14:52:17] Space Marines for Warhammer 40,000 roleplay Indoctrination - A Marine is more than a human with great physical powers. Marines have extraordinary minds and have the ability to control their neural responses. They can endure pain that would kill ordinary men and can control their nervous system and senses to a remarkable degree. Some Marines also have photographic memories as memory training responds favourably to a few. Marines still vary in intelligence, as do all men, and their individual mental abilities vary in degree. SPACE MARINE SCOUT

Space Marine Scouts are from a Chapter's Tenth Company, and are the least experienced and youngest of recruits in the Chapter. As a Marine Scout the young recruit undergoes not only the trauma of surgical implants but spiritual and battle initiation. They scout ahead of the main force and sabotage the vital points of an enemy force, such as destroying ammo dumps or lying in wait to ambush or to form groups of pickets. Despite a Marine Scout's young age, typically from 14 to 17 years old, they are incredibly adept warriors and can put even older veterans of normal human armies to shame.

Space Marine Scouts are the most lightly equipped of all the Marines in a Chapter and wear lighter armour as befits their scouting role. Usually in a combat situation a Marine Scout unit, typically numbering 5, will be led by a veteran Space Marine, there to keep the youngsters in line and to teach them all the tricks of the trade. After a Space Marine Scout has proved himself worthy of his Chapter, he will then be ready to join the full-blooded battle brothers as a Space Marine warrior.

Typical profile

M WS BS S T W I Dex Ld Int Cl WP Fel 4 50 50 45 45 10 50 45 50 38 50 50 30

Skills: Astronomy; Concealment Rural; Concealment Urban; Crack Shot; Disarm; Dodge Blow; First Aid; Follow Trail; Read/Write; Repair Jammed Weapon; Rune Knowledge; Secret Language - Ecclesiarchy; Secret Signs - Space Marine; Set Trap; Silent Move Rural; Silent Move Urban; Sixth Sense; Specialist Weapons - Bolter, Conventional, Flamer, Grenade, Laser, Needler, Plasma; Spot Trap; Street Fighting; Strike Mighty Blow; Strike to Injure; Strike to Stun; Theology.

Trappings: Carapace armour on all locations; Re-breather; Bolt pistol; Knife; Frag grenades. SPACE MARINES

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bestiary_space_marines.shtml (11 of 13) [25/05/2002 14:52:17] Space Marines for Warhammer 40,000 roleplay The Space Marines were created at the very dawn of Imperial history, approximately ten thousands years before the present day. Some of the Chapters can trace their history back to that time. These are the Chapters of the First Founding, created by the scientists of the Emperor to take part in the Great Crusade. Since that time many other Space Marine Chapters have been created, the most recent being those of the Twenty-Sixth Founding.

Space Marines are the finest human warriors of them all. Genetically tailored and utterly loyal to the Emperor, the Space Marine Chapters represent mankind's greatest hope of victory in the never ending wars for survival. A Space Marine's implants have fully grown and matured to create a super-human soldier capable of withstanding terrible wounds and breathing in poisons that would kill a lesser man. Space Marines are also amongst the best equipped troops in the Imperium wearing power armoured suits as standard and having access to the most advanced equipment the Imperium has to offer. The greatest Space Marines of a Chapter come from the First Chapter. These are the veterans of countless campaigns and only they have the honour of wearing Terminator Tactical Dreadnought armour.

Typical profile

The profile below includes all the bonuses from implants.

M WS BS S T W I Dex Ld Int Cl WP Fel 5 70 70 67 67 18 70 60 80 68 90 80 50

Skills: Alien Knowledge; Astronomy; Concealment Rural; Concealment Urban; Crack Shot; Cryptography; Disarm; Dodge Blow; Fast Draw - Hand weapon, Pistol; Follow Trail; Furious Assault; Hipshooting; Medic; Parry Blow; Read/Write; Repair Jammed Weapon; Rune Knowledge; Secret Language - Ecclesiarchy; Secret Signs - Space Marine; Set Trap; Silent Move Rural; Silent Move Urban; Sixth Sense; Specialist Weapons - Bolter, Conventional, Flamer, Grenade, Laser, Needler, Plasma; Spot Trap; Steady Hand; Street Fighting; Strike Mighty Blow; Strike to Injure; Strike to Stun; Swift Assault; Theology.

Trappings: Power Armour suit with Communicator, Re-breather & Auto-Senses; Bolt gun; Bolt pistol; Frag grenades. OTHER MARINES

APOTHECARY

Apothecaries are extremely important to a Space Marine Chapter as they rescue the gene-seeds from fallen Brothers. Without these highly trained Marine medics all the Chapters of the Adeptus Astartes would surely die. Space Marines rarely go into battle without an Apothecary not least for their combat

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bestiary_space_marines.shtml (12 of 13) [25/05/2002 14:52:17] Space Marines for Warhammer 40,000 roleplay skills and bravery. They will storm a position to rescue a seriously injured Brother or if that is not possible the Apothecary will administer a quick death for him, but even a dead Brother can live on through his gene-seed.

CHAPLAIN

Chaplains form the priesthood of the Space Marine Chapters. There are many religious practices in each Chapter and each one is more or less unique and it is a Chaplain that will preside them. They administer the rites of their Chapter, performing the ancient ceremonies of Initiation and Vindication, as well as leading their brethren through the prayers of faith and sacred psalms of the Emperor. They are inspirational Space Marines as they lead their brothers into battle.

TECHMARINE

The Tech-Priests of Mars are the guardians of Earth's ancient science and every Space Marine Chapter sends a proportion of its young initiates to the Adeptus Mechanicus where the Tech-Priests induct them into the Machine Mysteries, as the sacred rites of the Adeptus Mechanicus are called. A Chapter's Techmarines take charge of its weapon manufacture and development, run its shipyards, and assume command wherever their expertise is required. They are high ranking and highly respected officers, and they may be in charge of cyborg Servitors.

LIBRARIAN

The Chapter's Librarium is its command and communications centre. Because interstellar communications are achieved by psychic means, most of the Space Marines who work in the Librarium are psykers. They are called Librarians, and are recruited from young primary psykers trained by the Adeptus Astra Telepathica. Psykers are an essential part of every fighting force because they are the only means of communicating over interstellar space. They also have potent psychic powers which can be used on the battlefield to support the conventional weaponry of ordinary Space Marines.

Librarians hold a functionary rank, describing their role as well as their position. The Lexicanian is the lowest battlefield rank, his job is to provide battlefield support as well as to prepare a report of the fighting for the Chapter's records. The Codicier also provides battlefield support, evaluates the reports of Lexicanians and provides a strategic overview of battles for the Chapter's records. The Epistolary is a more powerful Librarian, his role corresponds to that of the chief psychic communication officer. He can transmit and receive psychic messages on the battlefield. The most important of all fighting Librarians are the Chief Librarians, superior in rank and psychic power.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bestiary_space_marines.shtml (13 of 13) [25/05/2002 14:52:17] Tyranids for Warhammer 40,000 roleplay Home : Bestiary : Tyranids Adapted from 1st and 2nd Tyranid codices for 40k role-play by A. R. Fawcett TYRANIDS

The race of Tyranids, so-called because of their first contact with the Imperium on the planet of Tyran, come from another galaxy. They are akin to a huge swarm of locusts, devouring everything in their path in order to exist. All living matter is consumed by the Tyranid hive fleets in order to supplement their existence and their evolution. They are a remarkable race because they can create new species for various aspects of life. Even their ships are great big hulking (living) behemoths, home to an infinite mass of Tyranid creatures with a Hive Tyrant purpose to exist at all costs. Primogenitor organisms aboard the Hiveships, Norn Queens, are capable of modifying their progeny in response to the environment and life-forms they encounter. Newly harvested genetic codes are assimilated, the prey's defensive measures are examined and improved creatures are bio-engineered to overcome resistance. Over time, the myriad improvements to the hive fleet's gene pool are exchanged with others, strengthening the entire race.

The whole Tyranid race is linked together by the hive mind. It is a common held view that, amongst the senior Genetors of the Adeptus Mechanicus, the Tyranids exhausted the life in their own galaxy and entered the galaxy of the Imperium (and other aliens). The reason for this is that the hive mind requires constant fresh DNA material from living creatures in order to adapt to new environments, for the survival of the Tyranid race, in fact.

The creatures known as Hive Tyrants and Tyranid Warriors, embody the hive mind and act as its focal point, of which the lesser creatures can 'feed' from. It's almost like a massive form of constant telepathy, sever the link, by destroying the greater Tyranid creatures, and the lesser Tyranids become confused and vulnerable, unsure of what to do.

The Tyranid hive fleets consist of millions of spacecraft, each home to billions of creatures: untold thousands of monstrosities evolved from the bubbling geno-organs of the ship's reproductive chamber. All of these creatures are born to serve the single entity that is the ship, and the ship itself exists only as part of the entity that is the fleet.

HIVE TYRANT

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

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Typical profile

M WS BS S T W I Dex Ld Int Cl WP Fel 6 70 45 77 70 30 60 18 90 90 90 180* -

*see special rules below

Special Rules

● Hive Tyrants are immune to all psychological effects and can extend this influence, using the hive mind, to all Tyranid creatures within 100 metres. ● Hive Tyrants cause fear and terror in all living creatures. ● Hive Tyrants have a thick chitinous carapace which gives the equivalent of carapace armour on all locations (armour type primitive). ● Typical Hive Tyrants have four arms, enough for a weapon in each hand. ● Hive Tyrants have WP 90 for WP tests. The total given here is for the casting of psychic powers making it possible for Tyrants to use them successfully over long distances.

TYRANID WARRIOR

Tyranid Warriors are not the rank and file of an invasion force, they are more like the sergeants or elite troops. They, like most Tyranid creatures, are extremely strong and are amongst the most important of all creatures in a force. They act as psychic resonators, amplifying the psychic bond of the hive mind and transmitting its power to the smaller, less receptive creatures.

A Tyranid Warrior has four very powerful arms and two even more powerful thick legs. Despite their large claws they are surprisingly good shots, although this might have something to do with their psychic empathy with the biological weapons that they wield.

Typical profile

M WS BS S T W I Dex Ld Int Cl WP Fel 6 60 35 65 55 15 50 18 90 90 90 90 -

Special Rules

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● Tyranid Warriors are immune to all psychological effects and can extend this influence to all Tyranid creatures within 50 metres. ● Tyranid Warriors cause fear in living creatures. ● Tyranid Warriors have a thick chitin carapace which gives the equivalent of mesh armour (armour type primitive). ● Tyranid Warriors commonly carry two weapons but not two ranged weapons together.

TERMAGANT

Termagants may be amongst the smallest of Tyranid creatures but they are agile, very fast, cunning and deadly. The Termagant's powerful body swoops low to the ground for speed, and enables it to follow the narrow arterial passages of the hive ship. Like Tyranid Warriors and Genestealers it has six limbs and a chitinous outer shell which glistens with sticky secretion. They rely heavily on the influence of the hive mind to be of proper use in combat.

Reports from various sources have indicated Termagants armed with varying biological weapons. Some fire weapons that project a constricting web of filaments or fire razor-edged bony spikes at high velocity. Others shoot grub-like nodules that hurl themselves to their target with manic jaws whirling and biting. Its life energy is expended in a few brief seconds of destruction.

Typical profile

M WS BS S T W I Dex Ld Int Cl WP Fel 6 37 30 30 30 6 43 18 25 25 25 25 -

Special Rules

● Termagants can only use the smaller biological weapons: Fleshborer, Spike Rifle or the Strangleweb. ● Termagants have the equivalent of flak armour (armour type primitive) on all locations.

RAVENER

Being snake-like and twisted in form, Raveners are very quick for their size and physique. They have the speed of the smaller Termagants and Hormagaunts but also have thicker armour and more effective weaponry. It is speculated that the Ravener organism is bred for the swift overrunning of enemy bunkers.

Typical profile

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M WS BS S T W I Dex Ld Int Cl WP Fel 9 55 35 50 50 12 52 18 90 90 90 90 -

Special Rules

● Raveners are immune to all psychological effects. ● Raveners cause fear and terror in all living creatures. ● Raveners have the equivalent of carapace armour on all locations.

ZOANTHROPE

Zoanthropes are powerful psykers who have apparently been engineered from Eldar genetic material. Their huge bulbous heads lie on impossibly small bodies, which have atrophied considerably, making the creature's movement entirely dependent on a psychic levitation. Their minds act as a focal point for the hive mind and they can telepathically command other Tyranid creatures like Hive Tyrants and Warriors can.

Typical profile

M WS BS S T W I Dex Ld Int Cl WP Fel 5 30 30 40 40 12 45 10 90 90 90 200* -

*see special rules below

Special Rules

● Zoathropes are immune to all psychological effects and can extend this influence, using the hive mind, to all Tyranid creatures within 100 metres. ● Zoathropes cause fear in all living creatures. ● Zoathropes have WP 90 for WP tests. The total given here is for the casting of psychic powers making it possible for Zoathropes to use them successfully over long distances.

GARGOYLES

Gargoyles are vicious winged monsters that are often the first of Tyranid creatures to be seen in battle. They range ahead of the swarm either flying in broods or clinging to the bellies of the great Harridan brood mothers as they flap ponderously through the skies. Their primary purpose seems to be seeking out the enemy and sowing terror and confusion amongst them. Physically they resemble Termagants in many aspects such as body mass, cranial capacity and the configuration of their medial armour plates. They have wide leathery wings, raking claws and barbed tails. Their jaws have been adapted so that they can

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bestiary_tyranids.shtml (4 of 11) [25/05/2002 14:52:19] Tyranids for Warhammer 40,000 roleplay carry a squirt flaming symbiotic creature which can shoot bile at a considerable distance.

Typical profile

M WS BS S T W I Dex Ld Int Cl WP Fel 2 35 30 30 30 6 35 14 25 25 25 25 -

Special Rules

● Gargoyles fly as swoopers. The M score is for ground movement. ● Gargoyles are armed with the Flamespurt.

CARNIFEX

Also known as the Screamer Killer by warriors of the Imperium because of the high-pitched scream it makes as it rushes forward. Its massive, rounded body is extremely tough, having a chitinous hide which protects it from damage and a shape that allows it to withstand tremendous pressures. It is a living engine of destruction evolved for use in shock assaults, space ship boarding actions and massed battles where it can smash through almost any obstacle, whether it is a defensive line, enemy tanks or a fortified position. It can smash men and vehicles aside like childrens' toys.

Carnifexes are armed with four great sickle-shaped claws of diamond hard chitin, bone and cartilage. The combined assault of these mighty scythes is powerful enough to rip through even armourplas and ceramite with ease. Carnifexes also have the capacity to energise a form of bio-plasma in their gut via rasping plates in their oesophagus, the source of their high-pitched scream. An electrical field around the claws holds the incandescent plasma ball until it is launched at its target.

Typical profile

M WS BS S T W I Dex Ld Int Cl WP Fel 6 57 30 90 75 40 25 10 90 20 90 90 -

Special Rules:

● The Carnifex is immune to all psychological effects. ● The Carnifex causes fear and terror in all living creatures. ● The Carnifex has the toughest chitin hide of all tyranid creatures. It has the equivalent of carapace armour (counts as primitive).

LICTOR

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bestiary_tyranids.shtml (5 of 11) [25/05/2002 14:52:19] Tyranids for Warhammer 40,000 roleplay

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

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

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

The flesh hooks are the most unusual of the Lictor's weapons. They are formed out of carbon-based chitin with a monomolecular edge and are attached to lengths of exceptionally tough muscle fibre situated between the ribs. The hooks are fired by a sharp intercostal muscle spasm and allow Lictors to snare their victims from a distance. The flesh hooks are also sometimes used as grapnels, allowing Lictors to scale vertical surfaces at great speed.

Lictors are covered with tiny chameleonic scales which shift their colour and texture to match the creature's surroundings. These make the Lictors exceedingly difficult to spot except at very close range. The Lictor's body gives off little heat and it is capable of remaining completely motionless for days if necessary so even energy and motion detection devices are often baffled by the Lictor's exceptional stealth.

Typical profile

M WS BS S T W I Dex Ld Int Cl WP Fel 6 60 40 62 53 18 65 50 90 90 90 90 -

Special Rules:

● Lictors are immune to all psychological effects. ● Lictors cause fear in all living creatures. ● With its acute senses, the Lictor can detect any hidden characters within 80 metres.

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● All shots fired at a static Lictor suffer a -10 to hit penalty in addition to all other modifiers. This is because of its chameleon scales. ● Detecting Lictors with a bio-scanner has a -20 penalty to the chance of success. Additionally if a Lictor remains stationary it cannot be seen from distances of more than 10 metres. It can still be shot at if detected but only with blast weapons, i.e. grenades, missiles. ● Any characters wounded by a Lictor must pass a T test or suffer D3 automatic wounds as the poisonous haemotoxin attacks their system.

RIPPER SWARM

As the Tyranids overrun the defences of a planet they rapidly assimilate the genetic imprint and bio-mass of every living thing on that world. Once all resistance has been eliminated the world is stripped down to bare rock then all of its moisture, atmosphere and nutrients are absorbed by the hive fleet. In the initial phases of this process millions of voracious Tyranid organisms are released all over the planet. They move across its surface multiplying and consuming everything in their path, leaving an empty and desolate wasteland behind them. Eventually these organisms are reabsorbed by the hive mind and re- evolved to perform different functions, depending on the genetic imprints they have absorbed.

These organisms are extremely varied but amongst the most common are those known to the Imperial forces as Rippers. Rippers have serpentine bodies around half a metre in length which terminate in a broad head. The head portion is split by a broad maw full of row upon row of exceedingly sharp ripping hooks and razor edged bony ridges which it uses to slice and tear organic matter. Rippers are energetic and persistent so they are quite capable of pulling down creatures many times their own size. Huge swarms of Rippers are often seen on the battlefield, advancing at the heels of Tyranid assault forces.

Typical profile

M WS BS S T W I Dex Ld Int Cl WP Fel 4 33 0 30 30 18 10 0 43 29 66 66 -

Special Rules:

● Ripper Swarms can slither up any vertical surface without any difficulty whatsoever. ● Ripper Swarms are immune to all psychological effects and never panic or flee from combat. ● Because a Ripper Swarm consists of hundreds or thousands of organisms, all damage from non- area effect weapons are halved (except flamers).

HORMAGAUNT

Hormagaunts appear to be another genetic manipulation of the Termagant genus. This bio-form is more upright with the two sets of upper limbs equipped with well-developed claws for ripping and piercing.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bestiary_tyranids.shtml (7 of 11) [25/05/2002 14:52:19] Tyranids for Warhammer 40,000 roleplay The lower legs are long and powerful, tucking up beneath the body when the creature is at rest but flicking out to drive it forward in a series of bounding leaps as it attacks.

The Hormagaunt has a simple digestive tract and sustains itself by draining body fluids from its victims. It stops only briefly to feed, however, as its highly active metabolism constrains it to constantly seek out and attack fresh victims. There have been reports of Hormagaunts being dropped on planets in mycetic spores similar to the drop pods used by Space Marines. Once they have landed the Hormagaunts act as instinctive terrorists, constantly searching for and attacking native life forms. Hormagaunts are also unusual because they appear to reproduce independently of the Dominatrix. They lay hundreds of eggs just below the surface of a planet before their short lifespan is over, making Hormagaunt infestation a serious problem on planets raided by Tyranids.

Typical profile

M WS BS S T W I Dex Ld Int Cl WP Fel 6 43 25 40 30 6 45 0 25 25 25 25 -

Special Rules:

● Hormagaunts are incredibly agile and can add a further 2D3 metres onto any leap. ● Hormagaunts can climb most vertical surfaces with the aid of their hooked extremities.

GENESTEALER PATRIARCH

The Patriarch is the leader of a Genestealer brood. He is a much larger version of a Genestealer and although he might look rather bloated he is the most dangerous of all Genestealers in the horde and is also a very powerful psyker. What the Patriarch does not know is that he is a psychic beacon with which the Tyranid Hive Queens can focus upon so that they can direct their invasions. Without warning, the Patriarch will unleash its minions to disrupt and destroy as much of a planet's defences as possible, making a sudden and inexplicable thrust for domination.

Unless the Cult is very firmly established the sudden Genestealer uprising is often swiftly and bloodily put down. But this is of little consequence to the Tyranids, who arrive to conquer a world riven by internal strife and crippled by the subversion of its armed forces. After the invasion, the Patriarch and all his surviving brood are absorbed back into the great breeding chambers of the hive fleet.

Typical profile

M WS BS S T W I Dex Ld Int Cl WP Fel 5 65 0 67 60 18 66 10 90 63 90 90 -

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Special Rules: The Genestealer Patriarch is immune to all psychological effects. Genestealer Patriarchs cause fear in all living creatures. Genestealer Patriarchs have a thick chitinous hide which offers the same protection as carapace armour (armour type primitive).

GENESTEALERS

Genestealers are the most vicious and hostile aliens in the galaxy. If given the chance they can reproduce incredibly quickly. Genestealer broods act like a plague of locusts, swarming over anything they come across and frequently destroy it. The only adversaries that can come close to their close combat prowess are Terminator Marines, for their claws are so powerful that they can slice through even power armour like a knife through butter.

Fortunately, Genestealers cannot operate anything as efficiently without a Patriarch or Magus guiding their actions. They cannot operate machinery or use technological weapons, even though they possess two arms with long hands these tend to be rather superficial and clumsy. They rely on their hybrid relatives to provide them with the technological support they need.

Physique: Genestealers possess the six-limbed body form of all Tyranid creatures with powerful ripping claws and taloned hands. They are incredibly fast and dangerous opponents in hand-to-hand combat but never use ranged weaponry or other devices, despite their obvious intelligence.

Typical profile

M WS BS S T W I Dex Ld Int Cl WP Fel 6 60 0 55 50 7 65 10 90 29 90 90 -

Special Rules: Genestealers cause fear in living creatures and are immune to all psychological effects. Genestealers have tough chitin armour (primitive type, 50% protection). Genestealers can scale most vertical surfaces without difficulty and at high speeds.

GENESTEALER HYBRIDS

When a Genestealer implants its seed into a human, or any other creature, the resultant germ cell incubates within its host until it is ready to emerge. The hybrid child does not consume its parent, but as it develops it absorbs part of its host's brain. The parent becomes a mere slave of the infant it has spawned, and will go to any lengths to protect and nurture its monstrous offspring. In this way the Genestealers infect human society with their brood. The Hybrids flock together and interbreed, producing more Hybrids and Genestealers. As the brood grows larger it generates a psychic signal that

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Hybrids look like a cross between Genestealers and their parent humans, with between two and four arms, and combining attributes of both races to a varying degree. Some Hybrids are nearly entirely human in appearance, tending only to baldness and heavy bone structure. Others are almost pure Genestealers. Whilst Genestealers lack any kind of creative intelligence, Hybrids combine human intelligence with alien cunning, and are able to use weapons and interact secretly with humans. Hybrids may even exhibit psychic powers if they were parented by a psychic host and the Genestealers will actively seek such hosts in order to strengthen their brood. The Hybrids form the inner coven of the Cult, becoming the Neophytes and Acolytes of the Magus in their worship of the Patriarch.

Hybrid Neophyte

M WS BS S T W I Dex Ld Int Cl WP Fel 4 43 18 56 35 8 43 14 29 29 43 43 18

Special Rules: Hybrid Neophytes have three to four arms but only their two human arms can hold weaponry. Regardless of whether a Neophyte has one of two claws it can only attack with one. Hybrid Neophytes possess a Genestealer claw.

Hybrid Acolyte

M WS BS S T W I Dex Ld Int Cl WP Fel 4 33 30 46 30 7 43 29 43 45 43 45 34

Special Rules: Some Hybrid Acolytes have psychic powers. The most powerful psyker of a brood will always occupy the position of Magus.

BROOD BROTHERS

Brood Brothers are humans who have been implanted by the Genestealers and who have acted as hosts for their Hybrid offspring. The Brood Brother's mind and willpower have been completely extinguished by the Genestealers' brood intelligence and the Brood Brother is now fanatically dedicated to the aliens' cause. They worship the Brood's Patriarch as a God.

Basic Profile

Brood Brothers are too varied to have their own profile. They could be anyone, your brother, your sister, even a whole platoon of Imperial Guard could be under the thrall of a Genestealer Brood.

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Special Rules: Brood Brothers will be subject to hatred of all those who attack their Patriarch or their Genestealer Father.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/bestiary_tyranids.shtml (11 of 11) [25/05/2002 14:52:20] Warhammer 40k Roleplay Psionics Home : Psionics by A. R. Fawcett PSIONICS

This section details the use of psychic powers - the ability of so-called psykers to harness the power of warpspace.

Psionics - rules for using psychic powers.

● Biomancy

● Daemonancy

● Pyromancy

● Telemancy

● Telepathy

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/index_psionics.shtml [25/05/2002 14:37:41] Psionic rules for Warhammer 40,000 roleplay by A. R. Fawcett PSIONICS

"Where will he come from?" asked Inultus as he raised his lasgun in expectation. Argutus paused for a few seconds as if momentarily deep in thought and then said, "Through there!" The psyker pointed to the first floor window of the inn. Inultus ducked underneath the balcony, dragging Argutus with him as he did so. "He'll jump down will he?" he asked the psyker. Argutus nodded. Suddenly the shutters of a window could be heard from up above, followed by a loud bang. A body fell from the balcony in front of them. It was their quarry they had been hunting for the past three months. "Noooo!" Inultus cried in anguish. "You bastard psyker!" Argutus shook his head and said, "He came as I predicted!" Inultus ran to the body and looked up at the balcony and saw the grinning face of his bounty hunting rival, Johann. "You'll pay Johann!" Inultus exclaimed and levelled his lasgun at the bounty hunter and fired. But Johann disappeared from view as the laser bolt burnt a hole in the balcony. "Argutus!" yelled Inultus. "Wait!" snapped the psyker. "Johann is coming! With two more." From both sides the three men converged upon the bounty hunter and psyker. "That scum is worth more to my employer dead!" said Johann. Suddenly one of his henchmen pulled the trigger of his laspistol striking the other clean through the belly. "Witch!" shouted Johann. "Curse my men will you? Deviant!"

The use of psychic powers is encompassed by the term psionics. Individual creatures capable of employing such powers are described as psychic or as psykers. There are, of course, countless other names applied to these creatures (some rather derisory). Within human society they may be called witches, warlocks, telepaths and so on.

THE WARP

Some know the warp as the void or the Realm of Chaos, for it is here that the dark gods of Chaos hold their court and exercise their absolute, unbridled power over their innumerable subjects as the whim takes them. Others know it as the Sea of Souls and these perhaps understand it best of all, for every creature in the material universe also has an existence in the warp, a spirit-self or soul. With the death of its physical body, the soul of a mortal creature is cast adrift in the limitless sea of energy. Eventually the souls of all but the strongest are drawn to the Chaos gods to feed their lusts. There are points where the material universe and the warp cross over, giving the daemons access to the mortal world, but most are well known physical locations like the Eye of Terror. Far more insidious are the embryonic gateways that lurk in the minds of every psyker.

The souls of mortal creatures stir currents and waves in the energies of the warp. A few, the very strongest, can draw energy from the warp into the material universe. With experience they can give form and purpose to the raw power of the warp, reading minds, sending mental images or messages, locating people or objects, seeing into the future or the past and so on. These psykers are often trained by the Imperium to serve mankind in a myriad of ways. Some become Astropaths who speak between the stars,

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USING PSYCHIC POWERS

In order to use a psychic power a psyker must roll equal to or under his Will Power using a D100, the Psychic test. However there are many factors involved first before the psychic power is cast: there are factors of how long a psyker wants to spend concentrating beforehand, how difficult the power is to use (some powers are more difficult to use than others), and how far away a proposed target is (the further away a target, the harder it will be to cast the psychic power).

Concentration: Using a psychic power requires a certain amount of concentration. A psyker must spend at least 1 action concentrating - his mind reaching into the warp and fashioning the resulting warp energy according to his whim - and then another action casting it. The more a psyker spends concentrating the more successful he is likely to be in casting a psychic power. For each action a psyker spends concentrating he gains a +5 bonus to the Will Power test. But the maximum amount of time a psyker can benefit from concentrating is the equivalent to 6 actions, giving a +30 bonus to the chance of success. During this time the psyker is completely prone.

Difficulty: Some psychic powers have a difficulty modifier, it might be zero or a negative figure. This is subtracted from the psyker's Will Power roll, decreasing the chance of success of using a psychic power. So if a psyker wishes to cast a power with a -20 difficulty, the psyker subtracts this from his Will Power roll or more commonly known as the Psychic test.

Range: It is harder to manipulate warp energy when the target of the psyker is some distance away. As a result for every metre the target is from the psyker there is a -1% penalty to the Will Power roll. For example, a target which is 20 metres away will result in a -20 penalty to the Will Power roll. There are some powers which require touching distance, but otherwise all the psychic powers have a range within the constraints of the psyker's Will Power, i.e. a Psyker with WP 90 will be able to use his powers potentially much further afield than one with WP 40.

Line of sight (LOS): If a psyker can see his target then he gains a +10 bonus to the Will Power roll, because it is easier to focus a psychic power if the target can be seen. However, this does not apply to powers which require LOS, such as Fireball for example.

Factor Result Concentration +5 bonus to WP per action Difficulty -? to WP Range -1 per metre target is away from psyker Line of Sight +10 to WP if target can be seen (does not apply if power requires LOS)

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A roll of 96-00 is always a failure.

PSYCHIC OVERLOADS

If a psyker fails the Will Power test then the psychic power is not cast. As a result of this psychic overload, the psyker loses 2D6 Will Power points immediately. These points can be recovered normally at a rate of 1 per hour, as long as the psyker uses no more psychic powers. Only the use of the Meditation skill can recover lost Will Power points more quickly. A psyker may continue to use psychic powers even through the use of lost Will Power points. However, should a psyker reach 10 or less WP then his mind becomes fragile and open to the dangers of the warp. If this is the case then roll a D100 and consult the following chart.

D100 Result 01-20 Psyker falls unconscious for 24 hours and must pass a WP test or lose 10 points of WP permanently. 21-40 Psyker suffers one random Disorder (page 83 of the WFRP rulebook.) 41-60 Psyker suffers one random Minor Disorder (page 86 of the WFRP rulebook.) 61-80 Psyker immediately gains 2D6 insanity points. 81-00 Psyker immediately suffers the effects of the Terrify psychic power.

NULLIFICATION

A psyker may attempt to nullify the power of another psyker. This is done by making a Will Power roll. The amount the nullifying psyker passed by is the amount that is subtracted from the casting psyker's Psychic test, making it more difficult for him to use the psychic power. For example, the nullifying psyker passes by 16 and this is the amount subtracted from the casting psyker's Psychic test in addition to any modifiers for range, difficulty, and any other factors. The nullifying psyker is still effected by Psychic Overload if he fails his Will Power roll to nullify a psychic power.

LEARNING PSYCHIC POWERS

A psyker may learn any psychic power. It is generally required that a psyker must learn from another who can teach the psychic power. If this is the case then the character must spend 200 experience points and pass an Intelligence test. If successful, then the psychic power is learnt. If a psyker does not have a teacher to learn from then his chances of learning a psychic power successfully, diminishes. As a result a character suffers a -20 penalty to the Intelligence roll when learning the power. In both cases, any failure

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There are five principal psychic arts or lore: Biomancy, Daemonancy, Pyromancy, Telemancy, and Telepathy (see descriptions below). There are no restrictions on what a psyker can learn. If a psyker knows predominantly Biomancy powers then he is a Biomancer, or if he knows predominantly telepathic powers then he is a Telepath.

Biomancy: psykers of this art are more commonly known as Biomancers. They have the ability to manipulate biological matter, from anything such as altering their physical appearance to knitting flesh. For the full list of Biomancy psychic powers click here.

Daemonancy: psykers of this art are more commonly known as Daemonancers or Daemonlogists. It is a very difficult and dangerous art because daemonancy, or daemonology, delves deeper into the warp and the secrets of Chaos and enables the psyker to teleport, become invisible, and banish daemonic entities. Only the most adept psykers are able to use daemonic powers. Others do at their own peril. For the full list of Daemonancy psychic powers click here.

Pyromancy: psykers of this lore are known as Pyromancers and are especially talented at creating fire and lightning. Good Pyromancers are able to hurl balls of fire or bolts of lightning at enemies. However, using pyromancy tends to attract attention of the wrong kind... For the full list of Pyromancy psychic powers click here.

Telemancy: psykers of this art are known as Telemancers and can manipulate physical objects from a distance through the power of thought. Telemancers can also affect solid objects in a myriad of ways, such as deflecting bullets or jamming weapons to stop them from firing. For the full list of Telemancy psychic powers click here.

Telepathy: psykers of this lore are more commonly known as Telepaths. They are talented at manipulating people's thoughts, influencing emotion and sending psychic messages. For the full list of Telepathy psychic powers click here.

WYRDS

A Wyrd is someone with an innate psychic power which they can use almost at will. A person with a Wyrd power is able to cast one psychic power with almost complete success every time and has a Will Power of 100 for the purposes of using this psychic power (remember a Will Power roll of 96 to 00 is always a failure). A Wyrd character who fails to use his innate psychic power does not suffer from psychic overload. Wyrd powers should be relatively minor in nature and PC Wyrds should not have a

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ALTER PHYSICAL FORM

Difficulty: -10/-30 Duration: D6 minutes per level

Using this power enables a Biomancer to alter his physical appearance temporarily. There are many ways in which a Biomancer may use this power, such as becoming thin or fat, changing hair, eye or skin colour, becoming someone else or even switching gender. It is up to the GM to judge how difficult a transformation is. If a Biomancer wishes to do something relatively simple, like changing skin colour then this may confer a -10 modifier. If a Biomancer wishes to change sex or alter his appearance to look like someone else then this will confer a -30 difficulty modifier. This psychic power lasts for D6 minutes per level of the casting psyker. At the end of this period the psyker resumes his normal appearance in D6 rounds, becoming prone during this time as the psyker's body goes through its metamorphosis. A Biomancer can only assume the form of a humanoid creature of human size and shape.

BOIL BLOOD

Difficulty: Half target's Toughness Duration: Instantaneous

The Biomancer can quicken the target's pulse so that blood pumps at lethal levels, which may result in the fatal rupture of a blood vessel. The difficulty in using this power is equal to half the target's Toughness (T 40 will result in -20 difficulty) rounding up or down to the nearest whole number. Once successfully cast, the target takes a critical hit to the body or head. The nature of the critical hit is equal to the number the Psychic test was passed by divided by 10, so if it was passed by 50 this would give a critical hit of 5.

BREATHE

Difficulty: -10 Duration: 30 minutes per level

This power allows the Biomancer to literally hold his breath for 30 minutes per level of the psyker. The Biomancer is unaffected by harmful gases which are inhaled and it allows for a character to breathe in a vacuum or underwater. This power has no affect on gases breathed through the skin.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/psionics_biomancy.shtml (1 of 6) [25/05/2002 14:45:02] Psionic rules for Warhammer 40,000 roleplay CAUSE PAIN

Difficulty: 0 Duration: 1 Round

The Biomancer causes a pain sensation to surge through his target's body. If a Will Power test is failed to resist its effects, the target loses -10 to all characteristics for 1 Round.

CHOKE

Difficulty: 0 Duration: D6 Rounds

The Biomancer begins to choke his target by pinching tight his windpipe. The target must pass a Toughness test on a D100 or be unable to do anything for D6 Rounds through coughing fits. If the target chokes for more Rounds than his Toughness divided by 10 he will fall unconscious for 5D6 minutes.

CREATE FOUL SMELL

Difficulty: 0 Duration: D6 Rounds per level

The Biomancer can make any one target within the power's range start to smell quite horrendously. While this is not directly harmful to the target in question it could have other uses. Anyone striking a character under the influence of this power suffers a -10 penalty to hit because of the foul smell.

CURE DISEASE

Difficulty: -20 Duration: Permanent

This power may be cast upon any character by touch. If the power is successfully cast, the recipient must pass a Toughness test, as the Biomancer attempts to heal damaged cell tissue. If successful, the disease breaks, and recovery time, if any is required, begins immediately.

CURE INSANITY

Difficulty: -10 Duration: Permanent

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/psionics_biomancy.shtml (2 of 6) [25/05/2002 14:45:02] Psionic rules for Warhammer 40,000 roleplay This power may be cast on any one character suffering from a mental disorder by touch. If the affected character passes a Cool test, one disorder is instantly cured.

ENFEEBLE

Difficulty: -10 Duration: 24 hours

The Biomancer can drain the vitality and strength of one target. The number of Strength points drained is equal to the number that the Biomancer passed the Psychic test by, so passing by 23 will reduce a target's Strength by 23 points. The effects last for 24 hours. A target reduced to 0 Strength falls unconscious for 24 hours and will recover D10 Strength points per hour of complete rest until it has reached its normal level.

FATIGUE

Difficulty: 0 Duration: 1 Round

The Biomancer can make one living target suffer from fatigue for 1 Round. If the target individual fails a Will Power test, he begins to feel sluggish and finds it hard to perform actions and loses Initiative equal to the amount that the psyker passed his Psychic test by. For example, a psyker who passes the Psychic test by 20 points makes his target lose 20 points of Initiative for 1 Round.

FLEETFOOT

Difficulty: -5 Duration: 1 Round per level

Using this power, the Biomancer can temporarily strengthen the muscles in his legs making him capable of running faster and leaping higher. This power doubles the psyker's Movement characteristic for 1 Round per level of mastery, so for a level 3 psyker Fleetfoot will last for 3 Rounds.

HAMMERHAND

Difficulty: -10 Duration: D6x10 minutes or until caster is wounded

The Biomancer's hands toughen so that they become impossibly hard, capable of punching through solid rock. This power can only be used on himself and no one else. When the Biomancer attacks in hand-to-

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IMMUNITY TO POISON

Difficulty: -5 Duration: 24 hours

This power may be given to the psyker himself or any other single creature within 1 metre. It takes effect immediately and gives the bearer complete immunity from poisons, animal venoms, choke, hallucinogen, scare, stun, toxin and virus grenades, needler chemicals, frenzon and stimulants for the remainder of the day. This has no affect on characters already suffering from any one of these poisonous effects. It only offers immunity not a cure.

IMPUNITY

Difficulty: -5 Duration: 24 hours

This power makes the Biomancer harder to kill. During Impunity's duration the psyker gains +D10 Wounds. After 24 hours the psyker's wounds return to its normal level.

IRON SKIN

Difficulty: -20 Duration: see below

The Biomancer creates another layer of really tough flesh and benefits from a minus D3x10 to his armour protection. The duration of Iron Skin is equal to the amount the Psychic test was passed by in minutes, so passing it by 22 means it lasts for 22 minutes.

REGENERATE

Difficulty: -15 Duration: Permanent

The Biomancer is able to knit together damaged flesh. This power may be used on the casting psyker or another character within touching distance. If successfully cast, Regenerate restores D6 wounds immediately. Regenerate cannot be used on critically wounded characters, as it is not powerful enough.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/psionics_biomancy.shtml (4 of 6) [25/05/2002 14:45:02] Psionic rules for Warhammer 40,000 roleplay REGENERATE CRITICAL INJURY

Difficulty: -25 Duration: Permanent

The Biomancer is able to repair severely damaged flesh and serious injuries. This power can only be cast upon another character by touch, and the psyker cannot cast it upon himself. When this power is cast, the recipient makes a Toughness test, with a bonus equal to the amount the Biomancer passed the Psychic test by. If successful then one critically wounded location is restored to full health and 2D6 Wounds are immediately healed (severed limbs are not grown back). This may also be cast on lightly wounded characters who will recover 2D6 Wounds immediately.

RESILIENCE

Difficulty: -5 Duration: 24 hours

The Biomancer hardens his constitution so that he is more resistant to damage. The Biomancer gains +10 Toughness for 24 hours.

RESTORE VISION

Difficulty: 0 Duration: Permanent

This power may be used on any recently blinded character, as a result of a wound to the head or flash grenades for example. Once this power is cast the character's vision returns after D3 Rounds, as optic nerves and membranes are repaired. Restore Vision may not be cast to restore sight to characters born blind.

REVIVE

Difficulty: 0 Duration: Permanent

This power may be cast upon any stunned or unconscious character. If successfully cast, the character is revived immediately. Revive cannot be used to mobilise paralysed characters.

STRENGTH

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The Biomancer is imbued with great strength. For 24 hours the Biomancer's Strength characteristic is increased by +10.

TRANSMUTE POISON

Difficulty: -10 Duration: Permanent

This power gives the psyker the ability to transmute poisons and other harmful chemicals into harmless ones. The power takes effect immediately, negating the effect of one dose of any poison. It may also be cast on characters who are paralysed as a result of poison.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/psionics_biomancy.shtml (6 of 6) [25/05/2002 14:45:02] Psionic rules for Warhammer 40,000 roleplay by A. R. Fawcett DAEMONANCY

ANIMATE CORPSE

Difficulty: -15 Duration: 1 hour per level

This power allows the Daemonancer to literally animate a corpse by using a combination of warp energy and drawing a portion of the corpse's spirit back into its body. Animate Corpse can be used on anything from a body that has just died to a skeleton. Once the psyker has passed the Psychic test, the target body begins to slowly come back to life as it arches upright. The animated corpses obeys the casting psyker's every command as it is nothing but a puppet. The corpse will have the profile that is standard for its species and it will only know what it knew in life, i.e. a feudal peasant is unlikely to know how to use a technological weapon. Only human-sized creatures may be animated by this power.

BANISHMENT

Difficulty: -20 Duration: Instantaneous

The Daemonancer has the power to affect the psychic link between daemons and the warp. This power only effects Daemonic targets and has no effect on any other targets. If successfully cast, the target Daemon must make a Will Power test with a negative modifier equal to the amount the casting psyker passed the Psychic test by. If the Daemon fails, it suffers a fatal wound (using the psyker's Will Power for calculating extra damage).

BIND DAEMON

Difficulty: -15 Duration: 1 minute

This power can be used against a group of up to D6 Lesser Daemons or Daemonic Servants, or against a single Greater Daemon. If successfully cast, the target Daemons must make a Will Power test with a negative modifier equal to the amount the casting psyker passed the Psychic test by. If the Daemons fail then they are unable to do anything in the next game turn (6 Rounds). During this time the Daemons are powerless, being held in complete stasis, and count as prone targets if attacked.

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Difficulty: -25 Duration: 1 hour per level

The Daemonancer is able to enter an ethereal state and can walk through walls and other solid matter and can traverse water without penalty, he also cannot be harmed by physical attacks, including those from technological weaponry. However, once ethereal the psyker cannot use any psychic powers, use missile weapons and will not be able to attack in close combat. A character may remain ethereal for 1 hour per level of mastery.

POSSESS

Difficulty: -20 Duration: 1 hour per level

This power only affects the casting psyker. Its effects last for 1 hour per level of the psyker. If slain during this time, the psyker's spirit is released and may try to inhabit the body of any other living creature during the next 2D4 Rounds. The psyker's spirit has a Move of 6 and must begin from his dead body. The spirit must touch a host creature in order to inhabit it. The host is allowed to make a test against Will Power and, if successful, the spirit may not inhabit that body. If the test is failed then the psyker's spirit inhabits the body of the victim until either it is slain or the psyker's spirit is driven out by other means. The victim's psyche is not destroyed, but is suppressed by the possessing psyker. The psyker does not gain access to the thoughts, memories, and knowledge of the victim.

PRESCIENCE

Difficulty: -10 Duration: D3x10 minutes

With this power a Daemonancer can spiritually traverse the warp and in doing so get a glimpse of the future. The psyker can only see faint images in his mind so no specific adventure secrets can be given away. The character, however, can influence his shooting or close combat attacks as he predicts a target's actions and he can also predict the same things happening to him. This means that the psyker can add +10 to any tests, except for Psychic tests. A character can benefit from Prescience for D3x10 minutes or until it is nullified.

SANCTUARY

Difficulty: -10 Duration: 1 hour per level

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/psionics_daemonancy.shtml (2 of 4) [25/05/2002 14:45:03] Psionic rules for Warhammer 40,000 roleplay This power creates a 12-metre diameter, psychic field, centred around the Daemonancer. All characters inside the Zone become immune to all psychological reactions. The Zone may not be entered by any Undead, Ethereal or Daemonic creatures, nor may such creatures cast psychic powers into the Zone. While maintaining the Zone, characters may not use any other psychic powers, nor use Meditation. If the casting Daemonancer moves then the Zone is instantly nullified. Moreover, if two Zones touch, both are instantly destroyed.

SPREAD INSANITY

Difficulty: -5 Duration: 10D6 Rounds

This power creates an expanding miasma of insanity centred around the Daemonancer. Anyone within a 20-metre diameter must pass a Will Power test or flee from the psyker for 10D6 Rounds, as diabolical images of the warp enter their minds. If the Daemonancer passes his Psychic test by more than any of the targets' Will Power, then the victims have been particularly affected by what they have seen and suffer D6+1 insanity points as a result. Additionally, the casting Daemonancer must pass a Cool test every time he uses this power. If failed then he gains 1 insanity point.

STEAL PSYCHIC POWER

Difficulty: -10 Duration: Instantaneous

The Daemonancer is able to reach into the mind of another psyker with the purpose of stealing some of his power or part of his soul. If the target fails a Will Power test, he is robbed of 2D6 Will Power points, which are then transferred to the Daemonancer. Stolen Will Power points may take a psyker's WP characteristic to above its natural level and even above 100, but after 1 hour the stolen points are gone. A target psyker reduced to zero Will Power falls unconscious for 2D10 hours and gains 1 insanity point. Steal Psychic Power has no effect on non-psykers. If the casting Daemonancer fails to cast this power successfully (failing the Psychic test) then he temporarily loses 2D6 Will Power.

TELEPORT

Difficulty: -20 Duration: Instantaneous

The Daemonancer may attempt to transport himself to another place altogether. This power is one of the most difficult to master, if it can be at all, and many a psyker has met his doom when attempting to use it. As such, only the most powerful psykers, together with psionic amplifiers, can attempt to use Teleport successfully. How far a psyker can teleport himself depends on where he wants to reappear, and it also

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/psionics_daemonancy.shtml (3 of 4) [25/05/2002 14:45:03] Psionic rules for Warhammer 40,000 roleplay depends on his Will Power. For example, a psyker wishing to teleport 30 metres will receive a -30 penalty to the Psychic test in addition to the -25 difficulty modifier, giving a penalty of -55 to the Psychic test. If the psyker is successful, then he blips out of existence momentarily and then re-materialises at the target point. If the psyker fails his Psychic test then something has gone wrong, he still teleports, and suffers from Psychic Overload as normal, but to a random location with a range in metres equal to the amount the psyker failed his Psychic test by. If the psyker teleports inside a solid structure, such as a wall or a rock, then he is killed instantly.

VORTEX OF CHAOS

Difficulty: -25 Duration: D6 Rounds

This power opens a doorway - for a fraction of a section - directly into the heart of Chaos, that formless, roiling nothingness that destroys everything it touches. The Daemonancer must nominate a target point for where the doorway is to open. The Vortex of Chaos expands immediately to D3+1 metres in diameter and anything in it, or within 1 metre of it, must pass a Strength test or be sucked in and killed. Physical objects vanish; as far as the material world is concerned, it simply ceases to exist. Anyone using this power will almost certainly be hounded by wych finders and Imperial forces and there is a chance that a creature of the void may appear... It is not recommended that PC psykers learn this power and should instead be reserved for NPCs.

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BLINDING FLASH

Difficulty: 0 Duration: 1 Round

This power causes temporary blindness to all those caught within the blast. To this end treat the effects of this power as a Blind grenade. Auto-senses and photochromatic equipment protects as normal.

EXTINGUISH

Difficulty: 0 Duration: Instantaneous

This power may be used to try to put out fires, such as burning buildings or people. Any one character or building section may be completely extinguished of fire. A Pyromancer may attempt to use this power on himself if he can first pass a Cool test.

FIREBALL

Difficulty: -5 Duration: Instantaneous

The Pyromancer is able to hurl a ball of fire at his enemies, rolling to hit exactly as for a normal shooting weapon. The Fireball is Strength 50 with a radius of 2 metres and is classed as an area effect weapon, like grenades for example, and treat armour penetration exactly as for a flamer.

FLAMING HANDS

Difficulty: 0 Duration: 1 hour per level

The psyker's hands suddenly burn with fire and count as a hand weapon in close combat. Anyone in hand- to-hand combat with the psyker is at risk of being set on fire. Treat Flaming Hands as a flamer attack.

IGNITE

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Difficulty: -5 Duration: Instantaneous

In using this power, the Daemonancer may attempt to cause one source of flammable material to burst into flames. This power may also be used on any particularly flammable creature, or someone doused in petrol for example.

INFERNO

Difficulty: -10 Duration: Instantaneous

The Pyromancer causes the immediate ground in and around a target to burst into a raging fire. The Inferno has a Strength of 70 and effects one foe. Treat any effects, armour penetration, as a flamer.

LIGHTNING

Difficulty: -10 Duration: Instantaneous

Forked lightning streaks from the Pyromancer's outstretched fingertips and into his enemies, burning flesh. The psyker must roll to hit as normal and is in all intents and purposes the equivalent of a hand flamer, except that the target does not catch fire and takes a Strength 40 hit instead.

RESIST FIRE

Difficulty: 0 Duration: 1 hour per level

The psyker creates a warp field around him, invisible to non-psykers, which protects him against any fire- based attacks. It grants 50% armour against fire-based weapons and the psyker cannot be set on fire.

TORCH

Difficulty: +5 Duration: Until extinguished

This power allows the psyker to create a small flame to burst forth upon on of his open palms. As long as the psyker's palm remains open the flame will continue to burn. The flame is too small and inoffensive to cause damage in combat but it can be used to ignite things, such as torches, lamps etc., and it provides

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WARMTH

Difficulty: +5 Duration: 1 hour

The Pyromancer can make the air around him, 12-metre diameter, to become suddenly warmer. Within the Zone the temperature becomes ten degrees centigrade warmer. Warmth last for 1 hour per level of the psyker, until it is nullified or until the psyker moves.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/psionics_pyromancy.shtml (3 of 3) [25/05/2002 14:45:03] Psionic rules for Warhammer 40,000 roleplay by A. R. Fawcett TELEMANCY

DEFLECT

Difficulty: -10 Duration: Instantaneous

This power may be used whenever anyone is shooting at the psyker or someone else. The psyker affects the trajectory of the bullet/laser, making them fire way off target. How much the psyker passes the Psychic test is how much is subtracted from the firer's to hit roll. For example, if the psyker passed by 34 then the firer would have a -34 penalty to hit. In order for this power to work the psyker must be able to see the firer.

HOLD DOOR

Difficulty: 0 Duration: see below

This power may be used upon a door, holding it shut with psychic energy and making it impossible to open. Doors held in such a manner may be blown apart or smashed in. Hold Door lasts for as many days the psyker passed the Psychic test by divided by ten rounding down or up to the nearest whole number. For example, a Psychic test passed by 44 points will mean that Hold Door lasts for 4 days. However, during this period another psyker may nullify the power or the casting psyker may choose to end it at any time.

JINX

Difficulty: -5 Duration: see below

This power may be used against anything with mechanical or electrical components, such as a vehicle or a weapon, rendering them useless for as many Rounds the psyker has passed the Psychic test by divided by ten rounding down or up to the nearest whole number. For example, a Psychic test passed by 23 points may render a weapon useless for 2 rounds. This power may also be used to open mechanical locks or fire gun emplacements. Naturally, the GM will have to impose difficulty modifiers depending on what the psyker wants to achieve with this power, i.e. firing something like a gun emplacement would be a complex action whereas opening a door would be relatively simple.

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Difficulty: 0 Duration: Instantaneous

This power may be used to send someone hurtling to the floor, as the psyker performs a simple gesture with one of his hands. The target is knocked back 2D10 metres and becomes prone for 1 Round at the end of it.

LEVITATION

Difficulty: -15 Duration: 1 Round

With this power the psyker can float in mid-air as he rides the invisible currents of the warp. Upon using this power, the psyker can levitate in any direction and may move in 1 Round as fast as his Movement characteristic, and climb as many metres as half the psyker's Movement score (as for normal vertical jumping). Levitation lasts for as long as the psyker can successfully pass a Will Power test each round. If the psyker fails then he must pass a Will Power test. If successful, then the psyker expertly controls his descent. If the Will Power test is failed then the psyker completely loses control and plummets to the earth. How much damage the psyker suffers depends on how high the character levitated. Whilst the psyker is in levitation he may not use any other psychic powers.

PSYCHIC BLOCK

Difficulty: 0 Duration: see below

Using this power effectively shields the psyker's presence from anyone using the Psychic Sense and Psychic Awareness skills. He will be similarly shielded from anyone using psi-trackers. A Psychic Block lasts for as many minutes the psyker passed the Psychic test by divided by ten rounding down or up to the nearest whole number. For example, a Psychic test passed by 37 points will shield the psyker for 4 minutes.

PSYCHIC DOME

Difficulty: -15 Duration: see below

This power creates a dome of protective psychic energy centred around the psyker making incoming shots bounce or ricochet harmlessly off the shield. The Dome is 8 metres in diameter and anyone

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PSYCHIC WARD

Difficulty: -10 Duration: 1 Round

The Telemancer summons a psychic aura that deflects shots and incoming blows in hand-to-hand combat. Psychic Ward gives the psyker an armour protection of 100-D6x10 points. The psyker may keep the aura going as long as he can pass subsequent Psychic tests.

TELEKINESIS

Difficulty: object to be moved Duration: 1 Round

Using this power enables the Telemancer to manipulate objects with the power of his mind; he can bring them closer to him or hurl them around, a pull gun from its holster etc. The difficulty of this power depends on the weight of the object to be manipulated; heavier objects will be more difficult to move than lighter ones. Subtract the encumbrance of the object from the psyker's Will Power in order to establish the Psychic test. The GM might have to decide for himself how light or heavy an object is; the more Will Power a psyker has the more he can manipulate heavy objects. A psyker can also hurl objects using Telekinesis. How far an object can be thrown in metres is calculated by how much the psyker passed his Psychic test divided by two. For example, a psyker passing his Psychic test by 32 may hurl an object 16 metres.

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DETECT INTENT

Difficulty: -5 Duration: 1 Round

Using this power allows the psyker to detect the intentions of one character. If a Will Power test is failed to resist the effects of this power, the character's mind is revealed to the psyker. In hand-to-hand combat the psyker gains the Dodge Blow skill and may re-roll any failed parry test, the second roll must be abided by. Detect Intent has other uses. It may be used to find the location of something for example. The GM should rule what the psyker learns and may impose additional tests in order to gleam this information, i.e. top secrets will be harder to find.

DISPIRIT

Difficulty: 0 Duration: 1 Round

The Telepath reaches into one character's mind, filling it with images of hopelessness and despair. The targeted character must pass a Cool test with a negative modifier equal to the number the Psychic test was passed by. If the character fails to resist this power he will flee for cover exactly as if he suffered a serious or fatal wound.

DISTRACT

Difficulty: 0 Duration: 1 Round

The Telepath transmits confusing thoughts to one character, making him doubt his perception. If the target fails a Will Power test with a negative modifier equal to the number the Psychic test was passed by, the character spends 1 Round unable to do anything more than defend himself in hand-to-hand combat, but not strike any blows.

EMBOLDEN

Difficulty: 0

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The Telepath enthuses one character with hopeful thoughts, making him feel better and more able to confront danger. Under the influence of this power, a character temporarily gains +30 Cool for as many minutes as the Psychic test was passed by divided by 10.

ENFORCE WILL

Difficulty: 0 Duration: see below

The Telepath is able to force one character to perform one action against his will. If the target fails a Will Power test then the psyker may choose what action his target may carry out next, such as putting his gun away, handing over some money etc. Only one action is effected by this power. A character under the influence of Enforce Will cannot be forced to shoot himself or similarly put himself in mortal danger.

ILLUSIONS

Difficulty: -5 Duration: 1 minute

The psyker may conjure an illusion inside the mind of someone's head. It maybe anything from a building, a forest, or a monster. If a psyker conjures the image of a monster then it can only be something that he has seen before, or alternatively it can be a made-up monster from the psyker's innermost thoughts, either way an illusion of a monster will cause fear. The target may pass a Will Power test to resist the effects of this power. The illusion lasts until the target can pass a Will Power test.

MENTAL BLOW

Difficulty: -5 Duration: see below

The Telepath attempts to overload an enemy's mind within line of sight. The target must pass a Will Power test in order to be unaffected. If not then the target is stunned for as many Rounds as he failed his Will Power test by divided by ten. For example, a character failing a Will Power test by 46 will be stunned for 5 Rounds.

MESMERISE

Difficulty: -20

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The psyker attempts to entrance the enemy, keeping him in a hypnotised state so that the character may do nothing else but stand and gawp. The target must pass a Will Power test in order to resist this power's effects. Failure results in the character being locked in a trance for as long as the psyker wishes to keep it going or until the character can pass a Will Power test each Round to throw off the effects.

MIND CONTROL

Difficulty: -25 Duration: see below

The psyker attempts to partially enter the mind of one character and control his actions. If the targeted character fails a Will Power test then the psyker is successful. However, this process is not complete and as a result the target character loses -1 Movement and has a -20 penalty incurred when performing any actions, such as shooting, hand-to-hand combat, strength tests, for example; all of the character's actions are now carried out by the psyker. The target may shake off the effects of Mind Control if he can pass a Will Power test each Round.

MIND STRIKE

Difficulty: -10 Duration: Instantaneous

The Telepath attacks the mind of another character within line of sight. To determine how effective Mind Strike is take the number that the psyker passed his Psychic test by and add it to the amount the target failed his Will Power test by. This is the power's Strength value and is used exactly as if the psyker shot his target through the head. For example, passing a Psychic test by 36 and adding it to the amount a target failed his Will Power, 52, gives a total Strength value of 88. Mind Strike is not effected by armour. If the target passes his Will Power roll then Mind Strike has no effect.

PSI-TRACK

Difficulty: -15 Duration: 1+ Rounds

Using this power makes the psyker aware of anyone within a range in metres equal to his Will Power. Specifically, the psyker tracks down any one person within this range in order to find out what that person has done in the last Round. Additionally, for as long as this power remains in use, the psyker will be aware of what that person is doing from then on. Psi-Track will be ineffective against someone who has put up a Psychic Block and similarly ineffective against daemonic creatures (including

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/psionics_telepathy.shtml (3 of 4) [25/05/2002 14:45:04] Psionic rules for Warhammer 40,000 roleplay Daemonhosts), but the psyker will be aware if the target person is a psyker and is using any psychic equipment and weapons. Psi-Track lasts for an initial 1 Round but maybe increased to subsequent Rounds if the psyker can pass a Psychic test each time. This power is automatically nullified if the casting psyker is wounded or charged in hand-to-hand combat.

TELEPATHY

Difficulty: -10 Duration: 1 Round

The psyker may use this power to broadcast a message to any one person or many more all at once. The former is what is known as placed sending. This sends a message to a specific character. The latter is known as broadcasting and this is a more random thing, as it affects everyone within the range of the amount the Psychic test was passed by in metres (and everyone will be able to hear the message) so if a Psychic test was passed by 26 the broadcast would have a range of 26 metres. The message, whether it be contained within a placed message or a broadcast, cannot last longer than 1 Round or ten seconds.

TERRIFY

Difficulty: -10 Duration: Instantaneous

The psyker places images of the target's worst nightmare into his mind, causing him to flee in terror. The target must pass a Cool test, with a negative modifier equal to the success of the psyker's Psychic tests, or flee in terror.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/psionics_telepathy.shtml (4 of 4) [25/05/2002 14:45:04] Warhammer 40k Roleplay Appendix (Fluff Zone) Home : Appendix APPENDIX

This section lists articles for those who want to immerse themselves further in the background (aka fluff) of the Warhammer 40k universe. Articles

● Arbites Courthouse

● Book of Judgement

● The Emperor

● Exodite Worlds

● Hive Worlds

● Horus Heresy

● The Illuminati

● The Imperial Cult

● Language & Culture

● The Primarchs

● The Sensei and the Star Child

● Technology

● Timeline

White Dwarf Articles

A I R

● Abaddon Warmaster of ● Imperial Airpower ● Rough Riders and Chaos (WD199) (WD187) Whiteshields (WD111) ● ● Adeptus Arbites (WD169) The Imperial Guard

● Attila, Rough Riders of (WD109) S (WD181) ● Imperial Robots (WD104) ● Iyanden, Tyranid Assault ● (WD139 & B (WD164) 140) ● Space Marine Armour

● The Badab War (WD101) J (WD129) ● Space Marine

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/appendix.shtml (1 of 3) [25/05/2002 14:37:41] Warhammer 40k Roleplay Appendix (Fluff Zone) C K Dreadnoughts (WD167)

● Space Marine Implants ● Cadian Shock Troops ● Knights (WD126) (WD98) (WD182) ● Space Wolves (WD156)

● Callidus Assassins L ● Squats (WD111) (WD190) ● Catachan Jungle Fighters ● Land Raider (WD105) T

(WD180) ● The Legion of the Damned ● Chaos - The Long War (WD99) ● Tallarn Desert Raisers (WD199) (WD185) ● Chaplains and Commissars M ● Terminator Squads (WD108) (WD109) ● Commissar Training ● Medics (WD102) ● The March of Time Squads (WD115) ● The Mentor Legion (WD97) (WD98) ● The Titan Legions D ● Mordian Iron Guard (WD178) (WD184) E U N ● Eldar (WD127) ● Ultramarines - Unmatched ● Eversor Assassins O in Valour (WD184)

(WD191) ● Ultra-Marines (WD97)

● Ogryns (WD110)

F ● Orks (WD123) V

● The Ork Race (WD118) ● Fabius Bile (WD200) ● Ice Warriors of Valhalla P (WD183) G ● Vindicare Assassins Q (WD189) ● Genestealers (WD114,115) W H

● Warhammer 40,000 Rogue ● Harlequins (WD105) Trader (WD93)

● Horus Heresy (WD161) X

Y

Z

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/appendix.shtml (2 of 3) [25/05/2002 14:37:41] Arbites Courthouse Illustrated and written by A. R. Fawcett ARBITES COURTHOUSE

This article is principally for the 40k role-playing. It gives an outline for the centre of Arbites control in an Imperial town or city.

The Adeptus Arbites always have a presence on Imperial planets from a mere sheriff-militia on a backwater world to a full Arbitrator army. An Arbites Courthouse is the centre for Imperial law in any settlement. How many Courthouses depends on the size of settlement. If in a city, then there will be many, whereas smaller settlements might just have one.

On less developed, or moderately developed, worlds, the Courthouse is the centre for justice and in this case will take the form of a small castle complete with portcullis. It is where law is metered out and those on the wrong side of it, punished. In some cases it is also a settlement's defence, as a Courthouse is a barracks in its own right. Should such a place fall then inevitably the settlement it is based in will fall also, lost to the enemies of humanity.

Superficially a Courthouse may sometimes look like a way-temple as the Arbitrators themselves are almost like pseudo-priests in that they worship the Book of Judgement piously. The design of the compound varies throughout the Imperium but in general it has the appearance of a fortified temple or a fortress.

The Arbites Courthouse is not only home to a small army of Arbitrators but administrators; surveyors; tax collectors; and lawyers. Tithes from the local population must be collected and transferred to the Courthouse, which is then transferred to the Imperium's coffers as part of what the planet owes in taxes.

The Precinct & Arbites Houses

A precinct is the jurisdiction of a Courthouse. A precinct can be anything from an entire town to two, three, or even several city-blocks. Commonly a Courthouse is home to 100 Arbitrators but throughout an Arbites Precinct there are several Arbites Houses. These are small stations consisting of usually around 10 Arbitrators. They can be called upon to deal with any trouble near to them rather than the Courthouse being directly involved.

Fortifications

A Courthouse is surrounded by a strong stone wall and at each corner of the perimeter stands a stone drum tower of some 15 metres tall from ground level to spire. Within it are two Arbitrator guards. One of

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/arbites_courthouse.shtml (1 of 8) [25/05/2002 14:45:43] Arbites Courthouse them mans an assault cannon whilst the other functions as backup or spotter (both have infravision visors to see in the dark). From this position the Arbitrators have a clear 360 degree fire arc.

The perimeter wall along the top, from tower to tower, is patrolled by one Arbitrator. After a 2 hour stint he will be relieved by another from the barracks to continue the patrol. This routine continues incessantly and is something of a religious task.

The Servo-skulls

There are no fixed surveillance cameras in the compound. Instead there are many floating skulls, each fitted with cameras, called servo-skulls. These fly about the compound and relay their images to the main control chamber in the courthouse. Servo-skulls can also be found patrolling the precinct. Their images are then relayed to servitors in the control chamber underground and these pictures are also available to Arbitrator Houses throughout the precinct. Any vandalism of a servo-skull will be met with a swift response by Arbitrators.

Gatehouse

The gatehouse occupies the front of the perimeter wall above the main doors. It consists of two chambers. One chamber is home to two Menials. It is their job to ensure that, when commanded to, the doors below them are slammed shut. The main chamber functions as an area to pass through and adds a strong defensive position to the perimeter. A section of the floor can be opened to allow defenders to fire death below onto any would-be attackers. When under attack Arbitrators can mount a strong defence from this position.

The doors are incredibly strong (wrought from the strongest natural resource) and can be closed with little effort. However, the doors are always open but should danger threaten, in the form of rioters for example, they will be immediately shut by the Menials. Flanking the doors are two Arbitrators who will be ready to meet any visitors.

Courtyard

The courtyards are paved and are always meticulously swept by Menials. The main courtyard is where the daily drills are held and discipline is enforced for the resident Arbitrators.

Should there be an impending threat then the barracks will be emptied and the Arbitrators assembled in the courtyards.

Barracks

Each barrack building houses 25 Arbitrators and there are four of these in the compound (a standard Courthouse consists of 100 Arbitrators). A barrack building is a strong stone structure supported by

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The Bell Tower

The bell tower is the tallest structure in the compound and lies in its centre. It is always the most ornate and beautiful part of the courthouse with gargoyles seemingly running around its circular shape. Right at the very top hangs the bell. It is rung everyday to initiate different parts of the day: at dawn, midday, dusk, and midnight.

But the bell tower is more than just a pretty architectural feature. It is a lookout post and defensive position. From here the guarding Arbitrator can see for miles around and will alert the compound to any possible attack by pressing a rune-button. This will set off the sirens and have the compound ready to defend. The Arbitrator mans a multi-laser with targeter and can fire in a 360 degree arc. Sometimes a sniper will accompany the Arbitrator if needed.

Landing Pad

Most Arbites Courthouses have a facility for space-bound vessels of a moderate size. Only a two or three spacecraft may be accommodated at any one time. Users of this facility will be visiting Imperial dignitaries, such as the Judge, important members of the Administratum or similar Adeptus officials. At other times the Arbitrators use the landing pad to enable them to fly in their craft to get to a trouble spot quickly. Supplies and, sometimes, reinforcements come this way too. Within the landing pad building are Adeptus Mechanicus personnel and many servitors.

Vehicle Bay

All Courthouses have a vehicle bay somewhere on the premises. Usually it will lie underneath the landing pad facility, if there is one. Otherwise it will have its own armoured building. Inside the vehicle bay are typically 5 Rhinos and a collection of patrol bikes numbering around 20 to 30 (for a standard Courthouse). Additionally there are spare parts for all the vehicles.

Working in the vehicle bay are Adeptus Mechanicus personnel and servitors. They repair any damaged vehicles and maintain them to a high standard. They are also capable of putting up a more than adequate defence against any would-be attackers (if they can get past the army of Arbitrators first!!). Retrieval units operate from here. THE COURTHOUSE

The master of the courthouse is known as the Marshal of Court. He is the absolute head and oversees everything that goes on in the compound. He spends much of his time talking to similarly high-level characters and is rarely seen, if ever, outside the Courthouse. But the Marshal is not the complete Arbites

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/arbites_courthouse.shtml (3 of 8) [25/05/2002 14:45:43] Arbites Courthouse authority, this is the Judge who will be the head of several precincts.

Depending on the status of the Courthouse, the Marshal will often be in-league with an Astropath who has the ability to send messages light years through the warp, vital for Courthouses thousands of light years away from Terra.

Another high ranking individual of the Courthouse is the Barrister. He is in charge of judicial affairs should a court case emerge. He is ably assisted by a sum of lawyers, commonly there will be three. The jobs of these judicial people is extremely boring and the Marshal rarely gets involved.

Proctors are senior Arbitrators and lead patrol teams through the precinct. They are, on the whole, experienced marshals of justice and wear a distinctive uniform, often with a crest on their helmet to display their authority.

Only some of the chambers in the courthouse have been given in detail as it is not necessary to know the full contacts of each and every room. Some chambers have a specific function and it is they that are being covered.

Lower Level

Control Chamber

The Control Chamber is a large room of buzzing machines and many pipes that slither like snakes across the floor. Solemnly seated at dozens of terminals are the servitors, the bio-mechanical men. Twenty four hours a day they sit, bonded, by dozens of pipes and cables, to their cogitators. They control the spy flies and see through their lenses via a small relay screen. This small screen virtually touches a servitor's face and a casual observer won't be able to see much, even if up close. If the servitors see anything suspicious or threatening then Arbitrators will be instantly alerted.

Holding Cells

The Courthouse is not a prison but is able to house a few prisoners, from 50 to 100, maybe more. They are kept here until their sentences can be passed, which is often quite swift. Many offences in the Imperium from serial murder to forgery is punishable by enforced subscription into a penal platoon or a slave gang, so the holding cells function exactly as that. Prisoners, both minor and for penal or slave servitude, can look forward to a transfer to the nearest prison where they will wait for the Imperial Fleet to take them away.

Main Armoury

The main armoury contains the arsenal of guns and munitions for the Courthouse. Its access is restricted

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The door is an immense structure of toughened steel and its lock is coded. The code is changed every day automatically. Some Courthouse armouries have more advanced security devices such as palm print recognition where only those registered as Arbitrators in the Courthouse can gain entry.

Inside, the armoury is pretty much what you'd expect; guns, guns, guns, armour, grenades, and more guns. There are also spare parts. Nowhere else in a city or town is there such an armoury of weapons - an adventurer's dream!

Ground Level

Hall

The hall is almost like walking into a temple. Pillars support the high ceiling and a statue of the Emperor, carrying the Book of Judgement about his waist, sits in the centre of the hall. The hall also doubles up as a refectory and courtroom.

Administration

This large chamber is used by the clerks, surveyors amongst them, to enter the records of citizens within the Courthouse's jurisdiction or precinct and to, in particular, keep track of criminals. This administrative arm of the Courthouse works in-tandem with the Adeptus Administratum.

Apothecary

All Courthouses have an apothecary, vital for the immediate health of employees more especially the Arbitrators. Medical attention here is very good and prompt. There are four beds in this chamber, for emergencies, 8 medi-servitors, and 2 medics. Larger Courthouses will also have 1 surgeon. It is usual practice to have critically ill patients transferred to the nearest Apothicenarium after their condition has been stablised.

1st Floor

Library

This library is almost exclusively used by the Marshal of Court, the Barrister, lawyers, and agents working for the Imperium. The holo-records of criminals past and present are contained within as well as books on more mundane subjects. After a court case the proceedings are kept on holo-files and stored here.

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What is given here is a standard Arbites Courthouse, home to 100 Arbitrators, and dozens of administrators - usually there will be 30 to 40 outside on operations. On less developed worlds the Courthouse will be the centre of Imperial civilisation and will almost certainly have a stronger Arbitrator presence (200 and much more). In such cases they will function as a prison too.

Arbitrator

An Arbitrator is a member of the Adeptus Arbites, the militant arm of the High Lords of Terra. They not only form awesome judicial armies when needed but they also police the worlds of the Imperium. They are well-armed and are fanatically loyal to their cause. They wear a dark uniform and the sinister reflective visor of their helmet hides its wearer's all-seeing gaze.

A standard Arbitrator patrol consists of 5 men (you can find the Arbitrator profile in the bestiary section for humans) including, and led by, a Proctor (+10 to WS, BS, +10 S, +10 I and Ld to standard profile).

Marshal of Court

The Marshal of Court is often just a simple judicial bureaucrat rather than a great arbitrator, though some may have been part of the militant security forces at some point in their lives - more than likely he will be a member of the nobility but learned Marshal of Court in the ways of Imperial justice.

When out and about, the Marshal is always closely guarded by half a dozen Arbitrators, servitors, and many other petty officials. They are the figurehead for the Arbitrator precinct and must ensure that order is kept within it and are answerable to their Judge.

M WS BS S T W I Dex Ld Int Cl WP Fel 4 33 39 40 40 7 50 34 65 55 45 45 50

Skills: Custom Knowledge; Economics; Law; Read/Write; Secret Language - Ecclesiarchy; Sociology; Specialist Weapon - Close combat, Laser.

Trappings: Laspistol; Power sword; Conversion field device; robes; staff of office.

Servitors

Servitors are the lowest form of bio-mechanical life - task-adapted slaves whose mechanical components are designed so they can perform a single laborious function. Because they are specifically adapted they vary tremendously: some have mechanical legs or arms for lifting, others have computer terminals

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There are untold numbers of these mindless cyborgs working throughout the Imperium. A standard Arbites Courthouse has dozens of Servitors. Lifter Servitors work in the vehicle/landing bays and Cogitator Servitors work in the control chamber. Medi-servitors work in the apothecary.

Servitor M WS BS S T W I Dex Ld Int Cl WP Fel Cogitator 4 29 35 30 30 7 40 41 18 18 18 18 18 Lifter 4 25 25 65 65 10 20 31 18 18 18 18 18 Medi 4 29 35 30 30 7 40 41 18 18 18 18 18

Special Rules: Servitors are immune to all psychology and are not influenced at all by illusions as they are, in essence, machines. Servitors do have a partially armoured body and so benefit from the equivalent of flak to all locations. Servitors must be controlled by a Techpriest in order to work properly though they can be given a list of actions to carry out so that the priest need not control them 24 hours a day. Cogitator and Medi servitors have a base 70% chance of success in any Tek or Med tests respectively.

Techpriests

In a standard Courthouse there is one Tech-Priest along with ten Techadepts. They are human but most have some mechanised components to allow them to access other machines quickly and efficiently, looking for faults and the like.

M WS BS S T W I Dex Ld Int Cl WP Fel Techpriest 4 33 39 35 35 7 60 70 50 70 60 60 20 Techadept 4 33 30 30 30 7 40 50 30 50 40 40 20

Techpriest Skills: Carpentry; Drive Vehicle; Engineering; Gem Cutting; Medic; Mining; Read/Write; Rune Knowledge; Secret Language - Ecclesiarchy; Smithing; Specialist Weapon - Close combat, Laser; Stoneworking; Surgery; Theology - Machine God.

Techadept Skills: Carpentry; Gem Cutting; Medic; Mining; Read/Write; Rune Knowledge; Secret Language - Ecclesiarchy; Smithing; Stoneworking; Theology - Machine God.

Trappings: Robes; laspistol; Refractor field device (Techpriest only); Mechadendrites (Techpriest only); Adequate and advanced bionics at GM's discretion.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/arbites_courthouse.shtml (7 of 8) [25/05/2002 14:45:43] Book of Judgement by A. R. Fawcett THE BOOK OF JUDGEMENT

The Adeptus Arbites, the feared militant police of the Imperium, are the keepers of the great Book of Judgement, the legal code of the Imperium, painstakingly collated over the centuries and embodying every decree ever passed by the High Lords of Terra. As the millennia pass the Book of Judgement grows ever heavier. Indeed it has long since grown beyond the confines of a single literal volume. Its most ancient decrees are writ upon parchments of human skin, enscribed in unknown tongues by the nameless functionaries of a forgotten age.

Every day a hundred new volumes of encoded holoscript are added to its number. Volume upon leather-bound volume sits upon rows of iron shelves that fill the walls of the Hall of Judgement. Every row is home to ten thousand tomes. Shelves are stacked a hundred metres above the time-worn floor of antique marble. Upon narrow gantries and ladders crawl the tiny ant-like figures of legal assistants as they search amidst the debris of judgement.

The Hall of Judgement is the holy sanctum of the Judges, the agents of a law that is absolute and unforgiving. In the Imperium law and government are indistinguishable. Rebellion and failure are crimes, and any transgression of the Imperial will meets with swift and uncompromising retribution. Of the personal misdemeanours of the citizens of a million worlds the Judges care nothing. Such matters are for the Lords of individual worlds to deal with as they wish. The Judges concern themselves with more weighty issues. It is their task to bring the rebellious to trial, to hunt down enemies of the Imperium, to destroy those who threaten its safety from within. To the eternal sorrow of mankind its servants stray all too often from their appointed path. Officials of the Adeptus weave plots of their own, driven by their lust for power, for wealth, or for forbidden knowledge. Many who occupy positions of authority, even the High Lords themselves, may be tempted and can fall into the arms of corruption.

The Judges command their own forces of retribution, massive armies spread throughout the galaxy and ever vigilant to answer the call for justice. The Judges can also call upon the full resources of the Imperium, added their own strength to the immeasurable might of the Imperium's armies and fleets. Often it is the Judges who find themselves fighting the first flames of rebellion, while mobile Space Marine forces rush to support them. The very presence of the Arbitrators is the greatest deterrent to treachery...

There are, as you can imagine, innumerable crimes documented in the Book of Judgement and they are simply too numerous to cover here. The following pages details just a few of the most common or heretical ones. PC Arbitrators will want to read the following pages carefully so that they can interpret Imperial law and lend retribution to all wrongdoers! On the other hand the adventurers will want to know

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The punishment of a crime depends on what it is. For example, in-league with a Chaos cult, blasphemy, or harbouring a mutant, is far more serious than the murder of a civilian. Indeed, an authority is more likely to recruit mad, psychopathic, serial killers into the Imperial Guard than to incarcerate them in a prison! The Imperium recognises the need for talent to be recruited into its armies and may overlook even the most barbaric crimes; human life is very precious to the Imperium and every man and woman has his or her part to play in the destruction of humanity's enemies. Imperial servants, these include anyone connected with an Adeptus organisation, that commit a crime will be punished within their organisation. Arbites influence will only be slight in this case, i.e. a scribe will be present so that the proceedings can be documented.

You will have to use common sense when applying Imperial Law as the civility of worlds throughout the Imperium varies tremendously. For example, a hive world Arbitrator is likely to ignore a complaint of assault against another citizen, whereas on a more ordered world an Arbitrator is more likely to investigate.

PRISONS, PENAL PLATOONS & SLAVE GANGS

Even the most brutal crimes will be punished with servitude into a penal platoon. These platoons are used for cannon fodder and the Imperium sees that even the scum of society has a role to play for the glory of the Emperor. Prison is a place where the scumbags of society are held until their time has come for servitude in a penal platoon. Just for this to hang over a prisoner's head is punishment enough. However, some crimes, though few, do not have enlistment in a penal platoon as punishment and instead the prisoner just sees out his sentence normally. Prisoners waiting for this enlistment could wait from a matter of weeks to even years.

To be forced into a penal platoon is almost death in itself as these platoons consist of some of the most psychopathic criminals in the Imperium. Life is hard and for some, the battlefield can't come quick enough. But once on the battlefield they will be subjected to overwhelming firepower as the cannon fodder they inevitably represent to their Imperial Colonels.

Slave Gangs consist of people who may be not killers or psychopaths but people who have committed lesser crimes. The slave gangs are very important to the Imperium as they can be forced to build roads, landing zones, and even buildings, in a short space of time. They can also be forced to mine, often in terrible conditions. Nevertheless some slaves do survive their enforced servitude and can resume their place in society.

ARBITRIUM I Homicidium

Murder is very common throughout all the civilised settlements of Imperial worlds. Sometimes in the overcrowded hive worlds and overpopulated civilised worlds, murders can go undetected, unsolved, or

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/book_of_judgement.shtml (2 of 12) [25/05/2002 14:45:45] Book of Judgement not bothered with. Many are simply put on holoscript and filed in the Administratum and will probably never be solved. Many murders are gang-related, since the bulk of humanity comes from hive worlds and people there are almost always a member of a gang. The Adeptus Arbites cares little for a slain gangster as it is one less they have to worry about. Solving murders of this kind are not at the top of their list as they are more concerned with public security than dead riff-raff. However, the death of a noble/influential person or an Imperial employee (i.e. an Arbitrator, Guardsman etc.) is another matter entirely.

Grade 1: The murder of an employee in the service of the Imperium. A noble or prominent member of Imperial society.

Punishment - From life in a slave gang (metered out to those 'worthy of living'), reduction to servitor (becoming a mindless bio-mechanic), conscription to penal platoon to the death penalty.

Grade 2: A serial murderer (notably of civilians). This varies from 2 dead civilians to half a dozen, depending on how a planetary governor views his subjects.

Punishment - 10 years in a slave gang, enforced conscription into the Imperial Guard (if applicable to the murderer), conscription into a penal platoon, or the death penalty.

Grade 3: Incidental or accidental murder (manslaughter) whilst in the act of committing other crimes. Criminal or contributory negligence resulting in the death of a second party.

Punishment - Varies hugely. If a citizen causes accidental death to another citizen he may be given a suspended sentence, a fine, or maybe even told "not to do it again". Conscription into a penal platoon is also an option.

ARBITRIUM II Blasphemy

Blasphemy is a crime that goes back to the start of the Horus Heresy, some ten thousand years ago. It is one of the most serious crimes to be convicted of and punishable by many brutal methods. To blaspheme is to acknowledge one's allegiance to the Gods of Chaos and the Adeptus Arbites responds quickly to reports of blasphemy. Once the perpetrators have been rounded up they are imprisoned until officials of the Adeptus Ministorum arrive to interrogate them.

Blasphemy incorporates many crimes against humanity such as being a genetic deviant, harbouring a mutant, or found in possession of a heretical symbol (of the Chaos Gods). Punishment inevitably ends in death, this can be anything from instant death to crucifixion - slow and painful deaths are often preferred.

Grade 1: Bearing the mark of Chaos.

Punishment - Death by burning or decapitation. Mutants that are found are slaughtered mercilessly or are

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Grade 2: Possessing a symbol or any trappings of the Chaos Gods.

Punishment - Death by burning or decapitation.

Grade 3: Harbouring a mutant so as to conceal it away from the authorities.

Punishment - Death to life in a slave gang or life as a servitor.

Grade 4: Slurring the Emperor's Name as to insult or demean the Saviour of Mankind. This may also be attributed to Adeptus organisations.

Punishment - Fifty lashes of the whip to be conducted in a public place. This may be increased to 100 to 200 lashes depending on the seriousness of the offence. Very minor cases will be punishable by a public pelting, which involves anything that the public can get their hands on, stones, rotten food etc. Alternatively the offender may be given an on the spot beating by the arresting Arbitrators (always favoured).

ARBITRIUM III Public Order

Public disorder is a serious offence. Gang warfare is endemic on all hive worlds and disorder is sometimes common when taxes need to be paid. People dislike being treated unfairly, giving away their taxes and blood to the Imperium. Inevitably this can sometimes lead to riots. Freedom fighters use any excuse to rise up against the government and try to rouse the population against their Imperial masters. Resources are often in short supply so everything will be fought over leading to an inevitable riot. When a riot does happen the riot squads of the Adeptus Arbites ruthlessly purge them armed with power mauls and suppression shields.

Grade 1: Rabble rousing.

Punishment - Death or enforced conscription into a penal platoon.

Grade 2: Rioting.

Punishment - Offenders are often roundly beaten and given a night in the 'hospitable' cells of the nearest Arbites Courthouse. Rioters that are rioting against their circumstances, housing, air, food, receive this punishment. Rioters against the Imperial establishment are given 5 to 10 years in prison or even forced into a penal platoon.

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Grade 3: Unlawful assembly.

Punishment - An instant beating is punishment enough.

Grade 4: Disorderly conduct.

Punishment - An instant beating and/or a night in the cells.

ARBITRIUM IV Assault

Many assaults go unnoticed, not surprisingly in the Imperium, as there are more serious things going on. However, the assault of an Arbitrator or other Imperial servant is a serious offence. The GM might like to rule that only assaults against Imperial servants (Arbitrators, Guardsmen etc.) will be punished. On very civilised worlds the GM may impose any of the grades from 2 to 4.

Grade 1: Serious assault of an Imperial servant, noble, or similar prominent figure.

Punishment - Life in a slave gang to conscription into a penal platoon.

Grade 2: Serious assault of a civilian, or a number of civilians.

Punishment - 3 to 10 years in prison.

Grade 3: Common assault, including brawling and assaulting an Imperial servant.

Punishment - 1 to 5 years in prison.

Grade 4: Menacing with criminal intent. Threatening behaviour.

Punishment - 6 months to 4 years.

ARBITRIUM V Kidnap & Blackmail

Kidnap and blackmail is an every day occurrence for the wealthy and noble families of the Imperium. They will be obvious targets for these sorts of crimes. The crime is a complicated one, as paying a ransom demand is an offence. Some kidnapping cases have other motives than simple monetary gain, including the coercion of people into committing illegal acts for the kidnappers in a perverse form of blackmail.

But influential clans or gangs throughout the Imperium are not safe as rival factions seek to further their

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Grade 1: Kidnap, including abduction by force, of an Imperial servant, noble, or prominent figure.

Punishment - Conscription into a penal platoon, life in a slave gang, or life in prison.

Grade 2: Kidnap of a civilian in order to undermine Imperial authorities or to further one's own circumstances.

Punishment - 20 to 30 years in a slave gang.

Grade 3: Coercion by force.

Punishment - 8 to 15 years in prison.

Grade 4: Incitement to Further Kidnapping, such as paying a ransom.

Punishment - 5 years in prison.

ARBITRIUM VI Burglary

Thieving is endemic in the Imperium, more than people care to realise as money and resources are taken to keep the Imperium's vast war machine. Sometimes gangs of thieves will force their way onto a premises and completely turn the place over and be gone in a flash. Other thieves will operate alone and burgle a place, often a wealthy building, which might even belong to the Administratum.

Grade 1: Burglary, including forced entry.

Punishment - 5 to 15 years in prison or conscription into a penal platoon.

Grade 2: Trespass.

Punishment - 2 to 10 years in prison.

Grade 3: Possession of Burglar's tools.

Punishment - 2 to 5 years in prison.

ARBITRIUM VII Robbery

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/book_of_judgement.shtml (6 of 12) [25/05/2002 14:45:45] Book of Judgement The small Adeptus Administratum buildings are the target for organised robbers, who will readily use violence to get their money. Larger admin buildings, though it is very rare, have also come under attack from robbers in the past. On lesser developed worlds where the Administratum's arm only reaches into the old-style banks, robbery can sometimes be rife. But by far the most common kind of robbery is mugging where footpads lie in wait in dark alleys for the unwary victim.

Grade 1: Armed robbery with violence.

Punishment - 10 to 20 years in prison or enforced conscription into a penal platoon.

Grade 2: Armed robbery.

Punishment - 5 to 15 years in prison or enforced conscription into a penal platoon.

Grade 3: Mugging.

Punishment - 5 to 10 years in prison or in a slave gang.

Grade 4: Robbery or theft

Punishment - 5 to 10 years in prison.

Grade 5: Petty theft.

Punishment - A beating or a public pelting.

ARBITRIUM VIII Theft-Related Offences

The black-market is a blossoming business in the Imperium, especially in the sales of munitions either Imperial or captured from the battlefield. The Imperium tries hard to clamp down on black-market merchants and their associates but the problem is, is that some planetary governors, or even some Imperial officials, are actually in league with these blackmarketeers. But handling stolen goods is a very serious crime as the Imperium needs all the resources it can get without this illegal black economy.

Grade 1: Passing, receiving and/or dealing and trading in stolen goods.

Punishment - 5 to 10 years in prison or the equivalent time in a slave gang.

Grade 2: Misuse of private property for storing illicit material.

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Punishment - 5 to 10 years in prison. Depending on the world, this crime could incur the death penalty or conscription into a slave gang or penal platoon.

Grade 3: Possession of stolen property.

Punishment - 1 to 5 years in prison.

Grade 4: Minor theft, fare dodging, illegal credit etc.

Punishment - A beating or a public pelting.

ARBITRIUM IX Forgery

Forgery is an ever-present annoyance. Cred-cards can be forged so can certain security parchments; the former is easier than the latter to forge. Many worlds still use paper money and coins and forgers can easily replicate them. Many a capable forger has made his millions on worlds such as these.

Grade 1: Forgery of Imperial parchments.

Punishment - 8 to 15 years in prison to conscription into a penal platoon.

Grade 2: Forgery

Punishment - 5 to 10 years in prison.

Grade 3: Possession of forging equipment

Punishment - 5 to 12 years in prison.

Grade 4: Possession of forged items.

Punishment - 2 to 8 years in prison.

ARBITRIUM X Arson

Arson is an incredibly serious offence seeing as much of humanity inhabits overcrowded worlds. To start a fire in a hive spire would see the deaths of hundreds, even thousands of people. Arsonists have a number of motives, either to wipe out their enemies, or to fulfill some perverse desire.

Grade 1: Intent of or actual destruction of an Imperial building through arson.

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Punishment - Death or conscription into a penal platoon.

Grade 2: Arson.

Punishment - Life in a slave gang or conscription into a penal platoon.

Grade 3: Endangerment or criminal negligence, resulting in fire.

Punishment - 5 to 10 years in prison.

ARBITRIUM XI Heresy

The most terrible war to rage in the Imperium was the Horus Heresy, a war that almost saw the end of humanity. To this end, heresy is just as serious as being a mutant or Chaos cultist.

Treason must also be stamped out. To turn one's back on humanity can also be construed as heresy and all heretics must be purged according to the Inquisition and the Codex Imperialis. Many of the below punishments will be metered out by the Adeptus Arbites Death squads where they usually kill anyone suspected of heresy.

Grade 1: Heresy.

Punishment - Death through decapitation or burning.

Grade 2: Treason.

Punishment - Death through decapitation or firing squad, or enforced conscription into a penal platoon.

Grade 3: Attempting to gain classified information for treasonable purposes.

Punishment - Death or enforced conscription into a penal platoon.

ARBITRIUM XII Criminal Damage

Acts of vandalism is quite common as gangs of thugs take to the wanton destruction of anything they come across. Vandals will also scribble their names or slogans on walls and defacing an Adeptus building is a serious offence.

Grade 1: Vandalism of Imperial property (includes cogitators and servitors).

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/book_of_judgement.shtml (9 of 12) [25/05/2002 14:45:45] Book of Judgement Punishment - 5 to 10 years in a slave gang.

Grade 2: Defacing an Adeptus building.

Punishment - 3 to 8 years in prison or equivalent time in a slave gang.

Grade 3: Criminal damage.

Punishment - 2 to 5 years in a slave gang.

Grade 4: Scrawling.

Punishment - A beating or a public pelting.

ARBITRIUM XIII Controlled Substances

The use of controlled substances varies tremendously throughout the Imperium, where a substance is legal on one planet it might be illegal on another. This is where merchants seek to exploit these circumstances and sell cargo illegally through the black-market. Spook, the drug that stimulates the psychic centres of the brain, is made on many hive worlds and is highly illegal, despite the fact that some nobles make great use of it.

Grade 1: Manufacturing or smuggling proscribed item.

Punishment - Conscription into a penal platoon.

Grade 2: Trading in proscribed item.

Punishment - 5 to 15 years in a slave gang or conscription into a penal platoon.

Grade 3: Possession of proscribed item.

Punishment - 6 months to 10 years in a slave gang or conscription into a penal platoon.

ARBITRIUM XIV Heretical Activities

Cults are seen as treasonous in the Imperium and are ruthlessly stamped out as a result. Not only does this section apply to cults but to anyone caught performing an illegal experiment, such as robotic experimentation. Robots have been outlawed in the Imperium since before the Horus Heresy when the Iron Men rebelled against their human masters. Today, a select few will attempt to experiment with the possibility of constructing one. As ever, the Arbites Death squads will typically administer the

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Grade 1: Partaking of heinous rituals to the Chaos Gods.

Punishment - Death by burning or stoning.

Grade 2: Robot experimentation, the actual construction of an Iron Man.

Punishment - Death by burning.

Grade 3: In possession of documentation that could result in the construction of a robot or in possession of documents which detail the Gods of Chaos.

Punishment - Death by burning.

Grade 4: Failure to report an illegal psyker to the Imperium.

Punishment - 5 to 10 years in a slave gang. (On some worlds this is punishable by death by stoning).

ARBITRIUM XV Perverting The Course Of Imperial Justice

Being found to destroy evidence in an important case, or hiring an assassin to kill a witness so as to pervert the course of justice is a very serious offence. Lying to an Arbitrator when questioned is also an offence in itself. Similarly bribing an Arbitrator often results in a beating, depending on the moral statue of the Arbitrator in question.

Grade 1: Perverting the Course of Imperial Justice.

Punishment - 10 years to life in a slave gang or conscription into a penal platoon.

Grade 2: Bribery of an Arbitrator.

Punishment - 3 to 10 years in a slave gang or prison. Arbitrator has the right to administer his own punishment.

Grade 3: Bribery of a civilian.

Punishment - 2 to 5 years in prison or in a slave gang. As ever this depends on the circumstances. Bribery of a civilian so as to gain access to restricted areas would warrant this punishment.

Grade 4: Perjury.

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Punishment - 1 to 5 years in prison.

MISCELLANEOUS OFFENCES

There are numerous offences, far too numerous to write on these pages. Here is a list of other offences.

Resisting Arrest

Punishment - A beating in the courtyard of the nearest Courthouse.

Obstructing an Arbites officer in the course of his duty

Punishment - 6 months to 2 years in prison.

Threatening Language or cheeking an Arbites officer

Punishment - A beating in the courtyard of the nearest Courthouse.

Impersonating an Imperial servant with intention to commit a crime

Punishment - Conscription into a penal platoon.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/book_of_judgement.shtml (12 of 12) [25/05/2002 14:45:45] The Emperor From Realm of Chaos: The Lost and the Damned THE EMPEROR

Thanks to the Imperial Cult millions upon millions of people are familiar with the traditional fables about the Emperor. Children sing his praises and listen to stories about his life. This is the Emperor that humanity knows - the Emperor of the Imperial Cult. Such is the power of the cult, and so great is the need of man to believe in its authenticity, that no-one questions its authority. As for the Emperor himself, he has neither spoken nor moved for ten thousand years. Thus the true story the Emperor's extraordinary life prior to his incarceration in the life-preserving Golden Throne is now almost wholly submerged by the pious doctrine of the Ecclesiarchy.

...The Emperor was born in the region of Earth known as Central Anatolia (a region of Turkey) in the eighth millennium BC, a place of barren mountains and cold streams.

With the waking of the warp, humanity was laid bare to its energies. The warp is an alternate universe composed entirely of psychic energy generated by the thoughts, emotions and intellectual activity of living beings. The warp, to a much lesser extent, is also influenced by plants and animals. It is sometimes known as the Sea of Souls because of its spiritual reflection of life, but it is also known as the Realm of Chaos.

When the universe was young, the warp was filled with the energies of plants and primitive animals and these psychic energies were relatively harmless; they flowed harmoniously and fluidly through all living things. With the evolution of intelligent beings, their potent minds filled the warp with new and very powerful energies.

The natural energies of the warp was harmonious but the souls of men were troubled, obsessive, guilt ridden, or imperfect. These negative energies congregated together in the warp, drawn to each other by mutual attraction, until they formed troublesome spots of disharmony, rather like a tumour in an animal. These disharmonious forces eventually became the Chaos Powers, the psychic entities we now face today. They were created from the fears, repressions and inadequacies of intelligent beings.

In the Emperor's early life the Chaos Powers were not strong and only achieved power many, many, thousands of years later.

Since the first primitive humans evolved, the species developed a special relationship with the warp. The simple hunters and harvesters of early times recognised the natural forces which flowed through all living things. Those of them that could predict the future and sense the flow of warp energy were known as shamans or tribal witch doctors. They used their powers to benefit their people.

As human numbers increased and human civilisation grew away from its natural roots, the particular

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/emperor.shtml (1 of 6) [25/05/2002 14:45:46] The Emperor warp energies created by humans began to dominate the warp. Where the energies of nature were harmonious and benign, those of man were often unpredictable and dangerous. Power, ambition, greed, lust and a thousand other human feelings took root in the warp and began to grow. As the thoughts of men became stronger, the natural rhythms of the warp were disrupted and became less accessible to the shamans. Inevitably, the process of civilisation severed mankind's links with the natural forces of the warp, and created new ones based upon his own character. In time disharmonious forces were to grow into the Chaos Powers.

The Emperor was born while the rhythm of the warp still flowed strongly through all natural things. The old shamans were guided by the warp and in their turn guided their people. But even then the growing power of humanity was making itself felt, and the shamans feared that all their knowledge would pass away. The energies they depended were becoming more and more difficult to control. Worst still, they were losing their ability to reincarnate. When a shaman died his spirit would flow through the warp, bathing in its energies, awaiting for the time when it would find a . With this the shamans would never die. But now these souls were being consumed by the malignant Chaos Powers.

Terrified for the future of their race, all the shamans of Earth gathered in one place and began the longest and most important debate in the history of humanity, lasting centuries and leading to the birth of the New Man - the Emperor.

After hundreds of years of debate and research the Shamans realised that they were doomed, and that without them the human race would not survive. If they continued as they were they would only be able to survive for another one of two incarnations and the psychic entities of the warp would eventually consume the planet.

The Shamans decided to pool their own energies by incarnating into a single body. In their thousands the Shamans took poison, and in their thousands they died, and their kind was gone forever from Earth. A year later the man later to be known as the Emperor was born...

The Emperor and Human History

The Emperor had many gifts. He could ease the suffering of others and read people's minds. Most importantly he was immortal and would live forever, this the shamans made sure of because reincarnation would be impossible many thousands of years later. With the New Man being immortal he would have no need of reincarnation. He would remain unchanged through eternity.

For thirty eight thousand years the New Man wandered over the Earth and through human history. At first he merely observed the world about him, but soon he began to help where he could, using his ancient wisdom to spread efficient government, crop management, animal husbandry, technology, and peace. He always used his influence carefully, adopting the guise of a normal man, and without revealing his true nature.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/emperor.shtml (2 of 6) [25/05/2002 14:45:46] The Emperor Over the millennia the Emperor watched the human race develop. He travelled the entire globe, watching and helping, sometimes adopting the persona of a great leader or advisor. In times of trouble he became a crusader, a religious leader or messiah, at other times he remained a back-stage contributor to events, an advisor to kings, a court magician, a pioneering scientist. Many of the guises he adopted were humble, others became monumental figures of world history or religion. At times of crisis he would be there, steering the human race along a narrow survival path that he alone could see.

The Emperor and the Powers of Chaos

As the human race prospered the warp became increasingly disturbed so that its flow could no longer sustain the planet as it once had. Despite the New Man's best efforts to promote peace and harmony, the human character could not suppress its instinctive values of ambition, defiance, and self-satisfaction.

The Chaos Powers sensed the presence of the New Man and his efforts to curb their own power and growth. Even before they became fully conscious the Chaos Powers recognised the Emperor as their greatest enemy. Khorne was the first to wake fully, and an era of wars and conflict raged across the globe. Tzeentch was the next, and nations and politics grew to adulthood with all their implicit intrigues and double-dealings. Nurgle was the third to awake and plagues swept across continents claiming many souls for the Lord of Decay. By the end of the Middle Ages all three of these Chaos Powers had awoken to full consciousness. The fourth Power, Slaanesh, still slumbered and his rise coincided with the Fall of the Eldar.

The New Man knew that while humanity was tied to its own solar system it would be doomed. Throughout the second, third, and fourth millennia, the New Man was instrumental in the development of space technology. Soon there were human colonies throughout the galaxy.

Now the New Man cast off his raiment to become the Savour of Man, the Emperor. Over a hundred years before the waking of Slaanesh, the Emperor sought to establish his rule over Earth and began to mould its people into a loyal army. He started to plan the re-conquest of the galaxy in anticipation of the dispersal of the warp storms around the planet.

The Primarchs

The Emperor never made the mistake of underestimating the threat of Chaos, and in order to meet that threat he put the best scientific brains on Earth to work. Weapons and spacecraft poured out of the factories to bolster beleaguered forces throughout the galaxy.

The Emperor's most long-sighted plan to counter the Chaos Powers was the creation of the Primarchs: genetically engineered super-humans with god-like powers. The Emperor's intention was to create a whole race of super-humans in the hope that they would be immune to the temptations of Chaos.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/emperor.shtml (3 of 6) [25/05/2002 14:45:46] The Emperor The Primarchs were to be shining examples of humans free from the taint of corruption. The energy of the uncorrupted warp would flow through them as it flowed through the Emperor himself, invigorating them and conferring special powers such as were possessed by the shamans of old.

However, the Chaos Powers knew of the Primarchs, despite the Emperor's best attempts to hide them, and in a bold move they spirited them away while they still grew in their amniotic tanks. Even for the Chaos Powers this was a massive expenditure of energy. The Primarchs were sucked through the warp and scattered on separate human worlds. At this moment in time the Chaos Powers did not have the energy to destroy the Primarchs once and for all.

The Space Marines

The Emperor had lost the Primarchs and he could no re-create them, and even if he could, there was not the time. The birth pangs of Slaanesh grew louder and louder as the time of his waking grew near. The Emperor thought of another plan. Using genetic material which had been imprinted from the Primarchs into laboratory golems, some of their qualities could be reproduced as discrete biological organs. By implanting these organs into a young growing body a person with some of the qualities of the Primarchs could be created. In this way the first Space Marines Chapters were founded. Each Chapter utilised genetic material derived from one of the Primarchs.

The Great Crusade

By the time that the warp storms were ended, the Space Marines and other Imperial forces were ready to re-conquer the galaxy. The forces of Chaos were already strong, and many human worlds had been taken over by Chaos Cultists or other aliens. It was a long hard struggle, but with every victory the young Imperium grew stronger as new warriors joined the Great Crusade.

The initial conquests focused upon where the Primarchs were hidden. Using his psychic powers the Emperor gradually located them and re-united them with the Space Marine Chapters. The Primarchs seemed none the worse for their brush with Chaos, having grown up to be great leaders and warriors among the local human populations. With the Primarchs the Great Crusade swept across the galaxy and humanity began to rebuild its ancient heritage. Chaos retreated to its own realms into the Eye of Terror.

The Horus Heresy

We shan't go into detail about the terrible war that almost spelt doom for humanity. It does, however, spell another chapter in the history of the Emperor. In single combat against his former friend the Warmaster Horus, the Emperor was almost slain. It was Horus who was ultimately slain in this duel and the Emperor has never recovered from that particular confrontation and never will.

The Golden Throne

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The fight with Horus was waged both in the material universe and in the warp, their bodies and their spirits battling for survival. The Emperor's body was all but destroyed, and his psychic powers were also dealt a severe blow. The forces of Chaos melted away. Some of those not too long in the service of Chaos were suddenly free from its illusions and quickly switched sides, fighting with all the more vigour in their attempts to make amends for their treachery. The Emperor's body was hastily returned to Earth and placed in a life preserving bubble.

The life support unit known as the Golden Throne was quickly built to encase the Emperor. His powers survived, but his body was shattered. At first he was able to communicate semi-coherently for brief periods, later he lapsed into complete silence. That silence has remained undisturbed now for almost ten thousand years.

Released from his body, the Emperor's psychic power, his soul, was cast adrift upon the tides of the warp, to be carried on the random undercurrents and eddies of the Sea of Souls until such time as it was ready to be reborn. Although the Powers of Chaos hunted tirelessly through the warp for the Emperor's soul they could not find it. The warp is huge, and its energies dispersed and flowing. Like the shamans of old, the Emperor was at one with the whole warp, so his soul melted easily into it and so remained hidden from the Chaos Powers.

Although the Emperor was dead by an ordinary understanding of the word, while some of his cells still lived they provided a link through which his spirit could communicate with the material universe. While his body was relatively fresh it could be animated, and was even to speak a little. Thanks to this the Emperor was able to supervise the construction of a special psychic life support machine called the Golden Throne.

The Star Child

As the spirit of the Emperor drifted through the warp it gradually dissolved into the flow of energy, returning to the cosmic force of the nature of the warp in its uncorrupted form. Only a tiny core of the Emperor's humanity remained whole, like a small child bobbing upon the tide of a colossal storm in a tiny reed boat.

Thus the soul of the Emperor was cast adrift into the warp. While the Emperor's soul survived there was still hope for mankind. For just as the New Man had been born from the collective souls of the shamans of old, so the Emperor's soul might be reborn one day. But that day would lie far in the future, when the cries for a new savour would strengthen the core of the Emperor's soul and rekindle it into new life.

Meanwhile the soul of the Emperor was merely a potential, a child awaiting birth, the Star Child. The humans there were left in charge of the Imperium had no real understanding of what had happened to the Emperor. The concept that he could be born again never occurred to them. To the rulers of the Imperium, the Emperor continues to live, though his body was broken, by means of his indisputable powers.

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Only a select few individuals learned the secret over the following millennia, and they became the highly secret brotherhood known as the Illuminati. The Illuminati await the birth of the Star Child and the second coming of the New Man. They know that their knowledge makes them dangerous heretics in the eyes of the Imperium, and consequently maintain strict secrecy over their activities. They remain a secret force in human space, working their way behind the machinery of government and commerce, preparing the way for the rebirth of the New Man.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/emperor.shtml (6 of 6) [25/05/2002 14:45:46] Exodite Worlds Illustrations by A. R. Fawcett. Text edited from Codex Eldar (1st ed.) EXODITE WORLDS

Exodite worlds are beautiful, untamed planets. They are also dangerous planets where mighty rivers roar unchecked over their natural flood plains and the forests, some inhabited by barbaric Ork tribes, stretch over thousands of miles. The few meagre settlements co-exist with wild beasts of all kinds, Ork, human, and Exodite. Their settlements are too few to disturb the balance of nature. Humans and Exodites move with the seasons and the herds while Ork tribes stay in the forests. The nomadic tribes time their migrations so that they arrive at their camps in the late summer to collect crops planted in the spring, remaining until it is time to plant the following year's crop and move on. Orks can sometimes disrupt this system.

EXODITE LIFE

When not on the move, Exodites must claim their territory, which may bring them into conflict with primitive humans and Ork tribes. The Exodites themselves are the dominant race and culture on the planet, Orks and humans are but mere nuisances. Although they respect the territory of human tribes, if threatened they will fight them. Such confrontations are quite rare as the primitive humans fear the Eldar ferals and would only mount raids upon their settlements in huge numbers. Exodite Dragon Knight The Exodites are a tribal people. Each tribe owes allegiance to a local ruling tribe which in turn owes fealty to the planet's king and his royal tribe. As there are relatively few Eldar there are few territorial disputes. The tribes live within substantial areas which easily meet their grazing and cultivation requirements. Open wars between tribes are rare but skirmishes between rival young Dragon Knights are common. Although not openly warlike, the Exodites are a robust, self-confident people and they have the legendary pride of the Eldar race. Knights frequently try to steal away a rival's beasts or may attempt to move their herds over the grazing areas of other tribes. Such matters are seen as part of a Knight's training, and the dangers of death or serious injury are an accepted part of a young warrior's life. These raids and occasional deaths do not embitter the tribes, and it is notable that no matter how hard fought their disputes might be no Eldar would despoil or steal the crops of a rival tribe even though these lie unprotected for months at a time.

Wildlife

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/exodite_worlds.shtml (1 of 4) [25/05/2002 14:45:47] Exodite Worlds The wild creatures that inhabit the Exodite worlds are many and varied. Most of the Exodite worlds are now home to large herds of megadons and other gigantic beasts which the Exodites know by the name of dragons. It is likely that these creatures are native to the region, but that the early settlers spread them throughout all their worlds so that they are now common. The Exodites follow the dragon herds as they graze the endless grasslands of the great plains. By carefully managing the herds the Eldar live upon them, eating their flesh and even drinking their blood, and utilising their skins to make clothing and leather. Even bones and horns have their uses, and these materials partly substitute for the psycho-plastic substances used by the Craftworld Eldar. Although this lifestyle is in many respects a primitive one, the Exodites have many advanced technologies and are familiar with all the sophisticated materials used on the Craftworlds. It is by choice that they live as they do, and their way of life has proven every bit as successful as that of the other Eldar.

There are many different kinds of dragons, some unique to specific worlds, and they are used in different ways according to their size and nature. The megadons are massive herbivores, slow-witted and easy to manage, although deadly if panicked or mistreated. These creatures provide most of the material resources of the Exodites, and small ones are used to transport cargos and people across the great plains. A large megadon can carry a massive structure on its back, and they bear the most enormous weights without concern. Smaller carnivorous dragons ridden by Exodite warriors are used to herd and control the megadons. Warriors are virtually born into tall dragon saddles, and wield their long lances with consummate ease. A stab with a lance will turn or stop a megadon without causing it any harm, but the same blow would knock the most hardy Eldar to the ground dead. Warriors are an important part of Exodite societies. Their role is to protect each community as well as to safeguard its beasts from predators.

Threats

War and battle is not uncommon on the worlds of the Exodites. Ork raids are a constant threat and human settlers are no respecters of Eldar territory. Amongst the most persistent foes are the human settlers of the Knight Worlds which lie closely intermingled with the planets of the Exodites. The human Knight Lords are aggressive, warlike people whose determined independence makes it impossible for even the Imperium to control them. Like the Exodites they are descendants of ancient settlers, raised amidst constant danger and proud of their autonomy. Their fierce war machines are a common sight on the Exodite worlds. Battles between giant war machines and valiant Eldar dragon warriors are always hard- fought and destructive. But the Eldar are capable of aggression too. They use the Webway to reach the Knight Worlds where their raids are often so devastating that entire planets are subsequently abandoned.

EXODITE WORLD SPIRITS

Exodite worlds have their own equivalent of the Craftworld infinity circuit. This is called the world spirit, an immense store of psychic energy where the minds of dead Eldar are preserved forever. Exodites

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/exodite_worlds.shtml (2 of 4) [25/05/2002 14:45:47] Exodite Worlds too have to wear spirit stones and when they die they are taken beneath the earth into one of the great tribal barrows. They are laid to rest there and their spirit stones are broken upon the altars of the world spirit.

Each world spirit is a complex psychic energy grid which extends over the entire planet, stretching between the tribal barrows, stone circles and standing stones. These important places are where the spirit world and the material world can interact, where the spirits of the dead can flow together, and where the living can talk to the dead if they have the power.

Stone Circles and Standing Stones

The stone circles and standing stones are made from psychically interactive crystal. These towering stones are gigantic spirit stones which anchor psychic energy into the earth. The links between them form the part of the Eldar Webway, but the paths from the Webway into the world spirits are well hidden and protected. Eldar are able to move between the Craftworlds and Exodite worlds by means of the Eldar Webway, and there are paths over the Exodite worlds themselves. The most potent link in the entire world spirit network is the royal circle of the planet's king. This impressive structure consists of a system of concentric circles connected by avenues of megalithic spirit stones. The royal circle is supported by outlying menhirs which carry power throughout the entire planet and focus the energy of the world upon that one spot.

Because their worlds are home to departed spirits and shelter them from the predations of Chaos, the Exodites will fight very fiercely to protect their planets. To abandon a world is akin to abandoning the souls of your ancestors to the warp, for without constant replenishment the world spirits diminish slowly and become vulnerable. Just as the wraithbone core of a Craftworld can unwittingly harbour a daemonic intelligence, so the standing stones can provide egress to daemons from the warp should the psychic paths be left unguarded. For a daemonic army to pour from the barrows and standing stones of the Exodites would be the realisation of their worst nightmare, but such things have happened in the distant past and remain an ever-present danger today.

Outcasts and the Exodites

Many Eldar take the Path of the Outcast during their lives, leaving their Craftworlds and seeking adventure in the wide universe. These Outcasts travel between the stars in their spacecraft. They search for Maiden Worlds to settle, and visit the Exodite worlds where they may live amongst their distant cousins.

Outcasts are common enough on the Exodite worlds, often seeking the patronage of one of the Eldar tribes. In return they fight alongside the tribe's warriors and, for a while at least, enjoy the freedom of mind which is impossible on the Craftworlds. Sometimes Outcasts settle permanently amongst the Exodites, or upon some uninhabited

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/exodite_worlds.shtml (3 of 4) [25/05/2002 14:45:47] Exodite Worlds world, and become the first settlers of a new Eldar colony. To the Exodites the Outcasts are strange romantic figures, the masters of a hidden lore and way of life which is arcane and archaic. They bring skills which the Exodites value highly, and so are always made welcome at the courts of the tribal Eldar.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/exodite_worlds.shtml (4 of 4) [25/05/2002 14:45:47] Hive Worlds by A. R. Fawcett HIVE WORLDS

Hive Worlds are planets which, in all but a few cases, were settled thousands of years ago, often before the time of the Imperium, during the Dark Age of Technology when mankind first spread throughout the galaxy.

A Hive World has a population which far outweighs its own ability to feed or support it, often exceeding a thousand billion people on a planet the size of Earth. Such vast numbers of people exert such pressure upon the environment that few hive worlds can sustain life naturally. Many have no free ground surface left because they are entirely built over, to the extent that the planet is no more than a huge urban conglomeration.

Hive Worlds are tough places: little value is attached to human life and air, light and food are often precious and rare commodities. Because the populations of Hive Worlds are so large they are almost impossible to control. As a consequence it is generally the case that hive societies are extremely brutal and dangerous. Violence is often institutionalised and accepted, and upholding the law is commonly a matter of exerting personal power and influence. In such a situation a man depends upon his friends and family, those whose livelihoods depend on him and those to whom he can promise support. Every hive world has its unique environment, history, and circumstances. LANDSCAPE

Hive worlds are planets devoid of any remnant of their original natural beauty, the surfaces reduced to a wasteland of windblown ash and accumulated industrial waste. Throughout this wasteland lie the hive cities which give such planets their distinctive character and their collective name of hive worlds.

The hives are grouped into clusters comprising up to a dozen or so individual hives all linked by a network of overground travel tubes and subterranean passages. These clusters are scattered over the cloud-strewn surface of the planet. From the top of any hive it is possible to see the tips of distant hive clusters projecting from the seas of poison mists like far-flung islands.

Hive clusters are connected together by roads across the wastes and transportation tubes supported on pylons and suspended on cables. With its forest of towering hives interconnected in a network of tubes, the landscape resembles a petrified forest entangled in the web of some enormous spider. On the notorious hive world of Necromunda this is a very powerful symbol.

The hives are the result of thousands of years of constant demolition and rebuilding. Any of the planet's original cities lie underneath the hives, many hundreds of yards below the current surface of the planet's

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Each hive takes the form of many huge spires which rise from the base of the city. From a distance, a hive resembles a mass of stalagmites rising from the cloud strewn wastes. Each hive covers an approximately circular area some fifty to a hundred miles in diameter. The tops of the spires can rise to a dozen or more miles above the ground surface, piercing the festering clouds that surround the lower levels of the hive. The spires usually merge into each other at their bases, and smaller spires will sometimes grow out and upwards from just above the base, branching like a cactus and forming multiple spires.

The spires are only the top part of the hive, comprising the upper hab zones with factory layers on or above the current ground surface. The older and partially ruined factory and hab layers still exist, although they are buried beneath the ash wastes. Though they are hidden, factories and habs are rarely abandoned until they are utterly derelict or polluted beyond use even by hive world standards.

THE ASH WASTES

Ash wastes are areas of land covered in an abrasive and highly corrosive ash, the end product of thousands of yeas of industry. This desert covers every inch of most hive worlds that is not protected within a hive. In densely populated parts of a hive world, hives may be separated by only fifty or a hundred miles of waste. Some hives may be separated by a stretch of a thousand miles of waste.

In some places the ash is miles deep, forming shifting ranges of dust dunes which can bury roads and transport tubes, and erode the base of a hive when swept along in the frequent dust storms. The funnel- shape of the hive spires is designed to strengthen the hive against the worst ravages of the dust, but even so they are often buried to half their height or more by ash. This is stabilised and held in place by the fresh wastes which pour from the drains of the hive factories.

The ash wastes are mostly composed of metal oxides, powdered plastics and inorganic chemicals which take millennia to reduce. The wastes are an inhospitable environment. The ash corrodes equipment and poisons organic life, although a surprisingly variety of creatures do survive. No unpolluted air, food or water can be found in these dead lands, although there are fungi, algae and bacteria which live on the waste itself. These are believed to be responsible for the limited free oxygen on the atmosphere of most hive worlds.

The ash wastes are a striking and colourful if somewhat lurid environment. The nomads of the waste and even most hive-dwellers who see them would call them beautiful. The ash occurs in many different, often vivid hues such as sulphur yellow, citric green, cobalt blue, pink, mauve, as well as various shades of grey, and it varies in texture from fine dust to crystalline clinker. The creatures and nomads that live there are equally colourful, the better to blend into their surroundings.

ASH STORMS

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The most dangerous hazard of the wastes is the ash storms. These terrible storms can blow their payload of toxic ash from the equator to the poles. A moderate ash storm will strip an unprotected man to the bone in seconds, and then reduce his bones to a handful of dust. A serious storm is something that all hive-dwellers fear. These can be so strong that they have been known to destroy entire hives. Ruined spires are occasionally revealed in the wake of one storm only to be covered over again by shifting waste in the next. In some areas, ash has been blown away to reveal the scarred bedrock of the planet. During the calmer seasons, which coincides with an extinct summer, liquid pollutants rise to the surface, forming slick-lakes and short-lived blind-rivers. Streams meander across the land, vanishing into sink-holes in the dust only to rise elsewhere. Imperial scholars who have studied dust ecologies believe that there may be currents and tides within the ash surface.

These transient rivers and lakes can dry out, forming a hard pan on the surface of the dust. These dangerous areas conceal deep seas of fine dust beneath them. The nomads who travel the wastes avoid such places, because to fall through the crust of a pan is certain death. Anyone who does so is suffocated and then corroded to nothing by the ash.

In hotter weather, when the sun breaks through the hive world's cloud cover, noxious vapours rise up and form poisonous mists and fogs. Mists are invariably followed by toxic rain storms, laden with particles of deadly ash dust and other contaminants.

However, despite their perils, the ash wastes conceal treasures. Much remains hidden beneath the surface, ready to be reclaimed and used: derelict spires from lost hives; buried convoys; wrecked stratoplanes, aircraft and spaceships; long-abandoned mine workings; and even, in places, raw materials from the bedrock of the planet. There are a few places where, thanks to some mysterious natural sorting of the wind and ash itself, veins of pure oxides and chemicals have accumulated. Such concentrations, or ash pockets, are worth mining in themselves. They are a rich raw material which can be reprocessed.

SLUDGE SEAS

Most, if not all, hive worlds no longer have large expanses of open water. Any such seas and oceans have been filled with liquid chemical waste, choked with ash and thick with chemicals poisoned by heavy metals. The consistency of the sludge varies from a thin, chemical soup to a viscous polluted mud. Sea surfaces have solidified so much that only flyers or hover vehicles can cross. Some mutants even live in these areas, utterly isolated from the rest of the planet.

The sludge seas, however, also support their quota of hives. Some are built on massive piles, driven deep into the sea floor. Other, relatively small hives have been constructed on massive floating islands which are anchored in position. On more than one occasion a floating hive has broken free during an ash storm and sunk or capsized. Survivors of such a disaster are rare. ANATOMY OF A HIVE

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The Spires

From a distance, when the clouds lift from around a hive, its spires look like a cluster of tall, tapering termite mounds. They rise from a broad base of outlying structures to near-vertical towers. Their gigantic scale is such that it almost defies human involvement in their construction and they look as though they might have sprouted up out of the ground by themselves, like some great organic growth. Few human constructions can rival their awesome size. Although no two spires are exactly the same, they all share common characteristics and are constructed in a similar fashion.

A section cut through a spire is not a whole circle. A spire is divided into a series of segments, like wedges of a cheese, which are joined at the centre. Deep gullies or slits in the spire, crossed by communications tubes, separate the segments. These gullies are supposed to admit light and air to the spire, but their size makes this impractical. Every added communications tube also adds its shadow to the darkness of the interior.

The areas close to the core are far removed from the outside world. Their only illumination is provided by glowglobes and massive cables of fibre or flexible glass, which run down into the core of the hive from the sunlit pinnacles of the spires. These create weak shafts of light that penetrate the dim catacombs of the hive and light in the same way as the nave of a Gothic cathedral.

Fresh air enters the inner recesses of the hive via great ducts from the upper layers. It is drawn in through huge wind intake fans and filtered through dozens of purification plants to remove the fumes accumulated as it passes down the height of the spire. In the deepest parts of the hive and especially in the old factories and undercity layers, the air ducts no longer function. Here fumes and stale air accumulate and personal respirators must be worn at all times.

The many airducts and vents are infested by strange creatures called caryatids. These small, blue, winged humanoids, which exist in great numbers on the hive world of Necromunda particularly, are seen as lucky charms and often attach themselves to successful individuals. Conversely, the departure of a pet caryatid is seen as an omen of doom - its former companion is then regarded as a man waiting for death.

The Shell

The outer shell of a hive is its skin and defence. Though the cliff-like shell of a spire appears to be quite solid, its surface is pierced with deep vertical and angled shafts. These shafts are small compared to the bulk of the spire, but are important because they admit additional light and air into the core of the hive. They are all protected by a series of massive covers which can be moved into place when required.

The shell is where the majority of the inter-spire travel tunnels and tubes begin and end. Tunnel stations and gateway fortresses, convoy parks and garrison blocks are all located in it, where they can contribute to the regulation and defence of traffic between and within the hives.

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The shell is also the first line of a hive's active defences against planetary invasion. Giant defence lasers, each capable of hitting an orbiting target, are mounted at many points. These are used to defend the hive against human or alien spacecraft. However, against the fierce ash storms, the shell's surface forms its only defence.

Although some people do live within the hive shells, the storms are an excellent reason to find accommodation deeper within the spire. Being able to experience direct sunlight or feel a fresh draft of air from the duct is a status symbol almost as important as having a good diet, but a single ash storm can make such status symbols meaningless.

A heavy storm is quite capable of stripping off the shell's outer layers, including a spire's laser defences, travel facilities and shell-dwellers. Shells must be constantly refurbished by work-gangs, otherwise the next ash storm could easily penetrate the tunnels, shafts and catacombs of the main spire and rip it apart.

Heat Sinks

At the heart of every spire there is a single vertical shaft known as the heat sink. From the topmost levels of the spire the heat sink reaches far below the lowest levels of the hive, down through the geological crust of the planet itself. A heat sink can be several miles across. It is a vast, hollow, sealed tube made from dense plasteel. Along the length of its thick plasteel walls there are buildings, chambers, shafts and service tunnels.

The sink takes heat from the planet's core and turns it into power for the spire. At intervals throughout the length of the heat sink there are generator stations which convert the raw heat into usable energy. The power is then transmitted to the factories and hab layers around the core. There are no power stations in the lower levels. The heat sink passes through these levels and provides only a constant warmth. This, however, is infinitely preferable to the damp chill of the remainder of the lower hive.

On most hive worlds, the power generation systems are controlled by clans whose territory they fall into. These clans receive a considerable income from all who use their power, so possession of the heat sinks is one of the chief marks of a powerful clan of the inner core. Other clans might control territory between the power stations and the users, and they often extract their own tolls from both factories and power producers to protect transmission lines. In this way the feudal clans operate as producers, suppliers and consumers in a thriving economy. Only in the upper hab layers of the spires is there a regulated service. There, power is drawn from stations controlled by the hive world's government, i.e. troops belonging to the planetary governor.

Access to the heat sink is usually very difficult. Many levels have no access at all, and on others access ports are sealed and guarded. On some of the older levels, however, many seals are ruined or insecure and access is possible although dangerous.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/hive_worlds.shtml (5 of 10) [25/05/2002 14:45:48] Hive Worlds Hab Layers

The upper layers of each spire are called habitation areas or hab layers. Here the bulk of the population live in conditions which range from relative luxury to dismal squalor.

Where a family lives in a spire reflects its social standing and importance. The topmost layers of the spire are populated by the elite households of the hive. This hive nobility live in relative comfort enjoying the luxury of natural light, fresh air and real food imported from nearby agricultural worlds. Below lie the twilight levels, inhabited by the rest of the population. Conditions on the twilight hab layers are considerably less pleasant than in the habs above. Natural daylight is dim, fresh air is unknown, and most of the food has been eaten and recycled many times before.

Below the twilight layers is the darkness of the undercity. Here, the only light comes from the artificial glowglobes. Everything, even the air, on these levels has been used before and reprocessed several times. The proteins and minerals in the universal synthdiet is reclaimed from human bodies that no longer have need of it. On hive worlds, everything that can be recycled is recycled, including the people themselves.

The Factory Levels

The industrial complexes built into the spires produce all kinds of different items which are traded to other planets in return for the food which hive worlds so desperately needs to feed the teeming millions.

In the hives, the factory levels extend from below the lower habs down to the surface of the ash wastes and beyond. Over the millennia, the waste exuded from the factories has solidified around the base of the hives, effecting the ever-rising layer of ash waste which covers the surface of the planet. As the level of the ash wastes rises, so the lower factories find themselves buried below the ground. So long as it remains possible to pump effluent up to the surface, these factories can still continue to function.

The new factory levels are a network of waste pipes, gutter-shafts and gas-drains which bleed poisons and noxious wastes away from working areas. These drains stick out of the lower flanks of the hives, flaring off dangerous gas, belching out fumes into the filth-ridden air, or pouring poisonous liquids and solid waste onto the polluted ash below.

Industrial production is controlled by the many clans. Each producer fits into a pattern of feudal obligation - supplying other clans and taking raw materials, components and power from others. Large, powerful clans act as clearing houses for the goods and services provided by their feudal inferiors. This industrial feudalism of a hive world regulates demand and supply in a thoroughly efficient manner.

Clans will often rise in power and importance, as lesser clans in related industries come together in uneasy alliances. Sometimes conflict of interests, territorial rights and clan rivalry lead to inter-clan feuds.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/hive_worlds.shtml (6 of 10) [25/05/2002 14:45:48] Hive Worlds Workers usually live in or very near the factories where they work, and are as much a resource as the machines they tend. In some cases, workers, especially Techs, are surgically adapted to perform specialist functions. Such physical and mental enhancements are expensive to finance, which makes such workers very valuable.

Old Factories

As the surface of the wastes rises it becomes increasingly difficult to service the factories on the buried levels. Huge vacuum pumps lift countless tons of filth up above surface level for venting outside the hive, but even these have their limits. There is a point in each spire below which disposing of the factories' rubbish is impractical. When the cost of disposing of a factory's waste is no longer outweighed by the value of its output, it is closed down and abandoned.

As the lower levels fall below the level of the ash wastes and are abandoned to low-life scum, lower hab layers are converted into new factories, and the upper hab levels are extended upwards. In this way the spires of a hive world are being continually renewed.

The old factory layers are filled with abandoned machinery and hab levels and often reach as far below ground as the spires stretch above it. The lowest parts of the old factory levels are little more than rubble, having collapsed under the weight of the hive, or been deliberately filled in to make foundations for later building work. The abandoned factories and hab layers are infested by scavvies, gangs who roam the dead layers of the hive scavenging for anything they can use or trade.

THE UNDERCITY

Below the hive's foundations lies a honeycomb of ancient tunnels, ruins, and buildings from a long-dead past. These ruins lie at the very bottom of each spire, far below any factories and the ash wastes: they are the undercities, the oldest and deepest parts of any hives.

Undercity zones predate the hives by many centuries, even millennia. They are the remnants of the first cities, built before the planet's natural ecology was destroyed, when there were no encroaching ash wastes. It is quite possible that the remains of the colony barges that first brought mankind to the planet still lie beneath some hives.

The undercities are infested with fugitives, outcasts and mutants who are regarded by the upper hive- dwellers as little better than the animal vermin which are also found there. Life in the undercity is even more violent and difficult than life in the spires above. Many of the most ruthless hive gangs have origins in the undercity. At the bottom of the hive, upward mobility is more than an abstract concept. The strong, the lucky and ruthless can rise to the top, in terms of actual location in the hive as well as in status. It is not unknown for survivors of the undercity to reach high status as officers in the Imperial Army, schooled and tempered by the terrible necessities of survival.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/hive_worlds.shtml (7 of 10) [25/05/2002 14:45:48] Hive Worlds THE FORBIDDEN CITIES

The military tunnels, which link most hives, run deep beneath the ash wastes, cut into the very bedrock of the planet. This travel network is constructed to allow military units to move quickly around the planet.

Access to the hive is via great ramp-shafts guarded by gatehouses, but unauthorised persons are able to gain entry through the heat sinks and air-vents. Under the hives, and linked to this underground tunnel network, are cavernous storage depots and bunkers, used for stockpiles of synthetic food and raw materials in the anticipation of war or some other disaster.

The tunnel system and its associated bunkers are usually very ancient, dating to a time before the hives had grown to the massive sizes that are common today. As the system is continually being renovated or enlarged, many tunnels and bunkers have been bypassed or disused and sealed up. Over the millennia, these unused tunnels and bunkers have been forgotten and lost.

Most hive worlds have these 'forbidden cities'. Necromunda's forbidden cities, for example, are home to deposits of the psychic drug 'spook'. Necromunda's cavernous vaults of their forbidden cities are extended and embellished with the wealth brought in by this drug. Pillared halls are cut from the rock, polished stones and mosaics adorn the floors, ceilings and walls. These places have become palaces of archaic decadence and splendour.

Most of these forbidden cities are populated from the scum of the undercity, supervised and guarded by savage undercity gangs. If they cannot find enough willing workers they will incite undercity gangs to make slave raids into the lower hab layers or offer to buy captives from nomad slavers. Once introduced to the decadent life within the Forbidden City, most slaves are reluctant to ever be free again.

Spook exploitation brings in incredible wealth. This wealth helps to maintain the privileged lifestyle of those noble families secretly involved in its manufacture and trade. These are the so called Lords of the Forbidden Cities. Some are of noble origin, others are adventurers of obscure origin who have connections with the nobility. Frequently they are members of noble households who have gone into exile because they are suspected psykers or wish to escape from political enemies. They simply disappear from the upper spires, setting up court in the hidden bunkers where the spook is processed.

Spook

While there are many decaying foodstuffs down in the bunkers, only a certain type degenerates into the spook lode; the vestigial remains of the oldest kind of synthdiet. The decayed synthdiet deposits are now nothing more than a lurid green powder, having been acted on by mutant fungi for thousands of years. It contained a high proportion of recycled human protein and it is this human essence which is likely to account for its dramatic effects on the human psyche.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/hive_worlds.shtml (8 of 10) [25/05/2002 14:45:48] Hive Worlds The drug spook is taken in liquid form - the ultimate magic potion. When drunk in small amounts, it awakens the imbiber's psychic abilities. When drunk in quantity it opens the channel between a person's physical body and their soul in the warp. If the individual has strong soul, it will be drawn into his material body; if he has a weak soul, all psychic energy will be instantly sucked out of him and lost in the void. It is for this reason that spook is a very dangerous substance, and its use viciously repressed by the Imperium.

In hive world society, people are constantly seeking ways to exploit anything they discover. The people who stumbled on the unusual green deposits investigated ways of turning them into wealth, as they would have done with any substance, and in the process discovered spook. Being ignorant of matters of the human soul and the danger inherent in mankind's metamorphosis into a psychic race, spook was seen as just another substance to be recycled and exploited for profit.

There has always been a massive demand for drugs in hive society, mainly to supplement the diet and ward off sickness. Spook became popular among the nobility who revelled in its exotic effects and it has slowly filtered down throughout hive society.

The noble households which exploited this resource naturally kept the trade secret and continued to grow rich. The household of the Lord of Necromunda himself was involved in the business and was able to organise off planet trade of spook. This had to be accomplished using smugglers, since the Imperial fleet conduct all legal trade in space.

No-one knows or can predict where the spook deposits are to be found, but whenever one comes to light, the 'right people' are informed, and mining and processing can begin. Trusted noble households with a close connection to the ruling dynasty will get concession to exploit the deposit.

Small quantities of spook are also found and traded by scavvies who stumble on eroded deposits during their delvings. This accounts for a small amount of wild spook that is traded in the undercity and shanties. Imperial agents trying to track the spook to its source usually end up following the scavvy spook and thereby miss the main source. There is nothing that connects the nobility to this scavvy spook.

The most significant outlet for spook is the secret cults that lurk in many hives. These cultists need a regular supply of this psychic-enhancing substance. The Immortals in particular require vast quantities for their rites and the expansion of the this cult is certainly the single greatest factor in the growth of the spook trade. Most of the spook lords who rule the Forbidden Cities are probably already members of this cult.

Spook is easily distributed via the various undercity, scavvy or nomad gangs who ask no questions and only know of the next link in the chain.

THE SHANTIES

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/hive_worlds.shtml (9 of 10) [25/05/2002 14:45:48] Hive Worlds Shanty towns are built outside the hives, clustered at the outer edge of the shells of the spires. They are inhabited by all kinds of hive world scum who cannot cope with life within the hives. The spires, at least, offer a limited protection against the poisoned rains and corrosive ash. The best shelter a shanty dweller can hope for is one or two layers of packing material, or an abandoned vehicle. To make matters worse, much of the factories' toxic effluent pours directly down onto the shanties.

If a shanty remains in existence for any length of time and somehow escapes being swept away by a storm, the inhabitants will excavate caves and cellars into the solidified sludge and compacted dust. These dwellings can be reinforced by sludge baked by the sun into crude bricks. By retreating into these refuges, some shanty dwellers survive the ash storms that sweep away the more flimsy parts of their homes. When the storm abates, they force their way through the wind-blown dust to the surface and attempt to rebuild the shanty out of the wreckage of the old one.

Conditions in the shanties are worse than anything in the hives, yet for most shanty-dwellers even their crude home is preferable to wandering the ash wastes, where they would fall victim to the creatures and nomads if the heat, corrosive dust and freak storms did not get them first.

No-one from the hives bothers shanty-dwellers very much - they have little worth taking. Furthermore, the sprawling settlements are home to vicious gangs of shanty-dwellers, scavvies and nomad bandits that have come to the shanty to trade.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/hive_worlds.shtml (10 of 10) [25/05/2002 14:45:48] The Horus Heresy Patched together from Realm of Chaos - Slaves to Darkness by A. R. Fawcett THE HORUS HERESY

The Horus Heresy is now commonly assumed to be a conventional revolt, and only the Emperor, and the Cyber-libraries of the Ordo Malleus, have an accurate recollection of the Heresy.

Of Warmaster Horus

General Horus was regarded as the finest military commander that the Imperium had produced. His abilities were faultless, and eventually the Emperor granted him the title of Imperial Warmaster. This was a high honour, even in the early years of the Imperium, when brave deeds were commonplace.

Before Horus could travel to Terra to receive his reward he fell ill on the feral world of Davin. This was his undoing. During his convalescence on Davin he was inducted into a secret warrior's lodge, which proved to be little more than a coven. A change of character became evident in the Warmaster - he had been possessed by a Daemon. Horus' membership of the secret lodge was not unusual; Imperial soldiers were often encouraged to join warrior societies of this type. Recruiting was felt to be easier on worlds where 'warriors from the stars' had become 'brothers'.

Warmaster Horus was recalled to duty in preparation for a new Imperial Crusade. It is clear that the Warmaster introduced a system of 'warrior lodges' into the five Legions Astartes Chapters under his direct command. The Chapters were entirely corrupted at the lodges revealed their true nature and showed themselves to be nothing less than Chaos covens. The infection rapidly spread to the Orders of the Adeptus Mechanicus attached to Horus' command. From there the rot spread further into the Imperial forces. More than half of the Adeptus Mechanicus, including many units of the Collegia Titanica and the Legio Cybernetica wholeheartedly supported Horus and his vision of a new Imperium of Chaos. This wholesale treachery went undetected by the Inquisition.

Before Horus could move, the Imperial Commander of Istvaan III declared the entire Istvaan system to be an independent principality. The Emperor and Administratum, ignorant of the change in Horus, his subordinate Chapters and the parts of the Adeptus Mechanicus, ordered the Warmaster to secure the system. Horus chose a bioweapon bombardment on Istvaan III, and the planet became a tomb in seconds. The psychic death scream of the 12 billion who died during the Scouring of Istvaan is reputed to have been louder than the Astronomican.

During the bombardment, loyal Adeptus Astartes officers and troops managed to seize control of the frigate Eisenstein. They had discovered the rot that had been spread through the Warmaster's Chapters and the Adeptus Mechanicus. As Horus completed his withdrawal to Istvaan V the loyalists fled into warp space, carrying a warning to the rest of the Imperium. The seizure of the Eisenstein is regarded as the start of the First Inter-Legionary War.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/horus_heresy.shtml (1 of 4) [25/05/2002 14:45:49] The Horus Heresy

Treachery in the Mechanicus

The Emperor now became aware of the danger, and the Inquisition began a purge of the Adeptus Mechanicus. Fighting broke out immediately as the Mechanicus split into loyalists and rebels. The Legio Cybernetica and Collegia Titanica bases on Mars were immediately besieged by loyalist troops. Out of all the Titan Legions of the Divisio Militaris only those on Terra remained loyal. The rest declared for Horus.

With the wholesale treachery of the Division Militaris, the loyalist faction within the Collegia Titanica was forced to husband its battlefield resources. Fortunately, many of the weapon shops and supply depots of the Collegia had remained loyal. The priesthood were in control of the Collegia depots, and their presence ensured that these vital resources remained in the hands of the Imperium. The rebels were presented with an immediate supply problem; damaged and destroyed Titans could not be repaired with the limited spares and stockpiles held by individual Orders.

Savage battle broke out between loyalist and rebel Titan Orders. Faced with extinction through lack of spares if they delayed or acted defensively, the rebels attacked. The Collegia histories list many construction adepts who performed the dedication rites on a new Titan, and then mounted their charge and took it straight into battle. In some cases the liberations were still wet when it reached combat. Only able to match such fanaticism with their sheer weight of numbers, the rebels were often forced into a position of stalemate. However, despite the valiant defence of these loyal remnants of the Collegia Titanica, enough supplies were captured to allow the rebels to make good use of their Titans during the final assault on Earth.

Imperium at War

Across the Imperium rebel units attacked loyalists and vice versa. Old feuds were revived in many systems, giving additional excuses for battle. The rule of the Imperium dissolved into planetary battles. Many units of the Imperial Guard declared for the Warmaster. The Imperial Fleet dithered and managed only to drive rebel ships from the Imperial home system. In the process they took heavy casualties and retired to their Luna bases.

The Emperor took stock of the situation, and ordered seven entire Marine Chapters, a third of the Legions Astartes, to destroy Horus and his rebels. Only with the death of Horus, the figurehead and inspiration of rebellion, would the revolt come to an end. The crusade against Horus, although of the utmost urgency, took more than 180 days to plan and launch. Horus used the time well, establishing his claim as a 'New Emperor' with many of the rebels, and spreading the worship of Chaos further afield.

The Warmaster had established a temporary headquarters on Istvaan V. The loyalist Chapters struck in quick succession, and the battles of the Pacification of Istvaan were bloody in the extreme. The first assaults by loyalist Chapters were mauled during their landings, and then destroyed in detail. Three complete Chapters took part in the initial landings on Istvaan; only five marines, bearing the gene-seed of

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/horus_heresy.shtml (2 of 4) [25/05/2002 14:45:49] The Horus Heresy their departed brothers, eventually managed to escape to carry the news of the disaster to the Emperor. Their own 'loyalist' follow-up waves, rather than attacking the rebels, fell upon their erstwhile allies. Horus had, apparently, managed to corrupt four of the seven Chapters sent against him.

Battlefield Earth

With nine rebel Chapters and the bulk of the Adeptus Mechanicus behind him, and three loyal Chapters destroyed, Horus assaulted Earth. Throughout the Imperium rebel and loyalist units were fighting each other to a virtual standstill, although the tide of the battle was turning ever so slowly, in the Emperor's favour. Possessed as he was, the Warmaster had lost none of his strategic bluntness: crush the heart, and the Imperium could be remoulded in his own warped image.

The Imperial Fleet was bypassed, and its Luna bases destroyed. Within 30 standard days the Warmaster had reduced the system defences, and thrown a ring of troops about the Imperial Palace. The forces under Horus' command had ceased to be loyal Imperial Marines. They had become the Traitor Legions.

The Adeptus Custodes, the Imperial Fist and Whitescar Chapters, and loyalists of the Collegia Titanica were all that remained on Earth. Even their suicidal bravery and the leadership of the Emperor were not enough to prevent the battle turning into a siege. The rebel Traitor Legions were aided by the machines of the Adeptus Mechanicus and, outnumbered by these, even the bravest loyalists could do little. By the 55th day the Traitor Legions and the rebel Adeptus Mechanicus Legions had reached the walls of the Inner Palace.

The Death of Horus

The situation grew more desperate by the hour and, when the Outer Palace was abandoned to the Traitor Legions and their allies, the Emperor acted. He disconnected himself from the Astronomican, a signal to the remainder of the Imperial Fleet that the end, one way or another, was approaching. The Emperor and an elite company of Custodes Adeptus soldiery and Imperial Fist Marines were then teleported into Horus' command bunker. In the fierce fighting that followed Horus was killed (although his body was never found) and the Emperor seriously wounded.

With the death of the Warmaster the rebels paused in their assaults, then fell back to their transports and fled into space. The Imperial Fleet, which had been powerless to intervene while the rebels were within the Palace, gave chase. The Emperor returned to the Palace, where he was placed within a life-bubble; his wounds would have been fatal for an ordinary man. Under his watchful eyes the construction of the Golden Throne, which sustains him to this day, began.

The Traitors Expelled

His future assured, the Emperor pronounced judgement on Horus and his Legions. They had broken faith with the Emperor and trafficked with Daemons. They were declared to be the Traitor Legions, rebels

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/horus_heresy.shtml (3 of 4) [25/05/2002 14:45:49] The Horus Heresy against the Emperor and Mankind. The Fleet was ordered to drive them into the Eye of Terror, a system of hell-worlds wrapped in a dust nebula and awash with warp storms. Here the Traitor Legions would be confined for all eternity; all records and memories of the lapsed Marine Chapters would be expunged from Imperial Archives. Their tied servants and support troops were to be removed from the Istvaan and Davin systems, and sent into the Eye aboard almost derelict hulks. It would be as if the Traitor Legions had never existed. In this decision the Emperor tempered his vengeance with reality - the Imperium had been so weakened by the struggle that no other punishment was possible.

As news of the Warmaster's defeat spread through the Imperium, widespread fighting was renewed. The loyalists were revitalised by the news, and fell on the rebels. Many Guard and Fleet detachments had withheld their support from both sides. Such indecision was punished by the rebels and loyalists alike. The fighting continued another seven years before the last rebel formations were destroyed or exiled.

Those who could flee did so, heading for the Eye of Terror. Many had declared for the Warmaster without understanding that daemonworship had been the rebellion's cause. They rapidly fell victim to the cultists of the original Traitor Legions, who, it is said, grew bored of a diet of human flesh.

The destroyed Chapters were slowly re-established using what gene-seed had been saved. Many systems, including Davin and Istvaan, were cleansed and placed under the protection of the Inquisition. The unit designations of the Traitor Legions were placed on the inactive list and assigned to new Marine Chapters raised during later Foundlings.

The Emperor's body had breathed its last, and he entered the Golden Throne. The Traitor Legions and their dead Warmaster vanished into the Eye of Terror. The First Inter-Legionary War - the Horus Heresy - lasted less than a decade, but it nearly destroyed the Imperium.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/horus_heresy.shtml (4 of 4) [25/05/2002 14:45:49] The Illuminati Home : Appendix : The Illuminati from Slaves to Darkness Edited by A. R. Fawcett THE ILLUMINATI

The Emperor is the shield and saviour of Humanity. He has sat, held immobile, within the Golden Throne for ten thousand years, sustained by the sacrifice of countless millions. His mind is the Astronomican- beacon for spacecraft; his will binds the Imperium together and guides his followers through the Emperor's Tarot; he is god and father to his race. His will is devoted the protection of Humanity from itself, and to nurturing the race until the dangerous transition to a psychic species has been completed.

And the Emperor's power is weakening. His mind, so long the bastion of Humanity against the horrors of the warp, is failing. His once indivisible will is fragmenting; parts of his psyche are at war; independent thoughts and feelings arise within his mind, emerging from the whirls and splits of his age-old personality. His conscious mind is still in control but, year by year, his dreams and visions of the warp grow a little clearer. The seduction of Chaos, a surrender of the rest and ease, is a little stronger each century. The good intentions have been soured by the practicalities of Imperial power; guilt and shame for past decisions grows over the centuries. And Mankind remains as stubborn as ever and turns to Chaos, despite the best efforts of the Emperor and his servants.

The Emperor can see the peril that is coming. There will be a time when he has deteriorated to such a point that he can no longer continue, even sustained by the power of a million psykers. His mind will break completely and his self-imposed task as Humanity's guide will have been in vain. The emerging race of Psychic Man will fall to Chaos.

The Emperor's foreboding are shared. Others know of the end of the Emperor and Mankind, of the terrors that lurk in warpspace, waiting for the moment of Man's weakness; these are the Illuminati. They have seen the nature of Chaos at first hand. The Illuminati are marked by a single common experience; they have been possessed by Daemons.

When entering the mortal universe Daemons need physical form, a host - or more common than not - victims. The host body usually dies both in mind and physically. But there are some that escape, either by fluke or sheer force of will. These people have been able to withstand the possession and cast the Daemon out, taking control of his own body once more.

The Illuminati know of Chaos - the seductive charms, the easy lure of power - and they have seen its dark underside; the suffering, mutation and madness that are its true gifts. They have had the most intimate of contact with Chaos; sharing a mind with one of its servants.

To many, the Illuminati are mad, scarred and twisted by their experiences, brought to a level of bitter cynicism that has no equal. The Illuminati see themselves in a different light. They have become the ultimate realists, aware of the terrible nature of the universe they inhabit. They have survived Chaos, and

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/illuminati.shtml (1 of 2) [25/05/2002 14:45:50] The Illuminati achieved a balance that eluded the Eldar. They have mastered the Chaos within themselves and now oppose Chaos in the broader universe.

Because of the this, the Illuminati are some of the few allowed access to the Black Library of the Eldar. The knowledge they gain from their researches is jealously guarded. The Illuminati have become the most secret of secret societies, standing above and beyond the Emperor. They manipulate and interpret the Imperial Will to bring about their objectives. They are close-mouthed to such degree that an Inquisitor-Illuminati would torture a brother Illuminati to death to preserve their shared secret - and that brother would go willing to his death in such circumstances. For the Illuminati, the ends - the preservation of Mankind - justify any means, up to and including the destruction of the Emperor and the Imperium.

The Illuminati know of the fall of the Eldar, and seek to prevent the same thing happening to Mankind. They know that if the rise of Chaos overtakes Humanity's maturity as a psychic species the universe will be at an end. The fall of the Eldar rocked warpspace and reality; real space and the warp were momentarily bent out of shape by the Eldar-Slaanesh union. The fall of such a numerous, vigorous race as Man could bring about the complete merging of the two dimensions. In such a new, radically altered warp-reality, Chaos would be in the ascendancy. Mankind would perish, and a new warp Power would arise.

This is the future that the Illuminati seek to thwart, and in doing this they mean to rejuvenate the Emperor.

THE ROLE OF THE SENSEI

The Sensei are directly descended from the Emperor and have their own part to play in the future of Mankind. They will have a direct role as they are immortal. The Illuminati have an altogether different interest in them. Mankind will fall unless the Emperor is renewed; therefore the Illuminati are manipulating events to a point where this can happen. The Illuminati, their own existence carefully shrouded in mystery, have sought out and protected the Sensei, even helping the Sensei establish their secret 'Long Watch' of Sensei Knights who will fight in the 'last battle against Chaos'.

But the Sensei have been duped. There is to be no Armageddon, no Ragnarok, no last battle fought against the forces of Chaos. At the moment the Emperor's will breaks, the Illuminati will offer up the remaining Sensei in a sacrifice to the Golden Throne of Earth. The Emperor and the Sensei will be united, in just the same manner as the Emperor has absorbed countless psykers. The new, evolved Sensei- Emperor, father and sons, will arise to protect and lead Mankind. Such is the plan of the Illuminati.

The Emperor must never learn of the Illuminati's existence or plans, for pre-knowledge could easily result in his premature abdication of power. If Humanity is to be saved by the Illuminati scheme, the Emperor may see no reason to continue. Likewise, the Sensei, unaware of their heritage and destiny, must never learn the truth, or they may be unwilling to meet their appointed fate.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/illuminati.shtml (2 of 2) [25/05/2002 14:45:50] The Imperial Cult by A. R. Fawcett THE IMPERIAL CULT

"God-Emperor, oh our source of security. Protect us from foul daemons. Guard the wombs of our women that wee mites are not twisted into mutants. Save us from the darkness within darkness. Oh watch over us as we carry out your will. Imperator hominorum, nostra salvatio!"

Reverend Henrik Farb.

The most widespread and well-established religion throughout the Imperium is the Imperial Cult. It has billions upon billions of followers throughout the Imperium, with representative cult leaders on every planet. The cult is run and controlled by the Adeptus Ministorum. The headquarters of the Adeptus Ministorum is the Ecclesiarchal Palace on Earth, where the organisation's leader, the Ecclesiarch, lives. The Adeptus Ministorum is often referred to as the Ecclesiarchy after its leader.

Beyond Earth, the Imperial Cult has its representatives throughout the Imperium. Every world forms a separate Diocese, or belongs to part of a larger Diocese, administered by the Cardinals Astral. Beneath the Cardinals Astral are Pontifexes (regional leaders) and Preachers. The Preachers look after one or more shrines, each of which serves the religions needs of a small community. Most populated worlds have many thousands of shrines and almost as many preachers.

The Imperial Cult teaches that the Emperor is the divine representative of the entire human race, who needs the worship of people everywhere to remain strong so that he can protect humanity. This creed is essentially true. The loyalty and determination of all of the Imperium's citizens is an important part of humanity's survival. But the Imperial Cult's teachings are also true in a literal way, because the Emperor does need the spiritual energies which his worshippers create in the warp.

WORSHIP OF THE EMPEROR

The worship of the Emperor varies from Diocese to Diocese. He has many aspects and not all are known by the Adeptus Ministorum. Indeed, it is impossible for them to know how the God-Emperor is worshipped due to the vastness of the Imperium.

Each Diocese has its own very strict strictures which must be adhered to by its priests (including player characters). A player character Missionary must choose in what way he wishes to worship the Emperor and then make a note of the strictures associated with his Diocese.

Below are just some examples of how the Emperor is worshipped in the many Dioceses throughout the

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/imperial_cult.shtml (1 of 5) [25/05/2002 14:45:50] The Imperial Cult Imperium. On primitive worlds, worlds only just absorbed back into the Imperium, the Emperor is moulded into their tribal beliefs. THE EMPEROR The Protector

"Praise the Emperor who protects! Laudate imperatorem!"

The Diocese of The Protector is very militant indeed. It is essentially a Diocese of witch-hunters and is widely respected, though its methods are sometimes called into question. Deviants, mutants, and psykers are despised by priests of the Emperor the Protector. They are hunted down and brought to trial. Trials seldom, if ever, give the 'victim' much of a chance as punishment by death is frequently mitered out. They refer to rogue psykers as 'psyker-witches'; deviants of humanity and 'daemon-children. Psykers of the Adeptus Astra Telepathica are tolerated because their minds have been controlled.

On some worlds of the Diocese of The Protector the wheel is the symbol of the warp. They use it to punish psykers with the victim strapped to it. It is common practice to then have an executioner who bludgeons the psyker to death with a club as the wheel turns round. On such worlds the wheel is outlawed so that only sledges may be used.

Mutants also suffer this same treatment although burning at the stake is often favoured. Again this varies from Diocese to Diocese. Anyone found to have deviated from the norm, possessing six fingers, different coloured eyes, are reported to the local temple. Then the lynch mob comes where they bring the deviant to the preacher for justice. Newborn babies found to have deviated are swiftly drowned by the overseeing priest. All this is for the preservation of humanity.

Strictures

● There must be no mercy or quarter given to deviants of humanity. Mutants and psyker-witches must be hunted down and destroyed. ● Always lend help to a priest of the Diocese of the Emperor The Protector. ● Always protect the interests of the Diocese of the Emperor The Protector on pain of death. ● Always defend the interests of humanity even at one's expense.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/imperial_cult.shtml (2 of 5) [25/05/2002 14:45:50] The Imperial Cult

Horses snickered and stamped. Men patted their long knives for comfort, and the few who owned such, their rune-daubed muskets. "Destroy the deviant!" shouted one fervent voice. "Break the unhuman!" cried another. "Whack the witch!" Farb eyed the brawny, half-naked executioner who stood beside the wheel gripping a cudgel. As usual, the agent of retribution had been chosen by lot. Most townsfolk might sport wens, carbuncles, and other blemishes of their burnt skin, but few were feeble. Even if so, a puny executioner would only take the longer to perform his task to the tune of jeers and mocking cheers. "Aye," declared Farb, "I warned you that this witch will try to slow down his punishment - stretching it out till nightfall in the vain hope of rescue." Spittle flew from the preacher's lips as if he was one of those mutants who could spit poison. Such a mutant had been rooted out a few months earlier, gagged, and broken in this selfsame square. The front ranks of Farb's audience pressed closer to the ebon steps, as if a drop of spray from the preacher's lips might keep their vision clear, their humanity intact. Farb turned to the standard of the Emperor, which flanked him. The townswomen had painstakingly embroidered in precious wires an image copied from the preacher's missal. When Farb genuflected, his audience hastily bent their knees. "God-Emperor," chanted the preacher," oh our source of security. Protect us from foul daemons. Guard the wombs of our women that wee mites are not twisted into mutants. Save us from the darkness within darkness. Oh watch over us as we carry out your will. Imperator hominorum, nostra salvatio!" Farb snorted through one nostril, spat saliva at the crowd. Jomi gazed at the standard. That age-old Imperial face was a mask of wires and tubes, which the metallic embroidery persuasively evoked. "Begin!" shouted Farb.

Extract from Deathwing, GW novel.

THE EMPEROR The Warrior

"In nomine Imperatis, guard our armour and our gaze; lubricate our projectile weapons that they do not jam. Bless and brighten the beams of our lasers; fiat lux in tenebris."

The Emperor is a potent symbol of the warrior throughout the Imperium. The Horus Heresy and tales of the Emperor's heroism, is not lost on the billions who worship the Saviour of Mankind in his warrior image. This Diocese is by far the largest and most important in the Imperial Cult. Newly acquired primitive worlds of war-like tribes are encouraged to worship this aspect and in doing so they merge the Emperor into their own beliefs. Where once their often obscure bestial idols stood as the pinnacle of their

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/imperial_cult.shtml (3 of 5) [25/05/2002 14:45:50] The Imperial Cult belief, the Warrior-Emperor now proudly stands. And this could be in many different ways. For example, tribes that worship some powerful creature would include the Emperor riding upon its back or caring for it.

The Adeptus Astartes and Imperial Guard worship the Emperor in his warrior aspect. The Space Marines always strictly observe the practices within the Diocese and many within the Imperial Guard also do the same; some regiments may worship the Emperor in other ways because of their diversity. Most officers of the Imperial Guard, like the Space Marines, favour the warrior aspect because it instills discipline and obedience in their troops.

Traditional Warrior Cults are practiced on many worlds where warfare is endemic. Not all such worlds are primitive by any means, even some of the most technically advanced worlds have warrior cultures. In some cases this violence is highly ritualised, and takes the form of arena combats and formal duels. In other cases the fighting is restricted to certain classes or individuals, so that the ordinary members of society can go about their daily lives unaffected by the gangland style assassinations and vengeance killings which go on around them.

Although disapproved of by the Adeptus Ministorum, warrior cults are tolerated by planetary government and the Adeptus Terra. They promote martial ideals and warrior skills which are actually very useful to their local governments and even to the Imperium itself. As many of the cults stress the noble values of conflict, such as the protection of the weak, they act as a stabilising force in what might otherwise seem a dangerously violent society.

Strictures

● Always obey the command of a superior rank and never question it. ● Always speak clearly and concisely to one of superior rank. ● Never flee from the enemies of humanity even in the face of overwhelming odds. A controlled retreat is always the best form of defence so that the enemy can still see the face of humanity. ● Always defend the interests of humanity even at one's expense. THE EMPEROR The Humanist

"Imperator hominorum. Oh God-Emperor bless the crops of these people. Nostra salvatio! Blast the locust so that they will live and breathe and thrive under your guiding light."

The Emperor is not always revered in his warrior/vengeful aspect, he can be worshipped in his humane image. Those of the Diocese of the Humanist, a much smaller Diocese than The Protector and The Warrior, believe that the weak should always be helped and protected. They believe that even those displaying minor mutation should not be rounded up, tortured, and killed. This would be a crime of the highest order on almost all the worlds of the Imperium but as the Diocese of The Humanist is within the

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/imperial_cult.shtml (4 of 5) [25/05/2002 14:45:50] The Imperial Cult Adeptus Ministorum, they are entitled to these views. Dangerous mutants, however, such as Beastmen, do not deserve pity, even within the Diocese of The Humanist; they know that mankind must be preserved. They know that mutation is not always influenced by the power of Chaos but can be by some terrible disease and people afflicted this way deserve pity not persecution.

The Diocese of The Humanist run orphanages and hospices on worlds where they are needed and this is not always on worlds within the Diocese. The work they do is always much appreciated as the priests are not quick to denounce people as heretics or enemies of the Imperium. Missionaries of The Humanist often travel widely, preaching to the populations that the Emperor cares for the weak and poor, the disabled and needy.

Strictures

● Never refuse healing to someone in need of it, unless the final stricture should be broken. ● Never refuse aid to someone in need of it. ● Protect the weak, unless the final stricture should be broken. ● Always promote the Diocese of The Humanist when possible. ● Defend the interests of humanity.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/imperial_cult.shtml (5 of 5) [25/05/2002 14:45:50] Language and Culture in the Imperium Home : Appendix : Language & Culture by I. D. Fawcett LANGUAGE & CULTURE

There are many different cultures and civilisations spread across the Imperium and each has its own customs, traditions and variations in language. This section serves as an introduction to highlight some of the differences. As the Imperium sprawls across innumerable star systems, we cannot hope to cover a small fraction of the peculiarities and oddities in the general population. However, the players and the GM should liven up their role-play sessions and bring some individuality to characters by the use of some of these dialects and customs. Nothing can be more infuriating than trying to restock your character's dwindling supplies when no one can understand you. A NOTE ON LANGUAGE

High Gothic

High Gothic, also known as Principal Gothic, Archaic Gothic or Prime Gothic, is the official language of the Imperium. It is an ancient and highly evolved language mainly used in ceremonies, consultations and situations where absolute clarity and definition are required. High Gothic has remained virtually unchanged since the founding of the Imperium which means that speakers from very different cultures and backgrounds can effectively communicate with each other. The language is mainly used by highly educated people and generally by those of higher class and refinement. High Gothic represents an older tongue, itself a development of Twentieth Century languages, not necessarily Latin as such.

Low Gothic

Low Gothic, also referred to as Base Gothic or Common Tongue, is the main language used everyday by the majority of people in the Imperium. It has many variations from world to world and often from sector to sector on a particular planet. Mainly the differences are in accents and peculiarities in pronunciation, but there maybe differences in dialect. This can come about due to unique animals, objects, organisations and so on present on the world. Many words can also have multiple meanings which makes Low Gothic seem incomprehensible to a foreigner. On the other hand, some worlds at opposite ends of the Imperium will have been discovered and settled by groups of colonists setting off from the same world. Therefore the accents and dialects are remarkably similar leading to some citizens proclaiming that their long lost cousins have returned.

If characters resort to very simple sentences using basic words they will be understood most of the time. In the roleplay environment, the GM should rule when a different dialect is in operation and whether it can easily be understood. A few Int and Fel test should suffice. No hard rules can be presented here, it's just to add a bit of colour to the proceedings. Failure of any test by a small margin means that there are

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/language_culture.shtml (1 of 4) [25/05/2002 14:45:51] Language and Culture in the Imperium problems getting the message across. Failure by a larger amount could lead to animosity and even racial discrimination.

On my travels, perhaps the hardest form of Low Gothic to understand is on the Planet Cock-Nee. The planet and its people are harmless enough: they mainly trade with one another in their chirpy, fast-speaking manner, but what I find difficult to understand is their rhyming slang. Instead of referring to an object by its correct name they twist it around and use another name that rhymes with the original, thus leading to widespread confusion.

On my first day in the space port at Lundun I was told to "take a butcher's" at a cheap home appliance. Did this pedlar mean that I had to taker a butcher's cleaver and destroy his worthless goods? Or did he merely want me to don a butcher's apron to fit in? On further questioning I was informed that "butcher's" was short for "butcher's hook...look, gerrit!" What a confusing expression. One citizen then turned to another and said, "look at that geezer's whistle." But I didn't even possess one, I am not some common entertainer sent from the Ministorum to keep these people occupied.

It will take some time to educate these heathens in the correct tongue of our beneficent Emperor. I am sending for immediate aid from a member of the Orders Dialogus of the Sisterhood to help me with my quest.

From the Journal of Preacher Lutha.

Low Gothic is often debased even further in some cultures, where slang marks one out as belonging to a gang or to an organisation. For example, it is very hard to understand a Hive World gangster as the slang is part of their culture and differs depending on the Hive they grew up in and even on the floor they inhabit. Therefore it is virtually impossible to understand gangsters unless the character has been some form of Rogue. Asteroid miners also form another clique that uses colloquialisms. Some warrior sects also employ secret dialects. If a character can understand these groups then they maybe able to gain useful information as they are part of the 'brotherhood'.

Lingua-Technis

Within the Adeptus Mechanicus a language is used that describes and refers to technical aspects and scientific findings. Known as Lingua-Technis, this language is mainly confined to the Tech-Priests of the Machine God. However, on highly industrialised nations or in technologically oriented cultures some

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/language_culture.shtml (2 of 4) [25/05/2002 14:45:51] Language and Culture in the Imperium elements of Lingua-Technis can be found integrated into Low Gothic.

Lingua-Technis developed during the Dark Age of Technology (in fact a golden age from the point of view of science - it is only dark in the minds of the men who now fear it). It derives from the common tongue of the time, an assimilation of English, European and Pacific languages which developed over many centuries in the American/Pacific region. This was the universal medium of written record until the Age of Strife, and was spoken as a first language by many and as a second language by almost everyone. Its idioms and vocabulary now appear archaic and mystic, many of its words have acquired religious significance over the years. It is the language of the Tech-priests and of forbidden books. A NOTE ON CULTURE

Just as there are many different dialects and accents across the Imperium, there are many different customs and traditions. The characters should be careful of their hand movements and body language as the wrong signals can deeply offend some races. The characters should be aware that cultures are different to capitalist, decadent, 20th century America. Going up to someone and giving them a 'high five' whilst shouting "what's up, dude?" can often result in a stub gun in the ribs. A quick apology is advisable at this point.

The usual greeting is to shake someone's right hand. Characters will come across races that bow (particularly on Hasaka), salute, wave, kiss and so on. The PCs could really be put in an embarrassing situation if the greeting is against their culture - I'm sure GMs can think of some good ideas.

Often the left hand is seen as insanitary and if a character waves it in a friendly fashion to a local he will be met with open hostility. On these worlds money should not be exchanged using the left hand.

On some worlds, mainly those with lower technology, martial prowess is very important: this is marked out by scars, tattoos, and 'trophies' taken from a victim. Characters who are scarred will gain +10 or more to Fel tests, but lose this bonus on more civilised worlds and will often get -10 to Fel tests. If a duel or similar engagement is fought and the PCs win then they will gain respect on the planet, but they'd better be careful of the loser and his associates.

The PCs should also be aware of the use of technology on Feudal or Feral worlds, or even on some civilised planets as technology is seen as witchcraft and the population is very wary of practitioners of the Dark Arts. The GM could set up some interesting encounters where the PCs are driven out of town for speaking to evil spirits on their comm-links. Maybe one of the PCs is captured and tried for being a witch and the rest of the party have to rescue him (or do they!). Conversely, the characters could be worshipped as demi-gods by savages after they witness the PCs performing some miracles with their equipment.

As you will see the list is endless and I won't bore you further. If you've got any more information to add,

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/language_culture.shtml (3 of 4) [25/05/2002 14:45:51] Language and Culture in the Imperium please send it to me.

The Emperor Deified

One thing is for certain that where ever one travels in the Imperium, the Emperor is worshipped as a God. Some worship Him as the saviour of Mankind, others as the protector of the weak or as a God of War. However, it is unlikely that the population of the Imperium know the true nature of the Emperor and how he came to be incarcerated in the Golden Throne.

All over the Imperium there are shrines and temples to the Emperor. The prayers, hymns and ceremonies are usually overseen by priests of the Ministorum. These priests, in the guise of missionaries, are responsible for bringing the divine Light of the Emperor to far off worlds recently embraced by the Imperium. Many missionaries have given their lives to spread the word and many will become martyrs in the future to turn humanity to the True Path of Wisdom.

Needless to say, the brave PCs could be called upon to spread the Word, or maybe they are sent to rescue a group of missionaries from a heathen planet.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/language_culture.shtml (4 of 4) [25/05/2002 14:45:51] The Primarchs Home : Appendix : The Primarchs THE PRIMARCHS

The Emperor never made the mistake of underestimating the threat of Chaos, and in order to meet that threat he put the best scientific brains on Earth to work. Weapons and spacecraft poured out of the Martian factories to bolster beleaguered forces throughout the galaxy.

The Emperor's most long-sighted plan to counter the insidious influences of the Chaos Powers was the creation of the Primarchs: genetically engineered super-humans with god-like powers. The Emperor's intention was to create a whole race of super-humans from the genetic blueprint of the Primarchs. By making them loyal and strong he hoped that they would prove immune to the malign psychic influences of Chaos.

The Primarchs were to be shining examples of humans free from the taint of corruption. The energy of the uncorrupted warp would flow through them as it flowed through the Emperor himself, invigorating them and conferring special powers such as were possessed by the shamans of old.

Unfortunately, things did not go quite according to plan. Despite the Emperor's best attempts to shield the project from the penetrating eyes of the Chaos Powers they still managed to learn of it. The Primarchs were still in their foetal stage, growing in special amniotic tanks, when the Chaos Powers combined their energies to spirit them away in an unexpectedly bold move.

Even for the Chaos Powers this kidnapping represented a colossal expenditure of energy. The Primarchs were sucked through the warp and scattered on separate human worlds in distant parts of the galaxy. The Chaos Powers did not have the resources to kill the Primarchs, but they did the next best thing which was to hide them from the Emperor. They were to remain hidden until after the wakening of Slaanesh. THE SPACE MARINES

The Emperor had lost the Primarchs and the first action of his renewed war against the Chaos Powers. The Primarchs could not be recreated and even if this were possible there was not time to do it. The birth pangs of Slaanesh grew louder and louder as the time of his waking grew near. The Emperor evolved another plan. Using genetic material which had been imprinted from the Primarchs into laboratory golems, some of their qualities could be reproduced as discrete biological organs. By implanting these organs into a young growing body a person with some of the qualities of the Primarchs could be created. In this way the first Space Marine Chapters were founded. Each Chapter utilised genetic material derived from one of the Primarchs.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarchs.shtml (1 of 3) [25/05/2002 14:45:52] The Primarchs THE GREAT CRUSADE

By the time that the warp storms were ended, the Space Marines and other Imperial forces were ready to being their reconquest of the galaxy. The forces of Chaos were already strong, and many human worlds had been taken over by Chaos Cultists or other aliens. It was a long hard struggle, but with every victory the Imperium grew stronger as new warriors joined the Great Crusade.

The initial conquests concentrated in areas where the Primarchs had been hidden. Using his psychic powers the Emperor gradually located and found each of his original creations and united them with the Space Marine Chapters created form their genetic imprints. They seemed none the worse for their brush with Chaos, having grown up to be great leaders and warriors among the local human populations. In fact this appearance of normality was to prove deceptive, for some of the Primarchs had become tainted by their early contact with Chaos. With the help of the Primarchs the Great Crusade swept across the galaxy. Humanity rose to the task of rebuilding its ancient heritage, and everywhere the alien oppressor was defeated and driven out. Chaos retreated to its own realms, to the zones of warp-real space overlap such as the Eye of Terror.

Source: Realm of Chaos: the Lost and the Damned (1990)

Number Chapter/Legion Primarch 1 Dark Angels Lion El'Jonson 2 - - 3 Emperor's Children Fulgrim 4 Iron Warriors Perturabo 5 White Scars Jaghatai Khan 6 Space Wolves Leman Russ 7 Imperial Fists Rogal Dorn 8 Night Lords Night Haunter 9 Blood Angels Sanguinius 10 Iron Hands Ferrus Manus 11 - - 12 World Eaters Angron 13 Ultramarines Roboute Guilliman 14 Death Guard Mortarion 15 Thousand Sons Magnus the Red

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16 Luna Wolves Horus 17 Word Bearers Lorgar 18 Salamanders Vulkan 19 Raven Guard Corax 20 Alpha Legion Alpharius

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarchs.shtml (3 of 3) [25/05/2002 14:45:52] Lion El'Jonson, Primarch of the Dark Angels Home : Appendix : The Primarchs : Lion El'Jonson LION EL'JONSON, PRIMARCH OF THE DARK ANGELS

Name: Lion El'Jonson

Chapter: Dark Angels

DETAILS

...The capsule of one Primarch, he who was to become known as Lion El’Jonson, founder of the Dark Angels, was dropped on an isolated planet on the northern fringe of the Eye of Terror - the death world of Caliban.

Caliban was as cruel and harsh an environment as any in the galaxy. In the bleak forest that covered the globe lived creatures that had been by Chaos, and which were of such ferocity that mere day-to-day survival was a constant struggle. The human inhabitants of Caliban were forced to live in huge fortresses and castles, located in clearings hacked from the forests of the planet. Cut off from earth by the Warp storms that savaged the galaxy in the Age of Strife, civilisation on Caliban devolved back into a semi- feudal state, with most of the population ruled over by a small warrior elite.

The nobility of Caliban were a bluff and pugnacious race. Raised from childhood to live and die by the sword, they were great warriors and extremely brave. They fought in a form of power armour much like that used by the Space Marines, and like them their main weapons were the chainsword and bolt pistol. Most other forms of advanced technology had, however, been lost, and the warrior nobility therefore rode into battle on huge warhorses known as destriers.

The nobles’ life was one of constant struggle as they fought against the multitude of chaotic creatures that threatened to overrun their small settlements. Sometimes a particularly fearsome creature would stay in one area and terrorise it, in which case the ruler of the community would declare a quest against the monster, and the nobles from all around would come and attempt to kill the beast. Slaying a quest- creature could bring honour and fortune for the noble lucky enough to kill it - more often than not though it brought only a bloody and horrific death at the teeth and talons of a hell-spawned abomination.

Such then was the planet where the young Primarch’s capsule crash-landed. Most of the other Primarchs were fortunate enough to be found and raised by the local human inhabitants of the planet they landed on. Such was not to be Jonson’s fate, for his capsule landed in a remote and isolated region of Caliban many miles from the nearest human settlement.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_lion_eljonson.shtml (1 of 5) [25/05/2002 14:49:16] Lion El'Jonson, Primarch of the Dark Angels

How Jonson survived those early years on Caliban is a complete mystery. By rights he should have died within the first few minutes he was exposed on the planet. But Jonson did not die. Somehow, as a young child on one of the most deadly death worlds in the Imperium he not only survived, but grew strong and tall. What it was like for him in those grim and dark days none can say, for there was no-one there to record the events of his life, and Jonson never spoke of those times himself. All that can be said for certain is that for a decade Jonson was forced to trust to his own wit and skill in order to survive. He had no-one to aid him, he could rely on only himself. And so it was, in this state, that at the turn of the decade since his arrival on the planet, the Primarch encountered his first humans.

The brave warrior knights he encountered belonged to a group known simply as the Order. The Order had a reputation across all of Caliban for the honesty, nobility and fearless skills of its brother-knights in battle. Uniquely amongst the knights of Caliban, then members, or brothers, of the Order were selected by merit rather than inheritance. Anyone could join the Order, no matter how low born they might be. Contingents of brother-knights from the Order travelled across the planet, giving their aid whenever it was needed.

It was while on one of their great expeditions that a band from the Order came upon the wild man that lived in the forests. Thinking him a monster, the knights were ready to kill the Primarch when one of their number, sensing that there was something more to the creature than was at first apparent, halted his fellows. Luther, for such was the name of the Primarch’s saviour, and the other knights returned to civilisation, taking with them the man born of the forest.

Because of his appearance and the place of his discovery, the Order gave the wild man the name of Lion El’Jonson, which meant ‘The Lion, the Son of the Forest’. Jonson easily adapted to the ways of humans, learning to speak remarkably quickly. But of his time growing up in the forest he never spoke.

Within the fortress monastery of the Order of the Primarch was assimilated into human society on Caliban. There he and Luther formed a close friendship. It appeared that the two men filled in the gaps in each other’s personality. Where Jonson was temperamental and taciturn, Luther was charming and charismatic. Where Luther was rash and emotional, Jonson was a brilliant strategist and unstoppable once decided upon a course of action. They realised that they complimented each other and, as such, became an incomparable team.

Over the following years Jonson and Luther rose through the ranks of the Order. Their exploits became the stuff of legend on Caliban, and the reputation of the Order rose accordingly. The number of young warriors wishing to join the Order grew and grew, so that in time many new fortress monasteries had to be built. As the Order grew in size Jonson and Luther argued for a crusade against the monsters that infested the forests, to cleanse the planet once and for all of their foul presence. The oratory of Luther convinced the Grand Masters of the monasteries and most of the nobles of the planet to join in the crusade, but it was Jonson’s supreme ability at planning and organisation which ensured that within the course of a single decade the entire planet of Caliban was cleared of the monstrous creatures that had once inhabited it. A golden age dawned for the inhabitants of the once troubled planet.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_lion_eljonson.shtml (2 of 5) [25/05/2002 14:49:16] Lion El'Jonson, Primarch of the Dark Angels

In recognition of his triumph against the creatures of Chaos Lion El’Jonson was proclaimed new Supreme Master of the Order and Caliban. Although Luther did not openly begrudge Jonson the honour he had won, he would not have been human if he did not feel some twinge of jealousy. Thus was lit the first small spark that would lead to the schism which would tear the Dark Angels Chapter apart. But all this was in the future - for the present the people of Caliban enjoyed a time of peace and plenty.

Meanwhile, unbeknown to Jonson and the people of Caliban, the Emperor was waging his Great Crusade across the galaxy, reuniting humanity and purging entire star systems of their alien oppressors. As the Imperium’s wave of conquest advanced across the galaxy, Imperial Scouts rediscovered the isolated world of Caliban.

It was not long before the Emperor was at last reunited with the Primarch and was filled with joy as would be a father on finding his lost son. The Emperor’s first action was to give Lion El’Jonson control of the Dark Angels Legion. This body of Space Marines had been created by the Emperor from its Primarch’s gene-stock and had fought alongside the other Imperial forces as the Great Crusade was waged across the galaxy.

Caliban was made the home world of the Dark Angels and the whole of the Order moved to join its ranks. Those knights who were still young enough had the Legion’s gene seed implanted within them, while those too old for this process underwent surgery to transform them into elite warriors of the Imperium. The first to be brought into the Legion in this way was Luther, who became Jonson’s second- in-command, just as he always had been within the Order.

The Great Crusade, of course, had to go on: there were countless human worlds that were still under the influence of Chaos or suppressed by the harsh rule of alien races. So it was that Jonson and many of the Dark Angels set out with the Emperor to continue the battle for humanity and Luther was left behind in charge of the remainder of the Legion on Caliban. Despite the importance of Luther’s position, it was not one that suited his ambitious personality.

As Jonson’s fame spread throughout the galaxy and reports of his great deeds and prowess in battle reached the Legion’s home world, Luther felt robbed of his share of the glory. He wanted the fame and recognition that he felt he deserved as Jonson’s equal. His role as planetary governor of some half- forgotten backwater world seemed more and more to him like an insult. The seed of jealousy and dissension that had been planted within Luther when Jonson was made the Supreme Master of the Order now began to grow and rankle within his heart as the Primarch became more and more celebrated and famous.

Then came the terrible days of the Horus Heresy. As the Emperor fought Warmaster Horus for the possession of the Earth, Lion El’Jonson was far away fighting for humanity alongside Leman Russ, Primarch of the Space Wolves Legion of Space Marines. Hearing of the potentially disastrous proceedings taking place around the Earth, the two generals hurried back as quickly as they could.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_lion_eljonson.shtml (3 of 5) [25/05/2002 14:49:16] Lion El'Jonson, Primarch of the Dark Angels Coming into Earth’s orbit they realised that they had arrived too late. Events had already taken their terrible course and the cataclysmic final battle was over. The forces of Chaos had been defeated, but they had left the Imperium in ruins. And for Jonson one final, shattering betrayal remained to be discovered on his return to his home world of Caliban.

It had been many long years since Jonson had been to Caliban, and he longed to see his home world once more. As the unsuspecting ships of Jonson’s fleet moved into orbit they were met with a devastating barrage of defence laser fire. Ships exploded into flame and crashed to the surface like monstrous comets. Stunned by the attack, Jonson withdrew and attempted to find out what had happened.

A captured merchant ship soon provided the answer: Luther had used his skills at oratory to lead the Dark Angels under his command to the path of Chaos, instilling his own feelings of jealousy and rage in the Dark Angels who had been left on the Caliban during the Great Crusade. Luther had convinced them that they had been shamed, that the Emperor had turned his face from them.

While Jonson and those Space Marines who had gone with him battled for humanity light years away, Luther’s feelings of anger and jealousy had grown within him like a corrupting canker until they were his only purpose and driving motivation. Luther was now a man obsessed, whose own neuroses had pushed him over the edge and made him dangerous beyond imagining.

The fury of Jonson and the loyal Dark Angels at learning this horrible information knew no bounds. They had fought from one end of the galaxy to the other and thought that the curse of Chaos had been cleansed from the planets of the Imperium, and now they found that their own home world and their own brethren, had been corrupted and turned against them. Jonson immediately ordered an assault on the planet, driving the rebel Dark Angels back to their fortress monasteries.

Knowing that one surgical strike was all that was needed to end the conflict Lion El’Jonson led an assault on the greatest monasteries himself. He knew that this was where he would find Luther: and so it was that there, the two former friends, now mortal enemies, faced each other. Even thought the Primarch possessed superhuman powers, the two opponents were equally matched, for Luther’s own, already considerable abilities, had been enhanced by the dark gods of Chaos.

What followed was a fight of titanic proportions during which the two equally-matched adversaries laid blow for blow against each other, tearing down the monastery around them until the whole massive edifice had been levelled by their battle. Meanwhile the massed guns of the fleet carried on pounding the planet, reducing the fortress monasteries to rubble. The very surface of Caliban began to crack and heave under the strain of the bombardment.

As the planet itself started to break apart, the battle between Jonson and Luther reached its climax. Luther, weakened by the long combat, staggered and fell, leaving himself open to a death blow from Jonson’s power sword. But Jonson could not bring himself to strike the fatal blow. As he hesitated, Luther, aided by the powers of Chaos, unleashed a furious physic attack that knocked Jonson to his knees

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_lion_eljonson.shtml (4 of 5) [25/05/2002 14:49:16] Lion El'Jonson, Primarch of the Dark Angels and left him mortally wounded. But as the dying Primarch struggled to stand, his noble features racked with pain, it was as if a curtain was lifted from Luther’s eyes and he realised the full extent of what he had done. His was a triple betrayal: of his friend, of the Dark Angels, and of the Emperor. The truth shattered his sanity and he slumped down beside Jonson, no longer willing to fight.

Luther’s psychic cry of pain and despair echoed through the warp and the Chaos gods realised, that once again, they had been defeated. They lashed out in fury and frustration. A rent appeared in the very fabric of space and a warp storm of unprecedented fury engulfed Caliban. In an uncontrollable, swirling flood of psychic energy the warp rushed into the physical universe. Those ‘fallen’ Dark Angels who had served under Luther his clandestine masters were sucked from the face of Caliban into the warp and scattered throughout space and time. Caliban, already weakened by the loyal Dark Angels bombardment, was ripped apart and destroyed, the debris being sucked into the warp.

The only part of the planet that survived the storm was the huge fortress monastery where Jonson and Luther had fought. Protected by force fields of awesome power the monastery and a huge chunk of the bed-rock of Caliban held together. When the storm abated this was all that was left of the once magnificent home world of the Dark Angels.

The Dark Angels flew down to the dark surface of the rock and gazed about them in horror at all that remained of their once beautiful home world. The great fortress had been razed to the ground and of all the living things that had once teemed across the face of Caliban only one remained. At the heart of the ruined wasteland the Space Marines found Luther. The warriors were unable to get anything coherent out of the shell of the man who had once been Jonson’s closest friend and second-in-command. Luther just constantly repeated the same words over and over again: The Primarch had been carried away by the Watchers in the Dark and one day he would return to forgive Luther for the terrible sins he had committed. Of the mighty Primarch, Lion El’Jonson, there was no sign.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_lion_eljonson.shtml (5 of 5) [25/05/2002 14:49:16] Fulgrim, Primarch of the Emperor's Children Home : Appendix : The Primarchs : Fulgrim FULGRIM, PRIMARCH OF THE EMPEROR'S CHILDREN

Name: Fulgrim

Chapter: The Emperor's Children

DETAILS

The Emperors Children Space Marine Legion was dispatched to pacify the rebel Warmaster Horus at the start of the Heresy, before the Emperor knew the full scale of Horus' abomination. At first Fulgrim, Primarch of the Emperors Children, tried to negotiate with the Warmaster and dissuade him from his rebellion. While they parleyed Fulgrim was corrupted by the Warmaster. A tendril of power from the Chaos God Slaanesh insinuated itself into Fulgrim's mind and began to slowly bend him to the will of the Lord of Pleasure. Fulgrim resisted staunchly at first but little by little his fortitude was eroded away as his enhanced senses were stimulated beyond endurance and whispered promises awoke unspoken desires. Eventually Fulgrim's mighty will was broken and he joined Horus, surrendering to the hedonistic pleasures of Slaanesh. As Fulgrim delved deeper into depravity the Emperors Children followed him into heresy.

In the war against the Imperium Fulgrim led the Emperors Children in an orgy of destruction against the undefended civilian populations of a dozen systems, slaughtering and enslaving millions in pursuit of their pleasures. When the Warmaster was slain by the Emperor Fulgrim fled to the Eye of Terror, with the remaining Emperors Children.

Centuries of worship have changed Fulgrim beyond all recognition. Serpent bodied and many armed, Fulgrim has been twisted into a monstrous daemonic creature. Despite his monstrous appearance Fulgrim radiates a strange beauty and physical attraction, captivating and transfixing all who encounter him. Clouds of pastel coloured soporific musk billow around Fulgrim wherever he goes, weakening the will and awakening disturbing desires in those who breathe in the heady musk.

Source: Renegades (1992)

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_fulgrim.shtml [25/05/2002 14:49:16] Perturabo, Primarch of the Iron Warriors Home : Appendix : The Primarchs : Perturabo PERTURABO, PRIMARCH OF THE IRON WARRIORS

Name: Perturabo

Chapter: Iron Warriors

DETAILS

On one world a black sun stands in a white sky and smoky threads pour from it onto a tangled black city - this is said to be the homeworld of the Daemon Prince Perturabo, formerly the Space Marine Primarch of the Iron Warriors.

Source: Realm of Chaos: the Lost and the Damned (1990)

The Iron Warriors once formed the Emperor's most able body of siege troops. The Iron Warriors' Primarch, Perturabo, excelled in siege and trench warfare above all else and his treatise on fortifications and their destruction formed the basis of several sections of the Tactica Imperium.

Source: Codex: Chaos Space Marines (1999)

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_perturabo.shtml [25/05/2002 14:49:16] Leman Russ, Primarch of the Space Wolves Home : Appendix : The Primarchs : Leman Russ LEMAN RUSS, PRIMARCH OF THE SPACE WOLVES

Name: Leman Russ

Chapter: Space Wolves

DETAILS

Leman Russ is one of the most famous of the ancient heroes of the Imperium. Many legends tell of his deeds during the dawn of Imperial history.

He was one of the twenty bio-engineered superhumans who would become the founding fathers, or Primarchs, of the original Space Marine Chapters. They were created by the Emperor to be stronger and tougher than any Human before or since. From their bio-engineered genes the Space Marines were cloned, yet even they were a pale reflection of their awesome progenitors, whose genetic material had to be diluted a thousand times for a single Marine.

Even before his birth, Leman Russ was the subject of titanic events. As the twenty foetal Primarchs slowly developed. suspended in their bio-support medium, Daemonic eyes observed them from the warp. The Daemons saw the pink and naked Primarchs lying in their amniotic tanks, and perceived the Emperor's plan. From the twenty Primarchs, a whole race of superhumans would be created. They would be Humanity's greatest champions and the scourge of aliens and Daemons alike. The Daemons saw this and raged. Aware that they could not face the Emperor himself, for he was a being of god-like power, the Daemons hatched a plan. Combining their strength, they broke down the mental barriers constructed by the Emperor to cloak the infant Primarchs, and, prevented from hurting them, sucked them into the warp. The babes were scattered throughout the galaxy, thrown onto twenty different worlds to be adopted by whatever parents they could find - parents that were not always Human.

Thus it was, on the planet of Fenris, that a mewling infant was discovered by a she-wolf as she hunted for her new-born cubs. A lesser child would have been torn apart by the giant wolf that stood as tall as a man, but no such fate would befall this golden man-cub with eyes like a wolf-king. Gently taking the child in her mighty jaws, the she-wolf bore him back to the safety of her cave, where he grew up amongst the wolf pack as part of the she-wolf's family. Within a few short years the child was an adult, for as a Primarch he was more than a normal man and grew as rapidly as his wolf-brothers.

He might have lived out all of his years with the wolves had not Thengir, King of the people of Russ, sent his hunters into the forest to clear the pack from his land. The old grey she- wolf, and many of her cubs

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_leman_russ.shtml (1 of 3) [25/05/2002 14:49:17] Leman Russ, Primarch of the Space Wolves and claw-kin, died upon the spears and arrows of the King's hunters, but the wolf-man was spared, and brought, bound and gagged, before King Thengir himself.

The King took the wild man from the forests into his care, and named him Leman - Leman of the Russ. Amongst men for the first time in his life, Leman quickly learned their skills. showing a natural aptitude for the way of the warrior. He mastered their weapons - iron axes and swords - and won many glorious victories. Great tales were told of his strength and courage: how he could pluck a tree from the ground and break it over his knee; how he could stand against a hundred men in battle, and within mere minutes have them begging for mercy; and how he could consume an entire ox and wash it down with a whole barrel of beer. When Thengir died, Leman became King of the Russ.

Under his leadership they won many victories, for in battle Leman was all but invincible. When his armies marched, the howling of wolves heralded their path; when he fought. a pair of giant wolves battled by his side. Kings themselves, they were Freki and Geri, his wolf-brothers that had escaped from the King's hunters, and now had countless wolf-packs of their own to command.

The tales of King Leman were told far and wide, and came to the notice of the Emperor himself. Recognizing the power of a Primarch at work, he travelled to Fenris and confronted the Wolf-King, who blindly refused to pay him homage as the Master of Mankind. Challenged, Russ boasted that he could out- eat the Emperor, and proceeded to consume three whole oxen, forcing the Emperor to back down. Russ boasted he could out-drink the Emperor, and drained the royal cellars dry to prove the point. Russ boasted he could defeat the Emperor in combat: the Emperor held his powerglove aloft for a moment and brought it down on the Primarch's head, felling him with a mighty blow which would have killed a lesser man. Leman Russ admitted defeat, acknowledged the Emperor, and swore to serve him faithfully.

Within years, all the Primarchs had been found, and became the fathers of twenty Chapters of Space Marines. Leman Russ became the progenitor of the Space Wolves and was counted as a loyal servant of the Emperor.

Within a hundred years the Space Marines had reconquered the galaxy, and the Imperium was born. Throughout the Great Crusade the Space Wolves were at the front line, their leader at the head of the battle with two great wolves at his side, his coming announced by the howling of the pack.

On the world of Dulan, the Space Wolves and Dark Angels were to assault an enemy held fortress. Russ claimed the right to lead the attack, but 'Lion' El'Jonson, commander of the Dark Angels, refused and started the attack early. Russ was furious, and began a feud which was to continue for three centuries. The Emperor intervened to quell the fighting, and ordered that the disagreement be settled with a duel. Leman Russ faced his friend in combat and took a blade through the heart; the duel was declared a draw, and the normally fatal wound healed within weeks.

The Primarchs were to fight four more times before the death of El'Jonson. Friends to the end, they were united by shared rivalry and sense of honour. The feud would arise again, but not in Russ's lifetime.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_leman_russ.shtml (2 of 3) [25/05/2002 14:49:17] Leman Russ, Primarch of the Space Wolves

Then came the betrayal. Like Russ, Horus was a Primarch. Unlike Russ he bore the title of Imperial Warmaster. and had complete control over five Chapters of Space Marines. Perhaps Horus was tainted by Chaos when abducted as a babe, or perhaps he was weakened by the exposure to the warp. Whatever the cause, Horus was responsible for the largest treachery Mankind has even known. In a single moment he threw away his love for the Emperor and the Imperium, he cast his pride into the dirt, discarded everything he stood for, and struck out. Across a hundred worlds, a thousand million men wept for their Emperor, who had been so cruelly betrayed by a man he called friend. For the first time, Marine would fight Marine in what would become known as the Horus Heresy.

Source: White Dwarf 117 (1989)

Leman Russ was the most ferocious of the Primarchs, a giant even among the Emperor's chosen, a great brawling warrior, fiercely loyal to his friends and a terror to his enemies. He was said to be the most headstrong of the Primarchs but was undoubtedly one of the most brilliant military commanders in an age of great generals. Leman Russ vanished ten thousand years ago, no-one knows where to. It is said that he will return in the Last Days to lead his people into the final battle when Warmaster Horus, the Great Evil One, will return from the Eye of Terror and the forces of darkness will overwhelm the universe, Russ's people - the Space Wolves - guard the gateway to the Eye of Terror and wait for the last battle.

...According to their own tradition, the Space Wolves were pivotal in one of the early campaigns in the war, when an entire Legion attacked and devastated the Thousand Sons Space Marines on their homeworld of Prospero. The cyclopean giant Magnus the Red, is said to have fought Leman Russ whilst all around the rival Space Marines battled for supremacy. Eventually the Thousand Sons gave way, and Magnus the Red fled with what remained of his forces. It was whilst pursuing the Thousand Sons that the Space Wolves lost the thirteenth Wulfen company...

...The Space Wolves were not present during the final battle for Earth which ended the Heresy and doomed the Emperor to a living death in the stasis field of his Golden Throne. Afterwards Leman Russ was to rage against events that kept him from his beloved Emperor. He led the Space Wolves deep inside the Eye of Terror in pursuit of the renegade Space Marine Legions of Chaos...

Source: Codex Space Wolves (1994)

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_leman_russ.shtml (3 of 3) [25/05/2002 14:49:17] Rogal Dorn, Primarch of the Imperial Fists Home : Appendix : The Primarchs : Rogal Dorn ROGAL DORN, PRIMARCH OF THE IMPERIAL FISTS

Name: Rogal Dorn

Chapter: Imperial Fists

DETAILS

...As the rebel forces slowly closed the draw-string upon the loyalist troops, the Emperor took up a defensive position with his bodyguard and Primarch Rogal Dorn of the Imperial Fists...

...Within a matter of seconds the teleport links were keyed to Horus's Barge and the Emperor, his immediate entourage and two loyal Primarchs, Rogal Dorn of the Imperial Fists and Sanguinius of the Blood Angels, were transported right into the nest of Horus itself...

..."Sire, what are your orders?" asks Rogal Dorn, massive dark-haired Primarch of the Imperial Fists. His golden armour has lost its lustre, is dented in a dozen places by bolter shells. The Emperor doesn't answer. He is lost within himself seeking answers to his own questions...

...Rogal Dorn enters the chamber. Horror fill him as he sees the mutilated form of the Emperor and the shrivelled husk inside the Warmaster's armour. He curses himself for taking so long to fight through the Chaos hordes. He knows now why their attacks ceased and why the ship is returning to normal.

He rushes to the Emperor's side, detecting the faint pulse of life. Perhaps there is yet hope. Perhaps the ruler of the Imperium may live. Dorn will do his best to ensure it...

Source: Realm of Chaos: the Lost and the Damned (1990)

"Oh Dorn, the dawn of our being Let your sun shine on us, your sons; Oh Primarch, precursor, asperge us..."

...The kink in the Primarch's gene-seed might indeed confer will power in regard to enduring pain, even a fascination with torment...

"And after the Venerable Dorn had rescued the mutilated, charred living corpse of the Emperor in the

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_rogal_dorn.shtml (1 of 4) [25/05/2002 14:49:18] Rogal Dorn, Primarch of the Imperial Fists wake of that direst of victories against the renegade Horus," declaimed moon-faced combat Chaplain Lo Chang in chapel; "and after he had overseen the construction of the Golden Throne, guided by the Emperor's mighty spirit as He lay in life-support; and after Rogal Dorn had witnessed the transfer of that unquenchable divine husk into the Great Psychoprosthetic Throne, lo, afterwards our Primarch lived for another four hundred and thirteen years..."

"And the Deeds of Rogal Dorn thereafter compose an entire hagiography, which we will now start to consider in detail - commencing with our Primarch's role in the expulsion of the renegade Iron Warriors from the Human Imperium into the forbidden zone known as the Eye of Terror, a region about which we speak softly if at all..."

...For the first time the new initiates beheld the inner chapel, of cloudy veined marble, to the Emperor Deified - vermilion threads in the milky crystalline limestone were like His agonised psychic sendings that pierced the veils of luminous nebulae.

Directly opposite was the inner chapel to Rogal Dorn, crafted of blocks of compressed sulphurous amber divided by striations of lapis lazuli - and housing the Fist's holiest relic: the mighty skeleton, embedded in clear amber contoured to body-form, of the Primarch himself.

The initiates all kneeled, staring at those great bones within that jaundiced false-fossil resinous flesh. At a signal from the Reclusiarch the lights dimmed, all but one bright narrow shaft descending aslant from a hole in the centre of the stellar vault as though it were liquid starlight. The beam illuminated an altar carved from a block of solid jade, where a knife and a whisk and a chalice were laid upon a cloth of gold. From behind the altar the Reclusiarch lifted an oval convex mirror, framed by the spinal column of some alien bent into a hoop around it, the knobbly vertebrae enchased with potent runes. Intoning a liturgy, he tilted that silvered glass so that reflected light sprang at the skeleton, bathing it. The amber promptly fluoresced - a bilious olive hue, so that the mock-flesh appeared alive again, though gangrenous. The Primarch's dead limbs were momentarily restored, all be it clad in a semblance of translucent rotting tissue. Complete, except in one respect...

"Mani manet cum nostris semper in aeternum, Primarche!" the Reclusiarch chanted in the hieratic religious tongue, which his listeners only comprehended to be a blend of sacred plainsong and occult invocation. "Interficere est orare, Primarche!"

Then he turned and translated into Imperial Gothic: "Thy hands remain with us always, Primarch. To slay is to pray."

The Primarch's hands were missing...

As soon as the Reclusiarch moved to restore the mirror to its hook, the fluorescence of the amber faded. Now he lifted the whisk and moved to flick the little brush with swift, sure gestures over the demi-devine dead paladin, commencing at his massive shoulders, descending reverently to his feet, almost as if

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_rogal_dorn.shtml (2 of 4) [25/05/2002 14:49:18] Rogal Dorn, Primarch of the Imperial Fists dusting him - yet with quite a different consequence. For the shorn hairs on the head of every initiate, and on any other hirstute parts of their bodies, prickled and stood on end, as though an electrifying ghost briefly shared their body-space with them.

Restoring the brush to the altar, the Reclusiarch lifted the sharp little knife and the chalice. He knelt before Dorn and held up the knife.

The Primarch's hands were both missing...

Genuflecting, the Reclusiarch carved generous parings of amber from one toe, then another, dropping these into the chalice. Rising, he turned to the initiates and raised that cup, now glowing. Effervesence was occurring within. Aromatic white fumes arose from bubbling oil of amber.

"Respire corpus memoria! Breathe the memory of my flesh!"

As he bore that hot chalice along the row of initiates, so each in turn inhaled a heady, strangely fragrant whiff. Fresh molten amber must be added subsequently to the shaved toes to replenish what was taken - unless, unless the amber grew of its own accord like veritable flesh due to the miraculous proximity of those bones.

When the Reclusiarch passed back again, each initiate must hold out his middle finger, pointing stiffly forward from his fist. That little knife slashed sharply, circumcising the tip of the digit, and even before the Larramen cells could clot - or perhaps the blade was treated with some special anti-coagulant - a sprinkling of bright blood fell like rubies from each fingertip to mingle in the chalice.

Lifting the chalice to his lips, the Reclusiarch drank the potion of hot amber oil blent with blood.

"Egos vos initio in Pugnorum Imperialorum fraternitate, in secundo grado," he sang out. "And after you return from your expedition as Scouts," he promised, "other secretions from your body will be blent in this same chalice of the Primarch - which was once His very drinking cup! - during your induction into the third degree of Brotherhood; though that in itself will only be the superficies of the third degree ceremony..."

The lights brightened.

Where were the Primarch's hands...?

Upon the marble wall to each side of the altar were mounted two sizeable ormolu shrines, the double doors of which depicted ancient, angular types of Marine armour.

The Reclusiarch threw one set of doors open, then the other.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_rogal_dorn.shtml (3 of 4) [25/05/2002 14:49:18] Rogal Dorn, Primarch of the Imperial Fists

In transparent stasis-cases within, with magnilenses inset, hung Rogal Dorn's fleshless fists, entire, scrimshandered with intricately wrought tiny miniatures of heraldic honours.

"It is the privilege of the Commander of our chapter alone to inscribe his heraldry as minutely as he can upon these sacred bones," declared the Reclusiarch.

Even so, much of the available surface area of each bone was etched.

Thousands of years of commanders, thousands of years of tradition...

Source: Space Marine by Ian Watson (1993)

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_rogal_dorn.shtml (4 of 4) [25/05/2002 14:49:18] Night Haunter, Primarch of the Night Lords Home : Appendix : The Primarchs : Night Haunter NIGHT HAUNTER, PRIMARCH OF THE NIGHT LORDS

Name: Night Haunter

Chapter: Night Lords

DETAILS

...Even after Horus had been defeated the Night Lords continued to attack the Imperium from their homeworld deep in the wilderness area of space known as the Eastern Fringes, though increasingly without any discernable plan or motivation for their steadily more murderous attacks. Finally the Imperial Assassin M'Shen was able to infiltrate the Night Lords' base and slay their Primarch and with this act the Night Lords quickly stopped being an organised threat to the Imperium.

The survivors made their way to the Eye of Terror, where they continue to take part in raids on the Imperium to this day...

Source: Codex Chaos Space Marines (1999)

One of the strangest assassinations in the Officio Assassinorums' records is that of the Space Marine Primarch Konrad Curze. When his Legion, the Night Lords, turned traitor during the Great Heresy, Konrad became known as Night Haunter. A Callidus Assassin managed to locate Night Haunter within the Eye of Terror and killed him. What makes this case so different is the belief that Night Haunter is the only Primarch definitely known to have been assassinated, and that Night Haunter's powers of foresight had forewarned him of the assassination attempt, but he took no extra precautions to defend himself, claiming that the Imperium's actions vindicated his decision to rebel against the Emperor.

Source: Codex Assassins (1999)

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_night_haunter.shtml [25/05/2002 14:49:18] Sanguinius, Primarch of the Blood Angels Home : Appendix : The Primarchs : Sanguinius SANGUINIUS, PRIMARCH OF THE BLOOD ANGELS

Name: Sanguinius

Chapter: Blood Angels

DETAILS

...The Blood Angels had fought long and hard since the bombardment began. They were already battle weary, but within them the human spirit burned as vigorously as ever. The winged Primarch Sanguinius seemed to be everywhere at once. Wherever the fighting was thickest he appeared, soaring over the battlefield and swooping down upon the daemonic hordes below. Together with his Space Marines he had defied the might of Angron, the Chaos Primarch of Khorne whose World Eater Chaos Space Marines had devastated a hundred human worlds. Yet the onslaught was too great, and the Blood Angels had been beaten back to the Ultimate Gate in the Emperor's Palace.

As the Emperor and his Primarchs gathered for a final stand, Horus made the fatal mistake which cost him victory. To this day no-one can say why Horus chose to drop the defensive shields around his ship, allowing the Emperor to teleport aboard and destroy Horus. Historicii of the Adeptus Terra point to the expected arrival of the Space Wolves and Dark Angels Legions, maintaining that Horus was deliberately throwing down a challenge to the Emperor in an attempt to lure him into a trap. If this is correct, Horus was determined to resolve the conflict before the arrival of the other Space Marine Legions. But it seems unlikely that Horus did not know the relief force was still several days away. Even with these additional Space Marines it is hard to imagine how the Emperor could defeat the inexhaustible hordes of Chaos. The Ecclesiarch Deacis IX wrote, 'Perhaps it was some vestige of humanity within the monster that he had become which finally betrayed Horus. His love for the Emperor, once sincere but long since turned to hate, may yet have overcome Chaos in the end'. Maybe it was so. The veil of history was drawn over those events ten thousand years ago, and such things will never be known for certain.

According to all records of those troubled times the Emperor, Sanguinius, and a small force of Space Marines in Terminator armour boarded the Warmaster's space fortress. The story has become part of the folk-myth of the lmperium, and is told a hundred different ways, but on the following details most versions agree. As they materialised the boarding party found themselves divided, and Sanguinius was positioned closest of all to Horus himself, It is said that the Warmaster offered Sanguinius a place beside him, a Princedom in Hell, and everlasting life as a minion of the Chaos Gods. For the last time in his life Sanguinius renounced Chaos and prepared for battle. Horus was once the most mighty of all the Primarchs, Now he bore heinous marks of his Chaos Masters. He was swollen with power, gigantic of

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_sanguinius.shtml (1 of 3) [25/05/2002 14:49:19] Sanguinius, Primarch of the Blood Angels size and distorted in his daemonic form. Now he was more powerful than any mortal creature. For his part Sanguinius still bore the wounds of his battle on Earth. He had fought Daemons and survived, but against Horus he was as an insect to a hungry and gigantic monstrosity.

It was a short and bloody battle before the brazen throne of Horus. The blade of Sanguinius sang as it spun through the air, cutting and stabbing at the Warmaster's armour. The armour of Horus bled where that blade touched it, for now the Warmaster and his armour were one, it had grown to be part of him. It was not for long that Horus endured this whirling dance. He lashed out clumsily. Lightning claws arced through the air, catching upon bulkheads and doors, tearing great gashes and sending molten metal shrieking across the floor. Soaring over Horus' head, Sanguinius easily avoided those sluggish strokes, and eagerly sought out a weak spot in Horus' defences. As he flew he spotted a damaged link of armour on the Warmaster's neck, and Sanguinius stabbed out with all his remaining strength. His blade lodged at once in the Warmaster's armour. Horus screamed more with anger than with pain, and reached out to strike the winged Primarch. Steel talons dripping with plasmic energy closed upon the winged Angel of Baal.

According to some versions of the tale it was this wound that Sanguinius struck which opened a chink through the armour of Horus, enabling the Emperor to slay his enemy. The Blood Angels certainly say as much in their doctrine. They pray to Sanguinius as they do to the Emperor, for he remains their patron and guide in death as he once was in life. In any case, when the Emperor found the Warmaster it was as he stood over the broken body of Sanguinius, the Primarch's wings twisted and feathers still at last. The rest of the tale has no direct bearing upon the future of the Blood Angels and is well known. Suffice to say the Emperor defeated Horus after a long and hard-fought battle in which the Emperor was himself mortally wounded, and after which he was placed in the eternal stasis of the Golden Throne from which he has ruled the Imperium ever since.

After the final battle was over, and the forces of Chaos were retreating towards the Eye of Terror, the established Space Marine Legions were reorganised into the smaller Space Marine Chapters. The Blood Angels had lost many warriors in the war, but worst of all the genetic banks which provided their implants had been partially destroyed. The only way to make good the damage was to reculture gene- seed from the body of Sanguinius, the Primarch whose genetic structure had been used to create the Blood Angels. Live germ cells were isolated within Sanguinius' body, and eventually new implants were cultured. In this way the Chapter was rebuilt using the gene-seed of Sanguinius taken from his dead body. At the time all seemed well, and it was only over the following millennia that the gene-seed showed traces of mutation. Such matters are not unusual. Every Chapter's gene-seed is subject to a process of evolution or decay, and so must be vigorously examined and periodically purged of fault. As a result most Chapters have idiosyncracies, but in the case of the Blood Angels these were to prove very strange indeed.

THE BLACK RAGE

The Blood Angels are unique in that their genetic implants were cultured from the dead body of their

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_sanguinius.shtml (2 of 3) [25/05/2002 14:49:19] Sanguinius, Primarch of the Blood Angels Primarch. Deeply engraved within the gene-seed is the encoded experience of the winged Primarch, and most deeply imprinted of all is the memory of his final battle with Horus. Over many centuries this genetically encoded vision of darkness has haunted the Chapter. On a subliminal level it affects everything the Blood Angels do and everything they are. It disturbs their sleep with nightmarish recollections, and it colours their imagination with gory images of sacrifice. For the most part these things dwell deep in the unconscious mind, and form an unspoken bond amongst the brotherhood of the Blood Angels.

Sometimes an event or circumstance will trigger the ancient encoding. This happens only rarely, often upon the eve of battle, but it is likely to be a fatal experience for the Blood Angel warrior whose mind is suddenly wrenched into the distant past. The Black Rage overcomes him, the memories and consciousness of Sanguinius intrude upon his own mind, and dire events ten-thousand years old flood into the present. To others the Space Marine appears half mad with fury: he is unable to distinguish past from present, and does not recognise his comrades. He may believe that he is Sanguinius upon the eve of his destruction, and that the bloody battles of the Horus Heresy rage around him. As well as Sanguinius' memories the genetic imprint releases other attributes of the Primarch, and the Space Marine is suffused with incalculable power.

On the eve of battle the Blood Angels bend their thoughts to prayer and to the sacrifice of their Primarch so many centuries since. As the Chaplains move from man to man, blessing each in turn, they note those amongst the brotherhood whose eyes may seem a little glazed, or whose speech may appear slurred or excited. For these are signs that within this warrior the past is stirring. The prayers go on. Some, almost all, overcome the ancient intrusion into their minds. All their warrior's training is directed at controlling it, beating it down into the depths of their being. But for some the imprint of Sanguinius is too strong, the memories too loud and demanding. As the Chaplains chant the Moripatris, the Mass of Doom, the chosen ones fall into the arms of their priests, and are taken away. They are the Death Company.

The Death Company is arrayed in black armour upon which are painted red saltires, crosses of blood red which symbolise the sacrifice of Sanguinius. The Chaplains often remain with the warriors as they pass through the initial period of fever. They rave aloud and their bodies are wracked with convulsions as they relive in their minds the final battle between Horus and Sanguinius. Eventually the fever passes but the warrior's sense of identity is changed forever. In his mind he is both Sanguinius and himself. He is suffused with the death agonies of the winged Primarch, and his consciousness is divided between the past and present. He knows that death is upon him. Death in battle, fighting at the Emperor's side, against the foes of the Blood Angels...

Source: White Dwarf 168 (1993)

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_sanguinius.shtml (3 of 3) [25/05/2002 14:49:19] Angron, Primarch of the World Eaters Home : Appendix : The Primarchs : Angron ANGRON, PRIMARCH OF THE WORLD EATERS

Name: Angron

Chapter: World Eaters

DETAILS

...Angron of the World Eaters genuinely thought that he alone could save humanity from destruction...

Source: Realm of Chaos: the Lost and the Damned (1990)

Angron was one of the super human Space Marine Primarchs created by the Emperor of mankind in an effort to battle against the tide of Chaos. From Angron's genetic material the Emperor created the World Eaters Space Marines. Angron fought innumerable campaigns alongside Horus and deeply respected his ability as a great military tactician and his sense of honour and pride as a warrior.

Angron was the first Primarch to join Horus in revolt against the Emperor, for Angron knew Horus as a brother and supported the Warmaster in demanding a new order of discipline and martial value as the only way to save mankind from destruction. Once the rebellion turned into full scale civil war Angron and the World Eaters were drawn into bloodier and bloodier conflicts. He realised too late that instead of saving the Imperium they were destroying it, but his pride prevented him withdrawing from the war and his good intentions became his downfall as he was drawn into the embrace of Chaos.

The World Eaters had always been the most savage and warlike Space Marines and Angron led them in the worship of Khorne, god of war and bloodshed. Though Angron's loyalty to the Imperium was once exemplary, Khorne appealed to his honour and martial pride more than the Emperor ever could. As a Champion of Khorne Angron led the World Eaters through some of the greatest and bloodiest battles of the Horus Heresy, including the assault on the Imperial palace. When the Heresy failed and Horus was slain, Angron and his Waorld Eaters battled halfway across the galaxy to reach the Eye of Terror and the Daemon world Khorne had prepared for them.

Khorne has wrought many changes in Angron during the Primarch's service. Angron is now a hulking, muscular giant with skin the colour of spilt blood. His face is bestial and fang filled, his eyes milky white without iris or pupil. Angron fights with a mighty Chaos blade of black glowing iron etched with runes of doom and destruction. His voice is like the roaring of a mighty storm and mortals quail at his

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_angron.shtml (1 of 2) [25/05/2002 14:49:19] Angron, Primarch of the World Eaters approach...

Source: Renegades (1992)

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_angron.shtml (2 of 2) [25/05/2002 14:49:19] Roboute Guilliman, Primarch of the Ultramarines Home : Appendix : The Primarchs : Roboute Guilliman ROBOUTE GUILLIMAN, PRIMARCH OF THE ULTRAMARINES

Name: Roboute Guilliman

Chapter: Ultramarines

DETAILS

The capsule containing the developing form of one Primarch fell upon the world of Macragge. This was a bleak but not inhospitable world that mankind had inhabited for many centuries. Its industries had survived the perils of the Age of Strife and its people had continued to build spacecraft throughout the period of intense warp storms. The people of Macragge had successfully maintained contact with neighbouring systems, despite the loss of many ships and crews.

The Primarch's capsule was discovered by a group of noblemen out hunting in the forest. They broke the capsule's seal to reveal a striking child surrounded by a glowing nimbus of power. The amazing infant was brought before Konor, one of a pair of co-rulers, or Consuls, who governed the civilised part of Macragge. Konor adopted the child as his son and named him Roboute.

The young Primarch grew quickly, and as he did so his unique physical and mental powers became obvious for all to see. By his tenth birthday he had studied and mastered everything the wisest men of Macragge could teach him. His insight into matters of history, philosophy and science astonished his elders, but his greatest talent lay in the art of war. This prompted his father to give him command of an expeditionary force in the far north of Macragge.

This mountainous area was called Illyrium, a barbarous land which had harboured bandits and brigands for as long as anyone could remember. Although many wars had been fought against them, no-one had ever pacified the region for long. Roboute fought a brilliant campaign and won not only the submission but also the respect of the fierce Illyrian warriors.

Returning home he found the capital in turmoil. During Roboute's absence his father's co-Consul, a man called Gallan, led a conspiracy against Konor. Gallan was one of many amongst the wealthy nobility who were jealous of Konor's power and popularity. These malcontents were used to easy living on their vast estates where they were supported by impoverished slaves. Konor had changed all that, forcing the old aristocracy to provide slaves with reasonable accommodation and food. He had also passed legislation which obliged them to contribute to his ambitious programme of improving and enlarging the city. All

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_roboute_guilliman.shtml (1 of 5) [25/05/2002 14:49:20] Roboute Guilliman, Primarch of the Ultramarines these reforms were of great benefit to the people of Macragge, but were unpopular with all but a few of the more far-sighted aristocrats.

As Roboute and his army approached the gates of Macragge City they saw the smoke of burning and hurried to investigate. Soon they met citizens fleeing from the anarchy, and Roboute learned how troops in the pay of Gallan had attacked the Senate House with Konor and his loyal bodyguard inside. The rebels surrounded the Senate, whilst drunken soldiers roamed the city looting and murdering at will.

Roboute hurried to his father's rescue. Leaving his troops to deal with the drunken mob, he fought his way into the Senate House. There he found his father dying of wounds inflicted by a hired assassin. For three whole days the Consul had directed the defence of the building even as surgeons fought for his life. With his dying breath Konor told his son of Gallan's treachery: how he and his fellow conspirators had attempted to murder him as he arrived at the Senate House to declare a public holiday in honour of Roboute's victory.

Roboute crushed the rebels and quickly restored order within the city. Thousands of citizens flocked to the Senate House and amidst a wave of popular acclaim Roboute assumed the mantle of sole and all- powerful Consul of Macragge. The new ruler acted swiftly to crush the old order. Those who had acted against his father were executed and their lands and family titles taken from them. New, honest, hard- working settlers were given the old farms and property. With super-human energy and vision the Consul reorganised the social order of Macragge, rewarding the hard-working, placing men of honour in high office, and building the armed forces into a powerful and well equipped force. Macragge flourished as never before.

While the capsule containing the Primarchs drifted through the warp the Emperor and his armies advanced across the galaxy. This Great Crusade liberated many worlds from alien domination and re- established contact with human planets which had endured isolation and danger for thousands of years. As the young Roboute Guilliman waged war against the Illyrian bandits in the northern mountains of Macragge, the Emperor and a force of Space Marines reached the planet of Espandor in a neighbouring system. From the Espandorians the Emperor learned of Macragge and the astounding son of Consul Konor. He immediately realised that he had found one of the long lost Primarchs.

The Emperor took ship to Macragge. His ship ran into a sudden and unexpected warp-squall, a brief but intensely strong disturbance of warp space that threw the craft off its course. By the time the Emperor reached Macragge, Roboute Guilliman had ruled for almost five years. In that time the world had undergone a transformation. Its people were well-fed and prosperous, its armies well-equipped and powerful, and its cities had been rebuilt in glittering marble and shining steel. Spacecraft from Macragge ran regular routes between the local systems, bringing raw materials and more people to the flourishing world. The Emperor was astounded to find a world so well ordered and prosperous, and realised at once that Roboute Guilliman was a Primarch of great ability and vision.

The Ultramarines Legion of Space Marines was assigned to the control of Roboute Guilliman and its

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_roboute_guilliman.shtml (2 of 5) [25/05/2002 14:49:20] Roboute Guilliman, Primarch of the Ultramarines forward base relocated to Macragge. The Primarch quickly assimilated the many wonders of the Imperium and set about his new role with skill and enthusiasm. His chief talents, as ever, lay in war, and he soon led the Ultramarines to fresh conquests in the galactic south. He succeeded in liberating more worlds during the Great Crusade than any other Primarch, and the worlds he brought within the Imperium were to benefit from his organisational skills and passion for efficient government.

Whenever Roboute Guilliman freed a world from the tyranny of Orks, Chaos or other aliens, his first priority was to set up a self-supporting defence system. Once a world was safe he could move on, leaving behind enough advisers to ensure that industry would be created, trading routes set up with the Imperium, and government directed towards the prosperity of the people. In this way the Ultramarines could conquer worlds faster than any other Space Marine Legion.

Meanwhile, the fortress of the Ultramarines grew on Macragge. Some Ultramarines remained behind to supervise the work, which progressed rapidly thanks to the ready trading network and advanced industries of the planet. Within a year a training base was established, and recruiting began on the planet Macragge and surrounding worlds. It was not long before the Ultramarines Legion received its first influx of warriors born and bred on Macragge. Thanks to their usual thoroughness of organisation, the Ultramarines were able to receive constant recruits throughout the Great Crusade. Because of its strong recruitment base and Roboute Guilliman's tactical expertise the Ultramarines soon became the largest Space Marine Legion, having more recruits than any other Legion and suffering fewer casualties.

Whilst the Horus Heresy plunged the Imperium into savagery and civil war, the Ultramarines were engaged on the southern edge of the galaxy. Their very success had carried them far from Earth and isolated them from the conquering armies of Horus in the north-east. News of Horus's treachery did not even reach the Ultramarines until the attack on Earth was underway. Thanks to the speed of Horus's attack there was little that Roboute Guilliman could do. None of the worlds already liberated by the Ultramarines was in serious danger from the forces of Chaos. Consequently, the Ultramarines were poorly placed to contribute much during the early stages of the Horus Heresy. Their main success was the destruction of a large force of Chaos Space Marines which was heading to reinforce Horus's position. Afterwards the Ultramarines took part in several important battles to recover human worlds from the dominion of Chaos.

As fate would have it, the Ultramarines were therefore largely untouched by the fighting of the Horus Heresy. Other loyal Space Marine Legions had lost thousands of troops during the fighting, and half of the original Legions had sided with Horus. As a result the number of Space Marines left was very few, and never were they more needed.

The confusion and disorder following the Horus Heresy had left the Imperium weak and vulnerable. Everywhere the enemies of mankind prepared to attack. Many worlds remained in the grip of Chaos. Into this breach stepped Roboute Guilliman and the Ultramarines. Always the largest Legion, the Ultramarines found themselves divided and dispatched all over the Imperium in a desperate effort to stem the tide of invasion and unrest.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_roboute_guilliman.shtml (3 of 5) [25/05/2002 14:49:20] Roboute Guilliman, Primarch of the Ultramarines

The Ultramarines successfully held the Imperium together during a time of intense danger. Macragge was able to supply new recruits at such a rate that soon the Ultramarines alone accounted for more than half the total number of Space Marines. Within a decade order was restored to the Imperium. Even as the Ultramarines reconquered, a new theory of warfare was emerging. Under the guidance of the Ultramarines Primarch, the Codex Astartes was taking shape. Its doctrines would reshape the future of all Space Marines and lay the foundation for the Imperium' s military strength.

The Second Founding of the Space Marines was decreed seven years after the death of Warmaster Horus. The existing Space Marine Legions were dissolved one by one and refounded as smaller, more flexible formations. Where the old Legions were unlimited in size, the new formations were fixed at a nominal one thousand fighting warriors. This corresponded to the existing unit within the Legions called the Chapter, and in future the Chapter was recognised as the standard autonomous Space Marine formation.

Existing Space Marine Legions were divided into new Chapters. One Chapter kept the titles and colours of the original Legion, whilst the remaining Chapters took new titles and colours. Most of the old Legions divided into fewer than five Chapters, the Space Wolves divided into only two, but the Ultramarines were divided many times. The exact number of new Chapters created from the Ultramarines is uncertain: the number listed by the oldest known copy of the Codex Astartes (the so- called Apocrypha of Skaros) gives the total as twenty three but does not name them. A list of Chapters known to have been created at this time is given in Codex: Ultramarines.

As a result of the Second Founding the Ultramarines' gene- seed became the stock type. The new Second Founding Chapters created from the Ultramarines are often referred to as the Primogenitors, or 'first born'. All the Primogenitor Chapters venerate Roboute Guilliman, the Primarch of the Ultramarines, and their own founding father and Patron.

SHRINE OF THE PRIMARCH

The Shrine of Roboute Guilliman is one of the most holy places in the entire Imperium, and one which welcomes millions of pilgrims every year. It lies within the Temple of Correction, a building forming a part of the fortress of the Ultramarines in the northlands of Macragge.

The Temple is a miracle of construction and typical of the attention to detail which is an Ultramarines' trait. Its proportions defy the human mind by the scope and grandeur of design. The multi-coloured glass dome that forms the roof is the largest of its kind. Even the Techno-magi of the Adeptus Mechanicus come to marvel at the structure said to have been designed by Roboute Guilliman himself. According to the Ultramarines there is enough marble within the Temple to build a mountain, and sufficient adamantium and shining plasteel to construct a warfleet.

Within this edifice is the great marble throne of Roboute Guilliman and upon that throne sits his regal corpse. Though the best part of ten thousand years have passed since his death the Primarch's body is perfectly preserved. Even his death wounds are visible upon his neck, and the blood still glistens upon

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_roboute_guilliman.shtml (4 of 5) [25/05/2002 14:49:20] Roboute Guilliman, Primarch of the Ultramarines his throat. His mortal remains are preserved from the ravages of time by means of a stasis field which isolates the Primarch from the time-stream. Everything encompassed by the field is trapped in time and can neither change nor decay.

There are some, however, who claim the Primarch's wounds do change. They say that the Primarch's body is slowly recovering and that his wounds show mysterious signs of healing. Others deny the phenomena, and point out the sheer impossibility of change within the stasis field. Yet enough people believe the stories to come to the shrine and witness for themselves the miracle of the Primarch.

Source: White Dwarf 184 (1995)

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_roboute_guilliman.shtml (5 of 5) [25/05/2002 14:49:20] Mortarion, Primarch of the Death Guard Home : Appendix : The Primarchs : Mortarion MORTARION, PRIMARCH OF THE DEATH GUARD

Name: Mortarion

Chapter: Death Guard

DETAILS

...Mortarion, Primarch of the Death Guard Chapter fully believed that he was the herald of a new age of justice...

In the third year of the Horus Heresy the rebel Death Guard Chapter was marooned in the warp while attempting a long-range jump to Earth. Months passed while the fleet's Navigators searched for a warp- tide that would bring them back to the material universe. Meanwhile a mysterious contagion began to spread from ship to ship. The stinking pestilence bloated the gut, distended the flesh, and turned its victims rotten from the inside. Eventually the Chapter's Primarch Mortarion became infected and in his delirium he called upon the Powers of Chaos to aid the Space Marines. Mortarion's fevered ravings were answered by Nurgle, and Mortarion became Nurgle's Champion and eventually the Daemon Prince Mortarion, Lord of the Plague Planet. The Plague Planet he rules over lies deep inside the Eye of Terror. From this dark and slimy orb Mortarion launches fleets of Plague Ships into the Warp to carry their contagions through the galaxy. On board are Champions of Chaos and their followers from the Plague Planet accompanied by warriors of the ancient Death Guard - the heinous Plague Marines of Nurgle...

During the Horus Heresy the Chapter joined the rebel Warmaster Horus and took part in many battles against the Emperor's forces. Their commander, Mortarion, became an open worshipper of Nurgle when the entire Chapter was trapped inside the warp and ravaged by plague. Subsequently he led his Space Marines in a merry dance of destruction over a score of planets...

Following the death of Horus and the effective end of the Heresy, Mortarion fled with the remnants of his Chapter into the Eye of Terror where he received Nurgle's ultimate reward and became the Daemon Prince Mortarion. He rules over a Plague Planet where sickness and pestilence are the norm, where miasmic clouds bring contagion and death and where the diseased pray to Nurgle for relief from their constant agony. Some of them are favoured and become Champions, and then fight among themselves for mastery and the chance to become Daemon Princes in their own right. The Plague Marines rarely interfere in battles between rising Champions. In fact they are not commonly seen by the world's inhabitants except during the time when new Champions are selected to fight with the Chaos Renegades.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_mortarion.shtml (1 of 2) [25/05/2002 14:49:20] Mortarion, Primarch of the Death Guard Most of their time is spent attending on Mortarion or carrying out his wishes, spreading new diseases and travelling to other worlds to carry Nurgle's plagues to new victims...

Source: Realm of Chaos: the Lost and the Damned (1990)

Mortarion is a cowled, skeletal figure wrapped in tattered robes which flap in an ethereal, pestilent breeze. He bears a daemon-etched scythe to reap the souls of the living...

Source: Renegades (1992)

...Following their retreat from the material universe, it becomes difficult to say with certainty what happened to the Death Guard. However, it seems likely that Mortarion received Nurgle's ultimate reward and became a fully-fledged Daemon Prince, ruling over a Plague world in the Eye of Terror. From this dark and slimy orb Mortarion launches fleets of Plague ships into the warp to carry their contagions through the galaxy...

Source: Codex: Chaos Space Marines (1999)

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_mortarion.shtml (2 of 2) [25/05/2002 14:49:20] Magnus the Red, Primarch of the Thousand Sons Home : Appendix : The Primarchs : Magnus the Red MAGNUS THE RED, PRIMARCH OF THE THOUSAND SONS

Name: Magnus the Red

Chapter: Thousand Sons

DETAILS

The name Thousand Sons is taken from the initial series of genetic imprints made from the genetic tissue of their Primarch Magnus the Red. From these imprints a thousand Space Marines were created - the Thousand sons of Magnus. An entire legion of many thousands of Space Marines was subsequently raised to take part in the Great Crusade, but the Chapter always kept the title of the Thousand Sons...

...Magnus the Red was a ruddy-haired and extremely large Primarch with a single eye set deep in his broad forehead. Because of his distinctive features he was sometimes known as Cyclopean Magnus or as the Red Cyclops. Magnus fought bravely and successfully during the Great Crusade in which the Emperor's forces conquered almost the entire galaxy, but he was always a wild and impetuous commander. The truth was that his soul had already been touched by Chaos, stimulating a fascination with the occult forces of the warp and the secrets that lay within its fabric. Throughout the Great Crusade he came into contact with long isolated cultures where magic had been developed and where mysteries of the universe were explored. Although warned by the Emperor to stay clear of such matters, he began to amass arcane lore from across the galaxy. From this material he compiled the monumental tome of sorcery called the Book of Magnus and sometimes known as the Book of the Thousand Sons. This book still exists in the library of the Daemon Prince Magnus, ruler of the Planet of the Sorcerers, and a copy is also said to reside in the legendary Black Library of the Eldar.

The Thousand Sons escaped from the aftermath of the Horus Heresy by using their sorcerous powers to open up a warp interface through which their fleet fled from the Earth system. The fleet was drawn through the warp to the Eye of Terror to the daemon world which Tzeentch had promised them. This is the world now known as the Planet of the Sorcerers, where the Thousand Sons established themselves under the rule of Magnus the Red. Many of them continued their study of magic and became mighty Wizard-Champions of Tzeentch.

Not all the Thousand Sons became wizards - some became Champions or still fight as warriors in the service of other Champions or Wizard-Champions, who call themselves Sorcerers. The former Primarch of the Thousand Sons was elevated to the rank of Daemon Prince of Tzeentch, and installed in a volcanic

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_magnus.shtml (1 of 2) [25/05/2002 14:49:21] Magnus the Red, Primarch of the Thousand Sons fortress-pinnacle called the Tower of the Cyclops. Like its master the top most tower of this fortress has a single living eye which peers over the surrounding landscape, watching over the minions of its lord; eternal guardian and watchdog of the Sorcerer King.

The world itself is a dark, rocky, volcanic and tempestuous. Its leaden skies are riven by the constant discharge of magical energy in the form of bellowing thunder and kaleidoscopic lightning. The whole world is saturated with magical power: coloured clouds of magical vapour fill the sky, obscuring the sun and releasing energised rain which fills the darkly coloured rivers and seas. Above the flood plains of shifting lava and flowing multi-coloured rivers, huge craggy peaks rise into the sky like thrusting fists of stone. On these crags are perched castles or towers where the Sorcerers and Daemon Princes of the Thousand Sons live.

The largest and most impressive of these Sorcerers' Towers is the Tower of the Cyclops itself, a huge black tower where thousands of troops and servants live. Other fortresses are smaller, and some are little more than single towers housing the Sorcerer and an entourage of a few dozen retainers.

As well as watching over the Planet of the Sorcerers the glowing eye of the Tower of the Cyclops also peers through the warp into the galaxy itself. This allows the Sorcerer-King to spy out the arcane artefacts and talented psykers which fascinate him, so that he can dispatch raiders against the Imperium...

Source: Realm of Chaos: the Lost and the Damned (1990)

Over the centuries Cyclopean Magnus has become a sorcerer of the most consummate power. His single eye blazes with mystic energy and his limbs constantly burn with a blue-white witchfire...

Source: Renegades (1992)

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_magnus.shtml (2 of 2) [25/05/2002 14:49:21] Horus, Primarch of the Luna Wolves Home : Appendix : The Primarchs : Horus HORUS, PRIMARCH OF THE LUNA WOLVES

Name: Horus

Chapter: Luna Wolves

DETAILS

General Horus was regarded as the finest military commander that the Imperium had produced. His abilities were faultless, and eventually the Emperor granted him the title of Imperial Warmaster. This was a high honour, even in the early years of the Imperium, when brave deeds were commonplace.

Before Horus could travel to Terra to receive his reward he fell ill on the feral world of Davin. This was his undoing. During his convalescence on Davin he was inducted into a secret warrior's lodge, which proved to be little more than a coven. A change of character became evident in the Warmaster - he had been possessed by a Daemon. Horus' membership of the secret lodge was not unusual; Imperial soldiers were often encouraged to join warrior societies of this type. Recruiting was felt to be easier on worlds where 'warriors from the stars' had become 'brothers'.

Warmaster Horus was recalled to duty in preparation for a new Imperial Crusade. It is clear that the Warmaster introduced a system of 'warrior lodges' into the five Legions Astartes Chapters under his direct command. The Chapters were entirely corrupted at the lodges revealed their true nature and showed themselves to be nothing less than Chaos covens. The infection rapidly spread to the Orders of the Adeptus Mechanicus attached to Horus' command. From there the rot spread further into the Imperial forces. More than half of the Adeptus Mechanicus, including many units of the Collegia Titanica and the Legio Cybernetica wholeheartedly supported Horus and his vision of a new Imperium of Chaos. This wholesale treachery went undetected by the Inquisition.

Before Horus could move, the Imperial Commander of Istvaan III declared the entire Istvaan system to be an independent principality. The Emperor and Administratum, ignorant of the change in Horus, his subordinate Chapters and the parts of the Adeptus Mechanicus, ordered the Warmaster to secure the system. Horus chose a bioweapon bombardment on Istvaan III, and the planet became a tomb in seconds. The psychic death scream of the 12 billion who died during the Scouring of Istvaan is reputed to have been louder than the Astronomican.

During the bombardment, loyal Adeptus Astartes officers and troops managed to seize control of the frigate Eisenstein. They had discovered the rot that had been spread through the Warmaster's Chapters and the Adeptus Mechanicus. As Horus completed his withdrawal to Istvaan V the loyalists fled into warp space, carrying a warning to the rest of the Imperium. The seizure of the Eisenstein is regarded as the start of the First Inter-Legionary War...

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_horus.shtml (1 of 3) [25/05/2002 14:49:21] Horus, Primarch of the Luna Wolves

...The situation grew more desperate by the hour and, when the Outer Palace was abandoned to the Traitor Legions and their allies, the Emperor acted. He disconnected himself from the Astronomican, a signal to the remainder of the Imperial Fleet that the end, one way or another, was approaching. The Emperor and an elite company of Custodes Adeptus soldiery and Imperial Fist Marines were then teleported into Horus' command bunker. In the fierce fighting that followed Horus was killed (although his body was never found) and the Emperor seriously wounded.

The Black Legion is the only rebel Chapter to have changed its name in ten thousand years of exile. Created during the First Founding as the Luna Wolves, the Emperor subsequently changed the Chapter title to the 'Sons of Horus' after the Warmaster's Ullanor Crusade.

It was as the Sons of Horus that the Legion took part in the Horus Heresy, serving as Praetorians during the campaign. However, with the death of Horus at the hands of the Emperor and his Imperial Fist Marines, their morale broke. The sons of Horus fled from the Imperial Palace bearing the remains of the Warmaster, a clear signal that the rebellion had failed. This action alone secured the contempt of all the other Traitor Legions...

...The revived, but still numerically inferior, Sons fought a number of wars against other Traitor Legions, which culminated in the destruction of Sons' Fortress. The Warmaster's body was removed and cloned, much to the disgust of the remaining Sons. Denied their Warmaster, the Sons rejected his name, their Chapter title and painted their armour predominantly black. In a lightning raid the new 'Black Legion' destroyed the Warmaster's body and fled into a further exile...

Source: Realm of Chaos: Slaves to Darkness (1988)

...Horus too, the greatest Primarch of all, was convinced of the virtue of the martial ideals for which he fought...

The leader of the rebellion was the Warmaster Horus, the greatest and most trusted Primarch of all. He had stood by the Emperor's side throughout the long years of the Great Crusade. They had fought back-to-back at the seige of Reillis when the Emperor saved Horus's life. On the battlefield of Gorro, Horus had repaid the debt by hacking the arm from a frenzied Ork as it struggled to choke the Emperor's life out of him.

Horus was the greatest of all Champions of Chaos, an Arch-Champion and Captain of the Great Powers - a Chaos Lord of the highest rank. As the Emperor and his band of warriors materialised inside Horus's Battle Barge they saw for the first time the full extent of the Primarch's treachery. The ship had been transformed into something so horrible that some of the Marines were sent instantly mad...

It took only a few minutes to reach the bridge, though many brave men died in those minutes and hordes of no- longer-human things perished amidst the flames and singing bolt guns. There on the bridge the Emperor confronted his old Warmaster, only to discover Horus poised over the broken body of Sanguinius - the Primarch had found Horus first and had died at his hand.

The Emperor launched his attack, as much a struggle between two old friends as it was a struggle for the fate of humanity. Both knew that whichever of them won would inherit the rule of the galaxy and become the undisputed Emperor of mankind. If Horus won then Chaos would reign supreme and mankind would join the Eldar as a lost race...

Source: Realm of Chaos: the Lost and the Damned (1990)

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_horus.shtml (2 of 3) [25/05/2002 14:49:21] Vulkan, Primarch of the Salamanders Home : Appendix : The Primarchs : Vulkan VULKAN, PRIMARCH OF THE SALAMANDERS

Name: Vulkan

Chapter: Salamanders

DETAILS

When the gods of Chaos scattered the Emperor's nascent Primarchs across the galaxy, one came to rest on the harsh volcanic world of Nocturne. The Primarch was found one morning by a blacksmith named N'bel, as he entered the yard of his smithy. For a long time the people of Nocturne had been plagued by Eldar pirates, whose constant raids pillaged the small settlements and enslaved Nocturne's children. The wise men had prophesied the arrival of a saviour, who would come to them from the heavens to rid them of the decadent Eldar. So it was that N'bel instantly recognised the greatness within the infant that he found lying on the bare stones of his yard. He named him Vulkan, after the first king of the salamanders, the giant lizards that roam Nocturne, and raised him as a son.

Vulkan's growth was extraordinary. Within three years he was bigger and stronger than any man in the town, and his mind was sharper than any Nocturne-forged blade. He had rapidly learnt all the skills of metalworking taught to him by N'bel, soon surpassing even the master smith's renowned ability. It was Vulkan who taught the people of Nocturne the most hidden secrets of alloys and bonding, improving their already considerable skill at weapon-making and artifice.

It was during Vulkan's fourth year that the EIdar came to his town, intent on raiding and pillaging. He roused the town's populace from their hiding places in attics and cellars, standing at the forefront of the defence and single-handedly slew a hundred Eldar that day, wielding a huge blacksmith's hammer in each hand. The Eldar fled from Vulkan's wrath and the story of the town's triumph spread across Nocturne. Soon the headmen of the seven most important settlements travelled to pay homage to Vulkan, praising him for his example in fighting the Eldar. They swore to never again hide in fear, but to face their foes and crush them. It was decided to hold a huge celebration, including a massive contest of skill at arms and craftsmanship.

It was at the opening ceremony of the celebrations that a stranger appeared. His skin was pale and his garb outlandish. He announced that he could best any man in any contest. The gathered crowds laughed uproariously, believing that none could be more superior in intellect, physique or skill than their superhuman leader. Vulkan and the stranger wagered that whoever lost was to swear eternal obedience to

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_vulkan.shtml (1 of 3) [25/05/2002 14:49:22] Vulkan, Primarch of the Salamanders the victor. The competitions lasted for eight days and including many feats of strength and endurance. At the anvil lift, the strongest men could hold an anvil above their head for an hour and a half - Vulkan and the stranger carried the heavy anvil aloft for half a day before the judges declared the contest a draw so that they could proceed to the next event. And so it was that they were almost equally matched in skill and strength. Occasionally one would slightly best the other, but when it came to the start of the final event, the salamander slaying, they were evenly matched. Each had a day and a night to forge a weapon and hunt down the largest salamander they could find. Whoever brought back the heaviest carcass would win the wager and the allegiance of the other.

The ringing of hammers on metal echoed across the volcanic hills for the whole day, neither man pausing for a moment to rest or refresh themselves. As the Nocturne sun sank below the mountains they watched the highest peaks for signs of the giant salamanders. Vulkan vowed that he would climb to the summit of Mount Deathfire, where the largest firedrakes could be found, huge beasts weighing several tons. The stranger said that wherever Vulkan went, he would follow.

It is claimed that the two climbed the precipitous mountains with astounding speed, bounding from rock to rock, the stranger carrying a keen-edged blade, Vulkan with his immense silver-headed hammer held ready. They passed from sight, but soon the skies were rent with the sound of battle and the flames of the firedrakes licked the clouds of smoke that gathered over the volcanoes. It was Vulkan who found his prey first, smashing its armoured head from its shoulders with a mighty sweep of his hammer. The stranger spied another, even mightier still than Vulkan's conquest and set off in pursuit. As Vulkan carried his prize back to the settlement, ill fate beset him, Mount Deathfire erupted into violent life, hurling rocks and lava high into the air. He was flung to the edge of a precipice, where he clung for several hours by one hand, the other grimly held onto the tail of the dead salamander, Vulkan determined to keep his prize.

It was then that the stranger appeared, calling Vulkan's name from the other side of a wide lava flow. Vulkan answered the cry, and could see that the stranger's prey was indeed larger than his own. But by now even Vulkan's almost endless constitution was growing slim, weakened as he was by over a week of hard contest. His grip began to shake, and yet he was too proud to call for help. But it seemed that the stranger realised the Primarch's peril, and hurled the corpse of his salamander into the lava, making himself a bridge to cross. With great leaps the stranger hurled himself towards Vulkan, hauling the wearied Primarch from the edge of the abyss. Even as Vulkan felt himself being pulled up by the stranger's strong arms, he saw the salamander's body being consumed by the lava and swept away.

When the two returned to the settlement, it was the ruling of the judges that Vulkan had won, for the stranger had returned with no prize at all. The gathered throng cheered heartily, but were silenced by Vulkan. As they watched, he knelt on one knee and bowed his head to the stranger, saying that any man who valued life over pride was worthy of his service. The stranger revealed himself to be the Holy Emperor himself and, from that day forth, Nocturne was to be the home of the Salamanders Legion, in memory of the mighty beasts which had united the Primarch and his Lord.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_vulkan.shtml (2 of 3) [25/05/2002 14:49:22] Vulkan, Primarch of the Salamanders Source: White Dwarf 248 (2000)

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/primarch_vulkan.shtml (3 of 3) [25/05/2002 14:49:22] The Sensei Home : Appendix : The Sensei and the Star Child based on Realm of Chaos: Slaves to Darkness and Lost and the Damned. Edited by A. R. Fawcett THE SENSEI AND THE STAR CHILD

THE SENSEI

Before the Imperium was established and long before He was confined to his life-support throne, the Emperor lived in hiding among ordinary Men. During his life he fathered many families, while always taking care to vanish and start afresh whenever possible. The Sensei are descended from these descendents. It should be noted that not all of the Emperor's descendents are Sensei and not many of them know that they carry his genes. Only the Sensei are immortal and are likened to the Emperor - stronger, tougher and faster than the rest of Humanity (in many ways the genetic counterparts of Space Marines) but infertile - whereas the majority of his descendents are mortal and merely carry these genes. But every once in a while an infant is born from these people who has extraordinary powers: a Sensei.

Sensei are not conventional psykers, like those of the Adeptus Astra Telepathica for example, but they are capable of using positive warp energy with remarkable results. When ordinary psykers utilise warp energy for their powers, they not only capture positive energy, but also negative as well. Sometimes a psyker captures too much of the latter and is permanently effected by it, such as attracting daemons or going insane. But Sensei are immune to the predations of malevolent warp entities - they cannot experience hate, bitterness, or irrational anger; the disharmony of these emotions brings the individual to the attention of Daemons. They are also 'psychic blanks' which makes them immune to the senses of psykers.

When a Sensei uses his powers he channels warp energy from the 'positive mass' that is the Star Child (see below). So for example, a Sensei can harness the protective powers of the Star Child to shield himself, or his companions, from harm. He could also channel this positive energy into attacks which have devastating consequences for daemonic foes and even remove Chaos taint entirely so that even the most disgusting mutant (including Champions of Chaos) can be free of corruption. Sensei cannot hurl balls of fire at enemies because such power derives from negative warp energy.

Even a Sensei may not be aware of his true nature until he meets another of his kind. He is simply a man who does not age. Only when he meets, or is drawn to, another Sensei does the truth emerge. The new Sensei is taught that he has other abilities: the power to tap warpspace and channel the energy gained into combat; the power to sense Daemons and feel disturbances in the flow of the warp; the power to remain hidden from any psyker. Once trained the new Sensei is inducted into the 'Brotherhood', and burdened with the knowledge of his fate: to battle against Chaos. They gather followers and await the final, terrible battle with the forces of Chaos.

Over the millennia, the Sensei have become adept at hiding within the massed ranks of Humanity.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/sensei.shtml (1 of 4) [25/05/2002 14:45:53] The Sensei Ignorant of their origins and their true heritage, they have been persecuted and vilified as 'witches' and 'devils' by normal Humans. Their only crime has been to not grow old. Their invisibility to psykers has helped them to hide in the faceless masses of Mankind. In the 41st millennium few outside the Illuminati and the Inquisition are aware of their existence other than as folk tales of the 'Captain Eternal' or the 'Wandering Inquisitor'.

PERSECUTION

The Sensei are promoted as 'brigands' and 'vagabonds' by the Imperium. A deathsquad tasked with hunting a Sensei and his followers will take over a region's administration, headed by a powerful Inquisitor, where they label the local outlaws, i.e. the Sensei adventurers, as bloodthirsty bandits. The Inquisition seek to undermine the Sensei and so far are succeeding. Consequently the Sensei are nomads by nature and their followers are sworn to vows of secrecy.

The Imperium regards the Sensei and their followers as dangerous bandits, nihilists and psykers who, if not actually in league with Chaos, are weakening the bulwark which the Imperium has set against its threat. As a result the Sensei operate as outlaws. They hide in underground caverns, or deep insides cities, or lead freedom fighters from the forests and mountains. Some sail the seas as pirates and operate from secret islands and coves. Others sail space itself as pirates of a different kind, boarding and robbing Imperial cargo vessels as they move ponderously between planets. Everywhere they champion the poor against the rich, the oppressed against the oppressors. They see themselves as the enemies of both Chaos and repression. Sensei are heroes who wander the galaxy, sometimes in the company of a select band of adventurers who are often themselves powerful heroes. They fight oppression and injustice wherever it may be found. The Inquisition see this as a threat and where most of the Imperium's repression is justified some of it isn't. Inquisitors, powerful people they are too, hunt groups of known Sensei and often put them to death.

THE SENSEI AND THE ILLUMINATI

Briefly, the brotherhood of the Illuminati is a small and flexible force within the Imperium. Its members are very special people indeed; they have survived Daemonic Possession, they have survived Chaos, and have achieved a balance that eluded even the Eldar. It is the Illuminati who help protect and shield the Sensei from unwelcome eyes. But the Illuminati are not all that they seem...

The Illuminati have an altogether different interest in the Sensei. Mankind will fall unless the Emperor is renewed; therefore the Illuminati are manipulating events to a point where this can happen. The Illuminati, their own existence carefully shrouded in mystery, have sought out and protected the Sensei, even helping the Sensei establish their secret 'Long Watch' of Sensei Knights who will fight in the 'last battle against Chaos'.

The Sensei, however, have been duped. There is to be no final battle against Chaos, the battle that the Sensei are preparing for, only uncertainty. The uncertainty lies with the Emperor. How long will he last?

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/sensei.shtml (2 of 4) [25/05/2002 14:45:53] The Sensei

The Illuminati plan to round up the Sensei, when his power is clearly declining, and sacrifice them to the Emperor where he will then become whole once again. The Sensei Knights do not know of this plan and neither the Emperor for if he knew he would prematurely abdicate.

THE EMPEROR AND THE LIVING DEATH

After his fight with Horus, the Emperor lay dying, his psychic energy ebbed from his body that had sustained him for thirty-eight thousand years. The Emperor's immortality was no more and the weight of age descended upon him. His body shrank and his bones cracked, his eyes sank into his skull and his skin darkened so all that remained inside his armour was a shrivelled mummy-like thing.

Released from his body, the Emperor's psychic power, his soul, was cast adrift upon the tides of the warp, to be carried on the random undercurrents and eddies of the Sea of Souls until such time as it was ready to be reborn. Although the Powers of Chaos hunted tirelessly through the warp for the Emperor's soul they could not find it. The warp is huge, and its energies dispersed and flowing. Like the shamans of ancient times, the Emperor was at one with the whole warp, so his soul melted easily into it and so remained hidden from the Chaos Powers.

The Emperor's body was taken and placed in a life support machine. Although he was dead by any ordinary understanding of the word, while some of his cells still lived they provided a link through which his spirit could communicate with the material universe. While his body was relatively fresh it could be animated, and was even to speak a little. Thanks to this the Emperor was able to supervise the construction of a special psychic life-support machine called the Golden Throne.

Even the Golden Throne cannot keep the cells of the Emperor's 'dead' body alive forever. Over the millennia the link between his soul and body has become increasingly tenuous. Worse of all, the Powers of Chaos have begun to infiltrate his mind, sowing seeds of doubt, dissolution and fear.

It is impossible to say for how long the Emperor can survive in this condition. It is unlikely that even he really knows how much time is left to him before the tenuous hold upon his physical body is broken by weakness or finally rent apart by insanity.

THE STAR CHILD

The humans that were left in charge of the Imperium had no real understanding what had happened to the Emperor. The concept that he could be born again never occurred to them. To the rulers of the Imperium the Emperor continues to live, though his body was broken, by means of his indisputable powers. But it can only be a matter of time before the link between the corpse on the Golden Throne and the Emperor's soul in the warp is severed; only part of the Emperor's soul exists on the Golden Throne.

As the spirit of the Emperor drifted through the warp it gradually dissolved into the flow of energy,

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/sensei.shtml (3 of 4) [25/05/2002 14:45:53] The Sensei returning to the cosmic force of the nature of the warp in its uncorrupted form. Only a tiny core of the Emperor's humanity remained whole, like a small child bobbing upon the tide of a colossal storm in a tiny reed boat.

Thus the soul of the Emperor was cast adrift into the warp. While the Emperor's soul survived there was still hope for mankind. For just as the New Man had been born from the collective souls of the shamans of old, so the Emperor's soul might be reborn one day. But that day would lie far in the future, when the cries for a new saviour would strengthen the core of the Emperor's soul within the Star Child and rekindle it into new life.

So the Emperor's soul joined the cosmic mass of 'positive' energy and his considerable spirit gave it form at last: the Star Child. This positive energy had existed since the dawn of time when it dominated the warp, but with the evolution and subsequent development of humanity this superiority had wavered so that the negative predominates - and there is much to feed from with the Imperium continually at war.

The Star Child now exists as a supreme entity of purity - goodness, love, happiness, and hope - and only occasionally do psykers tap into it, with the use of healing powers for example, and they know nothing about it. Only a few select individuals learned the secret over the following millennia, and they became the highly secret brotherhood known as the Illuminati. The Illuminati await the birth of the Star Child and the second coming of the New Man. They know that their knowledge makes them dangerous heretics in the eyes of the Imperium, and consequently maintain a strict secrecy over their activities.

Even though much of the Emperor's soul lies within the Star Child he does not know of the Sensei and neither know of their relationship. He cannot 'see' something that does not exist to his psychic senses, and the Sensei have no reason to believe that they are related to the Emperor (and not even know about the positive mass known as the Star Child).

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/sensei.shtml (4 of 4) [25/05/2002 14:45:53] Technology in Warhammer 40,000 From Warhammer 40,000 Rogue Trader TECHNOLOGY IN THE IMPERIUM

The Age of the Imperium is not a technically inclined age, to have included descriptions of 'heads-up displays', 'computer links', etc, would have given the wrong impression entirely. This is an age where problems are solved by brute force and ignorance, where dangers are either too gross or too unthinkable to elicit any other response. The other reason why technical description has been avoided is that the Age of the Imperium lies more than forty thousand years in the future - at a stage in history when those head- up displays and computers are about as innovative as stone circles. What scientific knowledge persists from the Dark Age of Technology is far above and beyond anything we can imagine from the perspective of the Twentieth Century. That understanding lies only with a select few - the Adeptus Mechanicus - the Tech-priests of the Imperium. Even their knowledge is somewhat debased, and the popular image of technology can be compared with that of witchcraft in medieval times. Those who come into contact with technology use it with reservations and a reverence that are almost religious. The Space Marines, for example, treat their equipment and armour as if if were imbued with a will of its own - a fine chest-plate, well looked after and constantly maintained may reward its wearer by saving his life; whereas a Marine who neglects his equipment may be struck down by a leaking suit or malfunctioning weapons. Such is the will of the Gods.

While it is impossible to speculate with any certainty on the technical developments of the next forty millennia, it has obviously been necessary to make assumptions. The greatest assumption has involved the creation of a broad history and a universe populated by a variety of dangers. The people of the far future are mentally very different from those of today - they have a way of looking at things in which twentieth century ideas of efficiency and morality are irrelevant. Their technology reflects both their past (an age of discovery and achievement) with their future (an age of danger and survival).

Transmission Systems

Electricity formed the single most important form of transmissible energy for a very long time, and still plays a role in the Imperium. It is one of the primary motivating forces in nature, and has applications which make it ideal as an interface between the biological and physical worlds. The most significant advance in the field of electronics was the development of Stacked Atomic Chains - or 'stacks'. Atoms within a small piece of material are arranged in rows and patterns, forming the basis for molecular level circuitry. Using this technique miniaturisation reached its ultimate form - so that few devices have to be any larger than necessitated by controls or aesthetics. Stacks use an extremely low voltage, depending on perfect refining techniques for their raw materials, and perfect simulation during operation. The natural electricity radiated by a human would destroy an unprotected stack based system.

Photon lines are an extremely refined development of the fiber optic principle. Flexible hair-fine strands made from ceramic based materials are used to transmit laser light signals to photon-powered actuators.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/technology.shtml (1 of 6) [25/05/2002 14:45:54] Technology in Warhammer 40,000 A single strand can handle a lot of information, but most systems are so complex they require a bundle of cables to function.

Phased Crystals use crystal technology to transmit a signal - although they provide no power. The conductive material is crystalline, exploiting the way in which a chain of crystals change shape when subjected to varying heat/pressure or energy fields. Phased crystals are the chief components in monitoring devices, and act as regulators of other systems.

Hydroplastics transmit power directly by pressure, or activate other systems by the same means. Hydroplastic lines of a suitably small bore are highly efficient, yet technically simple, means of powering a system. Bore diameters are on the molecular level. Hydroplastic actuators (small motors which transmit energy into physical movement) are perhaps the most common type.

Sucrosol is the usual abbreviation for Sucrose based solution. It is a synthetic blood designed to feed cultured bio-tissues by means of osmotic pressure. Sucrosol is used by all mechanisms incorporating bio- engineered parts, including robots. It is usually white.

Radio signal is essentially the same as in prior ages, although equipment now has the ability to utilise far narrower wave bands.

Generation Systems

Crystal Batteries are based on specially engineered crystal structures with the ability to absorb energy modifying their crystalline form in the process. The absorbed energy is released slowly as the material's structure reverts back to its original form. Units of such crystals may be recharged almost indefinitely. Some units can be recharged by heating (even exposure to daylight), whilst the most powerful are designed to hold an electric charge and must be recharged from an electric generator.

Plasma is the purest form of energy it is possible to generate - essentially the component material of stars. It is completely ionised matter consisting of free sub-atomic particles maintained at incredibly high temperatures. Plasma must be transmitted along armoured coils and contained within a magnetic field. Plasma is little used in the Age of the Imperium, the safety margins necessary for its containment are too tight. Regarded as old fashioned, it is still used to power steam or photon based generators and is used for space drives.

Conventional - on most worlds electric or photon power is generated by wind, tide, photo-cell or by burning something. On many other remoter worlds machinery is powered directly by wind, steam, combustible fuels or good old animal power. Isolated settlements make the best use of local resources.

Motors and Actuators

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/technology.shtml (2 of 6) [25/05/2002 14:45:54] Technology in Warhammer 40,000 Hydraulic actuators rely on hydroplastic pressure to power components. These are commonly used in robotic systems and to power sub-systems on vehicles, in buildings, etc.

Electrically Motivated Fiber Bundles are made from a fiber that contracts under the influence of an electric charge, replicating die actions of living muscles. They form the chief components of bionic parts, and are used in many robots. Powered armour and Dreadnoughts use this technology almost exclusively, as it is far more efficient and faster than equivalent hydraulic or mechanical systems - it is also difficult to produce and therefore rare.

Gravitic Reactors are powered from a surrounding magnetic field - such as a planet. They have the ability to counteract gravitational affects, and form the basis for gravity based motors, and suspensors. The technology used in their manufacture belongs to the past. Fortunately a vast reserve of raw material still remains on Earth, from which gravitic reactors can be made utilising conventional technology. Once this store of material is used up, however, further production will be impossible.

Control Systems

The actual appearance of equipment is as variable as the populations of the different planets. With over a million worlds in the Imperium, local tastes and materials will inevitably produce a riot of different forms. Some worlds favour an archaic pattern of instrumentation, believing that the arrangements of buttons and levers form part of a runic pattern itself important to proper functioning. Other worlds prefer to mimic the higher technical achievements of their ancestors, utilising the more advanced (although no more effective) pure crystal or holographic control systems. When it comes down to it, all are forms of pushing a button, and are equally effective. Only if characters encounter a system radically different from one they are used to will problems arise.

Archaic controls are basically buttons, levers, switches and dials set into a panel and monitored by video, digital or dial display. This is the sort of thing anyone from the Twentieth Century could easily understand and use.

Pure Crystal Technology and stacked atomic chains have no visible components - control panels often take the form of either black slabs of material or transparent sheets like glass. Held by suspensors, an inactive control panel could appear as a floating pane of glass or slab of stone - the same panel could be recessed into floor or ceiling and might float into position by vocal command, radio-signal, pressure sensors, presence detectors, etc. A panel is activated by coded radio-signal, voice or simply by touch. An active panel displays information visually like a vid-screen. Its equivalent of buttons are differently coloured lights which are touch or heat sensitive.

Holographic Projection envelops the user in holographic images somewhat a three-dimensional wrap- round vid-screen. Activation is usually by presence, or by any of the methods used for crystal technology - so the operator simply sits in a control seat to activate the 'panel'. The projection can be manipulated to provide monitoring or control functions. Projectors sense the movement of the user's eyes and limbs and

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/technology.shtml (3 of 6) [25/05/2002 14:45:54] Technology in Warhammer 40,000 translate these into instructions - the user only has to press imaginary buttons! This is the most specialised type of tactile panel, being almost impossible for the uninitiated to use. The slightest gesture will change the entire set-up, and unique arm/hand/finger and eye movements form the basis of the operating procedure.

Mind Impulse dispenses with any sort of panel or control gear, allowing the user to control and monitor a system by thought alone. These systems are technically complex and producing them is difficult. Consequently they are rare. Their most common application is in Dreadnought suits: some spacecraft employ mind impulse links but this is not usual. Such devices require considerable training to use at all, and a great deal of practice if they are to be used efficiently. The physical component is a head ring which picks up and amplifies the wearer's instructions. A cruder, but equally effective, version is the spinal tap. This is engineered into the wearer's spinal cortex and works in the same way as the head ring but is difficult to remove without causing physical or mental damage.

Skinplants and Electoos

A development of crystal technology is its use for personal ornamentation. Many races apply paint or tattoos and within the Imperium the practice is common. This is true of all levels of society, from the lowly city-scum of the hive-worlds to the most sophisticated of the Adeptus Terra. Amongst government servants and employees of the Navigator families these marks serve as identification as well as ornament. Devices are also used as secret signs by governmental and anarchist agents, psychic covens and pirates. Tattooing is commonly achieved using materials and technology of a very ancient kind - although the inks used can be of any colour (including florescent) and can be removable, temporary or degenerative when exposed to light, laser light, heat. etc.

Skinplants are sophisticated tattoos - very sophisticated. The miniaturization possible using crystal technology makes it possible to create a functioning device between layers of skin. The device cannot include mechanical components or utilize large amounts of power. The most popular application of this idea is to power and control an electrically sensitive tattoo. So, any citizen with sufficient credit can have a device or logo on their forehead which actually lights up and flashes! This can be either controllable, light-sensitive or a permanent fixture. The subcutaneous wristwatch is a standard way of carrying the time - light pressure on the wrist activates the digital display beneath the skin. A character could even go to the lengths of having an entire limb or his whole body glow if he wanted! A light emitting patch on the palm will illuminate a small area within 10 cm and is popularly known as the 'thief's light', providing sufficient light to pick locks, operate switches, etc.

Electoos also utilise crystal technology, but involve a lot more work and a great deal of skill to create. An inert layer of conductive material is inserted beneath the skin, sometimes it is injected and allowed time to form before the process can continue. Crystal stacks are built up on this film and waste material is dissolved out. The Electoo can then be programmed to function as any control or monitoring device. On Earth everyone carries an electoo containing personal details, credit ratings, security grades and details of social record - these act as police files and automatic credit facilities. Sensors at building entrances read

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/technology.shtml (4 of 6) [25/05/2002 14:45:54] Technology in Warhammer 40,000 the details of every electoo carrying individual that passes them - so a constant record can be build up of anyone's movements. Similarly when an individual buys anything, a till-sensor automatically modifies the credit rating of the electoo accordingly. The system is also used throughout the Adeptus Terra and on some imperial worlds either generally or within specific social levels. As electoos are invisible they are ideal for carrying secret messages - information is coded so as to be almost useless except to the intended recipient. A character carrying a Electoo need not be aware of the fact, and certainly wouldn't be aware of its contents. Electoos carrying secret messages can be split between several people and only work when joined.

Electrografts are a special form of electoo engineered directly onto the recipient's cerebellum. This involves cutting away a portion of skull and creating the electoo directly on the brain tissue before (usually) replacing the section of cranium or covering with synthetic material. An electrograft reacts with the brain to alter a creature's memory, personality and knowledge. Many of the Imperium's technological secrets are passed on by this means, and it is certainly a quick and easy way to learn how to speak new languages, operate machinery, etc. On the other hand, interference with the mind tends to cause personality disorders, problems with memory recall and occasionally total mental breakdown. Once inserted an electrograft can be reprogrammed almost indefinitely, although repeated re-use accelerates the degenerative process.

Standard Template Constructs

During the Dark Age of Technology humanity traveled throughout the galaxy, founding new colonies and exploring new worlds. Many of these colonies failed to establish themselves, others were lost, whilst a few grew into independent civilisations with distinctive cultures. Most however, established a subsistence economy and simply stopped. In such an environment the impetus for change was very low; everything the citizens needed was at hand, their new world supplied them with food, and the store of knowledge brought from Earth enabled them to maintain a high technological base without a technological society. In part this was a result of the Standard Template Construct system carried by every colony.

The heart of the STC system was an evolved computer program designed to provide construction details for the colonists. Its prime function was to enable the colonists to build efficient shelters, generators and transports without any prior knowledge and using almost any locally available materials. The user simply asked how to built a house or a tractor and the computer supplied all the necessary plans - in short it was idiot proof. Many humans attribute the entire Orkish civilisation to early STC systems - but the truth will never be known.

The Age of Technology ended in inter-human war and anarchy. The STC systems that had helped to build it either lapsed into disuse or decayed so that they became increasingly unreliable and quirky. On some worlds they were maintained, but most suffered damage by enthusiastic software specialists or subsequent jury-rigging. Hard copies of the information they contained survived much longer, and were frequently copied and passed down from generation to generation. Today, in the Age of the Imperium,

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/technology.shtml (5 of 6) [25/05/2002 14:45:54] Technology in Warhammer 40,000 the familiar designs of the STC are still discernable in the shapes of vehicles, spacecraft and buildings. The Adeptus Mechanicus on Earth make it their business to collate and utilise STC material - it is their equivalent to a holy text, a font of all knowledge (which is exactly what it was intended to be).

One result of the STC system and its pivotal place in human development is that many worlds now utilise designs and machinery of a similar type. Of course, the millennia have wrought changes in the basic utilitarian devices proscribed by the STC, but many humans adhere religiously to the old designs. STC designs were intended to be able to cope with anything - by the standards of the day they were rough and ready, big and brutish, hard to damage and easy to repair. Because they were intended for use by unqualified people their power-plants mere based around commonly obtainable materials, employing steam power, wind power, water power and combustion engines. High-tech material was described too (although rarely used) and designs were provided for full-scale nuclear power-grids and fission processors. However few people understood these, and the need for power was supplied quite easily by conventional means. Consequently hard copies were rarely taken and gradually written texts became lost or hopelessly distorted.

In the 41st millennium, the weapons, vehicles and much of the equipment have their roots in the STC system. Fighting vehicles often look like tractors and Rhinos because that's exactly what they were copied from! STC designs can be produced in almost any material; wood, plastic, concrete, steel, plastic, etc, and can be replicated on almost any world that has raw materials of some kind. Uncorrupted STC systems are unknown and after so many years will probably remain so. Nonetheless, finding such a system is regarded by many Tech-priests as their ultimate goal - a sort of quest for the holy grail. Legends surround the existence of lost, functioning STC systems, but whether they have any basis in truth is anyone's guess.

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/technology.shtml (6 of 6) [25/05/2002 14:45:54] Warhammer 40k Timeline Home : Appendix : Warhammer 40k Timeline WARHAMMER 40k TIMELINE

Millennium Event 15th Humanity begins to colonise nearby solar systems using conventional sub-light spacecraft. At first, progress is painfully slow. Separated from Terra by up to ten generations in travel time, the new colonies have to survive on local resources. The Dark Age of Technology 20th Discovery of warp drives accelerates the colonisation process and the early independent or corporate colonies become federated to Terra. The first alien races are encountered.

The development of the Navigator gene allows human pilots to make longer and faster 'jumps' through warp space than was previously thought possible. The great Navigator families, initially controlled by industrial and trading cartels, become a power base in their own right.

Humanity continues to explore and colonise the galaxy. Contacts are established with the Eldar and other alien races. A golden age of scientific achievement begins. Perfection of the Standard Template Construct (STC) system now permits an almost explosive expansion to the stars.

The Age of Strife 25th Humanity reaches the far edges of the galaxy, completing the push to the stars begun over ten thousand years before. Human civilisation is now widely dispersed and divergent - with countless small colonies as well as many large, overpopulated planets. Localised wars and disputes with various alien races, notably the Orks, but pose no threat to the overall stability of the human-colonised world. Then two things happen almost simultaneously. First, humans with psychic powers begin to appear on almost every colonised world. Second, civilisation starts to disintegrate under the stress of widespread insanity, daemonic possession, and internecine strife between these new 'psykers' and the rest of humanity. Countless fanatical cults and organisations spring up to persecute the psykers as witches, and/or degenerate mutants. At this time, the existence of the creatures of the warp (later known and feared as daemons), and the dangers they pose to the human mind with newly awakened psychic powers, is far from understood.

Terrible wars tear human civilisation apart. Localised empires and factions fight amongst themselves as well as against fleets of Orks, Tyranids, and other aliens whose forces are quick to seize the opportunity to sack human space. Many worlds fall prey to the

file:///C|/Documents%20and%20Settings/Administrateur/Bureau/w40krp/timeline.shtml (1 of 2) [25/05/2002 14:45:54] Warhammer 40k Timeline dominance of Warp Creatures whilst others revert to barbarism. Humans survive only on those worlds where psykers are suppressed or controlled. During this time, Terra is cut off from the rest of humanity by terrible warp storms, which isolate the home world for several thousand years, further accelerating the ruin of humanity.

The Horus Heresy 30th Humanity itself teeters on brink of the abyss of extinction. Civil war erupts throughout the galaxy as the Emperor of human space is betrayed by his most trusted lieutenant, the Warmaster Horus. Possessed by a daemon from the warp, Horus seduces whole chapters of humanity's greatest warriors - the Space Marines - into joining his cause. When the final battle seems lost, the Emperor defeats Horus in single combat, but only at the cost of his own humanity.

His physical life maintained by artificial means, and his psyche by human sacrifice, the Emperor begins the long task of reconquering human space. With the creation by the Emperor of the psychic navigational beacon known as the Astronomican, the foundations are laid for the building of the Imperium, as it is to be known in the 41st millennium. Fuelled by the dying spirits of those psykers who would otherwise fall prey to the daemons of the warp, and directed by the Emperor's indomitable will, the Astronomican soon becomes an invaluable aid to Navigators throughout the galaxy. Interstellar travel becomes even safer and quicker, while the repression and control of psykers and creatures from the warp releases much of humanity from its hellish bondage.

The Age of the Imperium 41st Throughout the portion of the galaxy known as the Imperium, humanity is bound within the organisations and strictures of the Administratum. The Emperor grows ever more detached from the day to day concerns of his mortal subjects, while the Inquisition works ceaselessly to protect humanity from the ever-present dangers posed by renegade psykers and the terrible creatures inhabiting warp space. The armies of the Imperium - the Guard and the almost superhuman Space Marines - maintain a constant vigil against the threat of invading Orks, Tyranids and other aliens. But still the numbers of psykers increases steadily, and other more sinister groups associated with Warp Creature domination continue to gain ground...

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Home : Appendix : Abaddon The Warmaster of Chaos by (White Dwarf 199) ABADDON THE WARMASTER OF CHAOS

Abaddon the despoiler. Abaddon the arch-fiend. Abaddon who has led endless Black Crusades against the horrified worlds of mankind's fragile Imperium. An inhuman monster whose name has become a tenfold curse for the ten thousand years of terror and desolation he has rained upon the galaxy he once helped conquer in the name of the Emperor of Mankind.

Long ago Abaddon was a great , a mighty warrior who battled in humanity's wars of expansion and retribution. He was captain of the Luna Wolves' 1st Company during the Great Crusade, and followed Horus from ancient Terra to conquer the distant stars. The Luna Wolves battled across uncounted worlds to free them from alien tyranny or the taint of Chaos, and Abaddon was ever at the fore. He worshipped the Warmaster like a god and Horus treated him as his most favoured son, indeed some whispered that he was in truth the clone-son of the Primarch himself, product of the earliest Primogenitor experimentation. None were prouder than he when the Emperor renamed the Legion the Sons of Horus in honour of the Warmaster's accomplishments in the Ullanor Crusade.

HORUS HERESY

When the Heresy came it was clear that Abaddon's loyalty was to his Primarch and not the distant Emperor of Mankind. He led the Terminator armoured Sons of Horus in campaigns on Istvaan, Yarant and in the siege of the Imperial palace on Earth. Abaddon fought Imperial Fists Terminators aboard Horus's battle barge in the final trap the Warmaster laid to destroy the Emperor, and his anguish at Horus's defeat in that final conflict drove him deeper into madness and hatred than any mortal should ever sink.

Abaddon led the Sons of Horus in a furious counter-attack that reclaimed the body of his beloved Warmaster and drove the Imperial forces from his battle barge. For himself he took Horus's lightning claw, tearing it from the Warmaster's armour with a howl of hatred which echoed through the great ship. As the rebel fleet scattered in confusion, Horus's great battle barge disappeared into warp space and set course for the Eye of Terror. Abaddon passed from mortal space and into legend. http://www.criticalhit.co.uk/w40krp/WD199_Abaddon.shtml (1 of 3) [25/05/2002 15:45:44] Aboddon the Warmaster of Chaos (WD199)

When Abaddon returned it was at the head of a diabolic horde which ravaged entire systems around the Eye of Terror before the Imperium could muster the strength to halt it. Planet after planet fell in an apocalypse of fire and steel before his traitor legionaries. The hordes of Abaddon were only driven back at a bitter cost by the combined efforts of Titan Legions and Space Marine Chapters and this was but the first of Abaddon's "Black Crusades" against the Imperium. Abaddon dreams of forging a diabolic empire of his own from the blazing ruins of the shattered Imperium. Each world, each city destroyed, each life crushed, is a step closer to wiping the canvas clean so that he can make his mark upon the galaxy.

During the first Black Crusade Abaddon made many bloody pacts with the infernal powers. In the crypts below the Tower of Silence on Uralan Abaddon recovered a daemon sword of prodigious power. He battled his way through the haunted labyrinth to the great inner chamber where the blade had languished in stasis for millennia. With the howling daemon blade in his fist Abaddon became nigh on unstoppable. Whole cities were burned in sacrifice to the ever-hungry daemons of Chaos, and entire armies were tom apart by gibbering warp entities. Abaddon's power swelled to inhuman proportions as the gods of Chaos rewarded him lavishly and he undertook acts of fiendish bravery which horrified those who stood against him.

ABADDON VICTORIOUS

At El'Phanor he led the charge against the gates of the Citadel of Kromarch. The Kromarch had built his fortress well. It had only one gate and that was solid adamantium fully three metres thick. Only one in ten of those that followed Abaddon through the barrage of fire from the walls reached the gates and there they were trapped by heavy bolters to left and right. But Abaddon held aloft his daemon sword, black fires burning along its edges, and swept it down with a deafening bellow of fury. The gates were harder than diamond and stronger than steel but they split like cordwood before that blow and daemons feasted on the Kromarch and his kin that night.

When the Blood Angels joined battle against the horde at Mackan, Abaddon singled out the sons of Sanguinius with cold, implacable fury. He led a band of Khorne Berzerkers into the teeth of the Blood Angels' Devastator positions. Only a handful of the Berzerkers reached the hilltop strongpoint, but even the Blood Angels' own assault troops could not dislodge the frenzied warband and recapture the bodies of their fallen comrades.

Abaddon has led twelve Black Crusades against the Imperium. Some have been great invasions of whole Legions of the lost and the damned, others have been vicious raids with only a few companies of the the most deadly Chaos Space Marines at his command. Each attack has sent the Imperium reeling and ravaged worlds close to the Eye of Terror. The High Lords of Terra live in fear of the day that Abaddon unites all of the Traitor Legions into an unstoppable horde and returns to play out the last acts of treachery begun by Horus ten thousand years http://www.criticalhit.co.uk/w40krp/WD199_Abaddon.shtml (2 of 3) [25/05/2002 15:45:44] Aboddon the Warmaster of Chaos (WD199)

ago.

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Home : Appendix : Adeptus Arbites by Andy Chambers (White Dwarf 169) ADEPTUS ARBITES

The Adeptus Arbites are the keepers of the Imperium's laws and watchdogs of the far-flung empire of humanity. The Imperium is an organisation where rebellion and defiance of the Imperial will are Crimes Against Humanity. The Arbitrators are the grim and uncompromising reminder of the Imperium's presence which no planetary governor can ignore. They cannot be bought off or threatened or corrupted or negotiated with. Indeed the Adeptus Arbites goes to a great lengths to ensure that those recruited into their ranks do not serve on their own homeworlds nor anywhere within a dozen light years of home. They do not communicate with the citizenry unless absolutely necessary and only leave their great fortress- precincts on official business.

Should a planet revolt against the Imperium the Arbitrators will be the first to go into battle against the traitors. More often than not a rebellious governor will order the destruction of the Adeptus Arbites precinct on his planet as his first treachery and a great battle will break out between rebel planetary defence forces and the besieged Arbites. The one-sided struggle of a few hundred against an entire world should not last long and the result would seem inevitable but the Judges are well trained in their task and always ready.

During the rebellion of Ichar IV the Arbitrators held their precinct for twenty seven days before finally escaping via a secret tunnel and capturing four of the hive's power generators. These they held for a further six days before destroying them as the last of the judge's positions was overrun. When the Ultramarines Chapter of Space Marines arrived to crush the rebellion they found twenty percent of the planets ground defences inoperative and successfully staged a drop directly into the core hive, shortening the whole campaign by two months.

In truth the Arbitrators need only to hold out until their astropath has transmitted a message summoning help. Mobile fleets of Arbitrators stand in constant readiness to answer the call of their precincts and bring retribution upon the transgressors of the Emperors laws. Beyond them the entire might of the Imperium can be called upon with Space Marine Chapters and the Imperial Guard prepared to quell the

fiercest rebellion.

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Equally the Arbitrators stand ready to fight against the foes of humanity in the case of Genestealer infestation, Chaos incursion or alien attack. The well armed and rigorously trained Arbitrators make excellent troops and Squads of Judges can add vital backbone to the planetary defence forces. It is ironic that planetary governors who may have plotted against the Imperium for years are always the first to squeal for help when the Orks arrive.

ARBITES TROOPS ON THE BATTLEFIELD

The forces of the Adeptus Arbites are deliberately better equipped than those of either Planetary Defence forces or the Imperial Guard to discourage attack. Every Arbitrator is equipped with a complete suit of carapace armour. All Arbitrators also carry a bolt pistol as their standard side arm.

Beyond this basic equipment the specific armament of Arbitrator squads varies according to their mission. The most common armament for patrol groups, execution teams and snatch squads is either standard boltguns or the specially designed Arbites Combat Shotgun. Arbites shock troops are frequently deployed as heavy assault troops and carry the much feared Power maul and Suppression shield.

One member of the five man Arbitrator squad is usually armed with a special weapon drawn from the extensive precinct armouries. The most common choice is a grenade launcher as this offers the greatest tactical flexibility. Arbites squads also have access to a range of special grenade types such as photon flash, scare and choke, which are invaluable for crowd suppression and the capture of criminals, these have also proved very potent against poorly equipped opponents such as Orks and Gretchin, Chaos cultists and Genestealer broodbrothers.

Because of their heavy armour and (if armed with Arbites Combat Shotguns) their potent short ranged firepower Arbites squads are most useful at short ranges in dense terrain, either attacking enemy held positions or defending key points. They excel in street fighting where their small squad size enables them to make best use of available cover. Arbites squads are very hard to shift at the best of times and they can fight off the fiercest assaults with sufficient heavy weapons support.

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http://www.criticalhit.co.uk/w40krp/WD169_Adeptus_Arbites.shtml (2 of 2) [25/05/2002 15:45:49] Rough Riders of Attila (WD181) Warhammer FRP - Warhammer 40k - Forums - White Dwarf - Email - Store

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Home : Appendix : Rough Riders of Attila by (White Dwarf 181) ROUGH RIDERS OF ATTILA

Like the cavalry of old, the Rough Riders strike fear into the hearts of their foe as they charge across the battlefield, deadly hunting lances at the ready. Even those who survive this explosive charge cannot escape the cleansing sweep of the Rough Riders' chainswords.

ATTILA

The world of Attila is somewhat smaller than Earth and has a single continent which covers almost half its surface. The centre of this massive land mass is prone to such extremes of temperature that it remains uninhabited, a baking desert in the summer which becomes a sub-zero sea of sand and snow over winter. Between the Death Lands of the continental centre and the coasts is a belt of rich savannah thousands of miles deep and punctuated with mountain chains, mighty inland lakes, and vast rivers. Only towards the coastal edges does the grassland give way to verdant forests, encircling the entire continent with a thin arboreal band.

Humans colonised Attila many thousands of years ago and must have adopted the nomadic life almost immediately. The original landing site of Khanasan has grown into the only city on the whole planet. The bustling metropolis is a gathering place for the tribes of Attila and the centre of its government. As for the bulk of the population, they are nomads who subsist from their herds of Ovigors. These are gigantic shaggy and savage animals native to the world of Attila. Their rich flesh and dark blood form the basic subsistence diet of the tribes. When the summer comes, the Attilans drive their herds towards the heart of the continent, following the spring thaw and new grown pasture. In winter, they retreat towards the outer grasslands abutting the coasts, and here their animals find enough grazing to keep them alive until the year's turn.

ATTILAN ROUGH RIDERS

The Imperium recruits some of the most ferocious mounted warriors from this barbaric world. Attilan regiments of Imperial Guard Rough Riders have fought all http://www.criticalhit.co.uk/w40krp/WD181_Attila.shtml (1 of 2) [25/05/2002 15:46:03] Rough Riders of Attila (WD181)

over the galaxy in many different theatres of war. On worlds thousand of light years from Attila the image of the scarred tribesman resplendent in his crude furs and bedecked with beads and rings is as familiar as it is frightening.

The Attilans' warrior prowess is founded upon a tradition of fighting amongst themselves, for the tribes of Attila respect only power and a King must be prepared to demonstrate his might to doubting rivals. When a lord of the Attilans defeats an enemy he cuts off the beaten man's head and his artificers turn the skull into a drinking cup as a permanent symbol of his victory. A tribal chieftain may have many such skulls, bound with ornately carved gold or inlaid with silver, embellished with rubies and sapphires of immense worth. The King of Khanasan and Lord of Attila is the most mighty of all, acknowledged as the King of a Thousand Skulls!

The Attilans are said to be born in the saddle, for they are amongst the greatest horsemen in the galaxy. The horses they prefer are thick-set beasts, ill-tempered and likely to bite or kick anyone unwise enough to give them the chance to do so. The riders depend upon their horses a great deal, and value them more highly than gold. In adversity a warrior will draw off some of the animals blood and drink it to sustain himself. In this way Attilans can live without food or water for many days, enabling them to operate deep behind enemy lines without supplies.

Characteristic features of an Attilan warrior are the scars that he bears upon his cheeks, long knife cuts of white tissue which stand out against his weather beaten skin. These marks are cut into his cheeks as a young man, and ashes from the camp fire are rubbed into the wounds so that they leave deep and prominent scars.

Attilans tend to wear their hair in long, unkempt braids, or long and matted. They do not wash themselves or clean their clothes, believing that to do so would affront the spirits of water with which they superstitiously people their land. This tradition has proven hard to break, despite considerable effort on the part of the Adeptus Ministorum preachers in the barely tolerated mission in Khanasan. Indeed, it is sometimes said that the stench of the Attilan is as powerful a weapon as his hunting lance!

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http://www.criticalhit.co.uk/w40krp/WD181_Attila.shtml (2 of 2) [25/05/2002 15:46:03] Imperial Airpower (WD187) Warhammer FRP - Warhammer 40k - Forums - White Dwarf - Email - Store

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Home : Appendix : Imperial Airpower by Andy Chambers (White Dwarf 187) IMPERIAL AIRPOWER

THE REDISCOVERY OF FLIGHT

As man tumbled down from the highest peak of his civilisation into the barbarity and darkness of the Age of Strife, the secret of flight was almost completely forgotten. The mighty air armadas of the Warlords on ancient Earth drove each other from the skies, and even the victors became earthbound for want of precious fuel.

The skies were empty for over a millennium while the Warlords continued to war against each other. Finally, the Emperor arose to lead Mankind out of barbarity in the Great Crusade. This was as much a quest for knowledge as a reunification of the scattered fragments of mankind's old confederation and the secret of flight was re-discovered. The Tech-Adepts of Mars had guarded their hidden stores of knowledge well during the Age of Strife, and as the Emperor's forces spread across the galaxy they were overshadowed by the wings of Imperial aircraft.

AIRBORNE ASSAULT

Aircraft are a potent fighting arm on the battlefield. They can bomb and strafe ill- prepared defenders almost with impunity, diving down to strike at them like a bolt of lightning. Roving squadrons of fighter-bombers are able to move quickly to attack enemy breakthroughs or silence artillery behind the foe's front line, as well as directly supporting attacks by ground forces. Fighters are also supremely useful for intercepting enemy flyers and keeping them away from vulnerable positions by engaging them in dogfights. However, aircraft invariably sacrifice protection for speed and most flyers are lightly armoured in comparison to battle tanks. Combat pilots have to be wary about taking too much incoming fire, or their fine craft can quickly turn into a flaming, earth-bound coffin.

ORGANISATION

Within the Imperium there is no single air force. Instead, each fighting arm maintains a number of its own flying machines for the support of its own armies. http://www.criticalhit.co.uk/w40krp/WD187_Imperial_Airpower.shtml (1 of 3) [25/05/2002 15:46:09] Imperial Airpower (WD187)

The Imperial Navy undoubtedly has the largest number of fighters and bombers at its command, and they play a vital role in space battles as well as planetary invasions. The Adeptus Mechanicus' well- supplied Tech-Guard regiments normally have a large number of aircraft at their disposal. The presence of aircraft to support Imperial Guard regiments is largely dependent on the individual commanders - some maintain regimental squadrons while others eschew them in favour of plentiful anti-aircraft guns and more men.

The Space Marines of the Adeptus Astartes use aircraft to protect their Thunderhawk Gunships and to soften up landing zones and spearhead their lightning assaults. These aircraft squadrons usually operate from orbiting Imperial battle barges and are configured to fight in the vacuum of space as well as within planetary atmospheres.

THUNDERBOLT FIGHTER

The Thunderbolt fighter has served the Imperium faithfully for over ten millennia. Squadrons of these blunt, heavy aircraft fought over the Imperial Palace in the Horus Heresy and they continue to do battle in the skies over a thousand different worlds throughout the Imperium to this day. The versatility of the Thunderbolt's design has kept it in service with the Imperial Guard, Space Marine Chapters, the Adeptus Mechanicus' Tech-Guard and the Imperial Navy with only minor modifications for the myriad of different environments it has fought in.

The Thunderbolt is well armed with autocannon and rockets for ground-attack and air-to-air combat, but it is this craft's remarkable durability which has always endeared it to its pilots. The plane itself is powered by two reliable plasma ramjets and its wings and fuselage are comparatively wellarmoured with armourplas and ceramite plates.

MARAUDER FIGHTER-BOMBER

During the bitter campaigns after the Horus Heresy as the Imperium fought to cleanse itself of the taint of Chaos, the shortcomings of the Thunderbolt became evident. Though the Thunderbolt excelled as an all-purpose machine for close support and dogfighting, it lacked the heavy weaponry to shatter heavy tanks and Titans. The short range of the Thunderbolt's rockets and guns also meant that it had to dive into the heart of the enemy to deliver its strike and this often proved to be a one-way trip for inexperienced pilots.

Various alternative weapon fits were tried on the Thunderbolt airframe to overcome these problems, but none were very successful. It seemed that the Thunderbolt was too well balanced for its standard armament to change it without serious affecting the whole plane. Eventually, newly discovered knowledge enabled the Tech-priests to modify an obsolete STC (Standard Template Construct) fuselage and wing into a lethal new craft - the Marauder fighter-bomber.

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The Marauder fighter-bomber is a much heavier plane than the Thunderbolt but its quad ramjets mean it is just as fast when it needs to be. The Marauder is designed for making slower attack passes than the fighters, picking off targets with its longer ranged weaponry. To deal with tanks, the Marauder carries a stripped-down battle cannon as its main armament, and this massive weapon occupies most of the forward fuselage area. The Marauder also carries missile racks slung under its wings, and a lascannon mounted in a turret.

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Home : Appendix : The Imperial Guard (White Dwarf 109) THE IMPERIAL GUARD

Captain Worlak grunted with satisfaction as the gates of the fortress were blown to atoms and J Company advanced on the Traitor's position. Horren's assault platoon gunned their jump packs and flew forward into the gateway. It would all be over soon.

Worlak rubbed one band over his stubbled chin, automatically tracing the zigzag scars that were the mark of a Warrior of the Kratch. He bad feared that his 42nd Vorgarn would be assigned to some other duties because they were raised from the same homeworld as the traitor 38th, and had made sure that his superiors knew of the hereditary blood-feud between the Kratch of the 42nd and the Tarsh of the 38th. He had written long dispatches pleading for the duty of stamping the 38th out - to eradicate this stain upon the honour of the homeworld, to make a centuries- old cultural enmity serve the Imperial cause, and as many other arguments as be could muster

He did not, of course, mention his strongest reason - that the traitors of the 38th were led by Tarsh Mardik. Cultural enmities between units were accepted as natural, but personal vendettas between commanders could interfere with judgement, and were sternly discouraged.

A huge explosion announced that the citadel was taken, and Worlak burled his jetcycle up and forward, puncbing the comm into life as be did so. He had to find out.

"Horren. What news?"

"We have the command bunker, Captain."

"And?"

"We have saved the one you wish."

"Good. You will be rewarded."

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"We are rewarded already, Captain trezny." Horren used the Kratch word for a leader of warriors, with the highest honorific suffix. The Imperium was all but forgotten - this was a Vorgarn affair, and Horren was a Kratch warrior who was very happy with his leadership. The screams which could be beard in the background bore out his words.

Worlak strode into the wreckage of the command centre to find the traitor commander chained up, away from the bodies of his men. He paled visibly as Worlak took off his visored helmet, revealing the empty socket of his right eye.

"You!"

"Yes, Tarsb Mardik. Me." He stripped off his uniform jacket, and at his signal one of his men unchained the captive. The others bad begun to spread out into a loose circle around the two.

"It's been a long time, eh, Mardik?" Worlen drew the silver handled Kratch bunting knife from his boot. "What must it be - twenty-five years, Terra standard? I expect you'll almost have forgotten by now. But I never forgot. I have this empty socket to remind me." He dropped the knife on the floor of the bunker and backed away until the knife was exactly halfway between the two of them.

"You owe me an eye, Tarsh Mardik. And I've come to collect."

Simultaneously, the two men lunged forward for the knife.

INTRODUCTION

The Imperium is vast, and wars are constantly raging throughout the galaxy. Rebellions flare up and are crushed; Orks, Tyranids and other alien races attack on a thousand fronts; heretic prophets rise to brief glory and are destroyed; new worlds are discovered, claimed for the Imperium, and pacified. At times, it seems, the whole universe is at war.

Indeed, as far as the line troopers of the Imperial Guard are concerned, the whole universe is at war. The Imperial Guard makes up the vast bulk of the Imperial military machine; recruited from the planetary defence forces of the Imperium's millions of worlds, it is a huge military force of Humans and Abhumans.

No one man knows the true size of the Imperial Guard, and only the huge Codex Exercitus, maintained on Terra by the highest ranks of the Administratum, contains the necessary data for such a calculation. There are some guesses and rumours - some say that if the whole of the Imperial Guard were paraded shoulder-to- shoulder they would cover the entire planetary surfaces of such-and-such a system, or stretch from Terra to such-and-such a star. The only thing known for certain is that the Imperial Guard is unimaginably vast.

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Because of its enormous size, the Imperial Guard is also an incredibly diverse organisation. To define the configuration of every company and platoon, to describe every variation in troop organisation, equipment and tactics, would require a work many times the size of this one and the lifetimes of many scribes beside your servant who writes this. Of necessity, then, we must confine ourselves to standard-issue equipment, common troop types and conventional tactics.

IMPERIAL GUARD REGIMENTS

The major unit of the Imperial Guard is the Regiment. Precise numbers vary, but most Imperial Guard Regiments are raised with a strength of 2,000-6,000 men. Each regiment is raised from a single homeworld, and the Imperial Guard trooper regards himself as belonging first and foremost to the Regiment rather than the Army to which it is assigned at its raising.

Regiments are identified by the name of their homeworld, and a number - for example, the 8th Necromunda Regiment is the eighth Regiment of the Imperial Guard to have been raised from the hive world of Necromunda at a particular raising. Regiments are often given unofficial names by their commanders; thus, the 8th Necromunda Regiment call themselves 'The Spiders', and use the symbol of a spider as an unofficial emblem. Their commander, Colonel Raeven Mortz, even goes so far as to keep one of the deadly Necromundan Greenback spiders as a pet and mascot.

COMPANIES

Regiments are divided into companies, which can vary widely in their size and composition. The company is the major tactical unit of the Imperial Guard. The heart of a company is composed of a varying number of platoons, and various specialist units and machines are attached to the company as need, availability and individual preference dictate - robots, vehicles, support weapons, ally contingents and the like.

PLATOONS

The Codex Exercitus gives the standard configuration of an Imperial Guard Platoon as a Command Section and up to four squads. A Command Section consists of an Officer (normally either a Captain or a Lieutenant), a number of specialist troops such as a Medic, a Commissars, an Orderly who may carry the platoon's standard, and perhaps an attached group of Sanctioned Psykers, in addition to rank-and-file Guardsmen. A squad consists of one Sergeant and nine Guardsmen, and is always attached to a Command Section. Imperial Guard squads always act as part of a platoon.

An unofficial, but very common practice, amongst units of the Guard is the adoption of Battle Badges. These riveted circular metal plates are sold to Guardsman by their officers after major wars and battles The Battle Badge simply

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has the name of the action and date stamped onto it. The troopers are proud to display such records of their battles and the badges are fixed to helmets and body armour even taking precedence over official unit Insignia.

RECRUITMENT

Each of the populated worlds of the Imperium has its own planetary defence force, raised from among its population. The lex imperla de munimenta publica lays down that each planet shall raise and maintain a planetary defence force, and a further Imperial decree provides that these planetary defence forces shall provide recruits for the Imperial Guard.

Recruitment for the Imperial Guard creams off the elite of the planetary defence forces, according to a series of quotas set by the Administratum. Using a complex system of probability computations and battle forecasts backed up by the Imperial Tarot, the Administratum issues a requirement for troops, which is passed down to the Imperial Commanders of individual planets. The Imperial Commander can then formulate his population control policy for the next generation around the Administratum's requirement for Imperial Guard troops and his own requirements for labour.

Quotas are normally set each generation, but in times of great need, the Administratum may require a planet to supply two or more raisings from a single generation. During the wars of the Horus Heresy, for example, Necromunda was required to provide dozens of separate raisings, supplying the Guard with hundreds of millions of troops in total. Many hive worlds suffered similar burdens, while at the other end of the scale, many agricultural and feral worlds were almost entirely stripped of their meagre populations, and had to be left for several generations in order for their populations to recover.

Among the planetary defence forces, it is considered a great honour to be chosen for recruitment into the Imperial Guard. Many young hopefuls, especially on hive worlds and factory planets, flock to the planetary defence force in the hope of being found worthy of the Imperial Guard - their only chance of escape from their claustrophobic homeworlds.

Methods of recruitment vary according to the world involved. On hive worlds such as Necromunda, it is common to draft entire street gangs into the planetary defence force - in effect, to legitimise their activities and give them formal control of an area. The most successful of these - and some are so successful as to threaten the long- term stability of a wide area - are drafted as complete platoons or companies into the Imperial Guard. On feral and mediaeval worlds, the planetary defence force is recruited from the warrior caste by a series of trials and ordeals, and given names such as the Knights of the Star Lord or the Eagle Warriors. The greatest of these, chosen again by trial, may join the Warriors from the Stars when their great ships come out of the sky. Some feral-world warriors will commit ritual suicide if they fail to meet recruitment criteria.

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Skinner felt good. Electricity seemed to come up through the street and flow through his body The Blood Rats were ranged out to right and left of him, and people were keeping off the street. Their street. Just like the old days.

It hardly felt any different - the old feeling was still there Even after eighteen months in the belly of a spaceship in basic training. Even though they were now officially the Second Platoon, F Company, 23rd Vintor Regiment, Imperial Guard. Even though Rubblebead was toting a missile launcher in place of his home-made bombs.

Even the uniforms were a good omen. A hundred- to-one shot, minimum. Owing to local dyestuff supplies in the Hoptor system, the uniforms were a rusty brown. The colour of dried blood. The colours of the Blood Rats.

Hoptor IV was a borne from borne. And the Blood Rats bad some fresh turf to carve themselves out.

Particularly on feral worlds, the taking of scalps, ears, and other trophies is encouraged as an index of martial prowess. Trophy-taking is also common among hive world gangs, which are similar in many cultural respects to the tribal warbands of pre-gunpowder feral worlds. On Necromunda, for example, many gangs take the smallest finger of the right hand as a trophy. Trophies are all- important proof of martial prowess, and thus of worthiness to join the Imperial Guard.

An Imperial Guard Regiment is recruited from a single planet at a single raising. The Regiment is shipped to its posting after it is raised, but does not receive replacements for losses. Because of the vastness of the Imperium, and its huge Human population, it is rare for the transport of personnel to justify the huge costs, risks and time-lags involved. However, in many Regiments the Guardsmen's offspring are brought up within the Regiment, and are recruited when they come of age. Until that time, they perform menial and support duties, and may fight as a probitor unit alongside the rest of the Regiment, being fully inducted into the Regiment when they have proved themselves in battle.

Because of the lack of ongoing recruitment, it is common for Regiments to become severely depleted, and it is thought that a great many Imperial Guard Regiments are currently at less than half their founding strength. In some cases, such as the 22/4 Valeria, two or more Regiments serving on a world may be combined to form a new Regiment, which is given the name of the base world if its parent Regiments came from different homeworlds.

TRAINING AND DEPLOYMENT

Recruits to the Imperial Guard are already partially trained by virtue of their service with the planetary defence forces from which they are recruited. Advanced training, weapon cross-training and various drills take place during the long voyage from the Regiment's homeworld to their posting. Since it is Imperial policy http://www.criticalhit.co.uk/w40krp/WD109_Imperial_Guard.shtml (5 of 10) [25/05/2002 15:46:19] The Imperial Guard (WD109)

to post Imperial Guard units well away from their homeworld in order to minimise the risk of revolt, these voyages can take months or even years. By the time an Imperial Guard unit arrives at its destination, it is a highly-trained and cohesive force, ready for almost any eventuality.

The Imperial Guard is most often deployed into war zones or on planets where a garrison is required. Garrison postings are seldom the easy tasks they may seem, for often an Imperial Guard garrison has to conquer a world, or recapture it from Orks or other aliens, before they can garrison it. Less common postings include attachment to the entourage of a Rogue Trader, and posting to a Titan Order as Secutor support troops.

A successful Regiment can look forward to being granted the overlordship of the planet to which they are posted. If the planet remains peaceful and meets all its quotas, the Regimental Commander may in time be rewarded with the title of Imperial Commander and the governorship of the planet, while substantial land grants maybe made to Guard veterans who retire from active service due to old age. In due course of time, the Regiment will become a hereditary nobility, almost indistinguishable from the now-peaceful native population. The descendants of the original garrison may well be recruited, first into the planetary defence force, and then into the Imperial Guard Regiments that are raised there.

Occasionally, the powers and responsibilities of office may corrupt a Regimental Commander who is appointed Governor of his garrison planet, and he may be tempted to rebel, as in the case of the 3rd Vorradion Regiment on Bradur IV. In such cases, Imperial justice is swift and total - less than a hundred days after the rebellion began, the governor's palace was assaulted by the Space Marines of 3 Company, Legio Astartes Blood Drinkers, with orders to take no prisoners and accept no surrender terms.

A Regiment is supplied with weapons and other equipment at its foundation, and a Regimental Commander may request equipment from the Administratum for a particular task. However, since these requests can take some time to process and are by no means certain to be approved, many Regiments will take over factories and workshops on the world to which they are assigned.

Uniforms are supplied at the foundation, but are not replaced thereafter; it is the responsibility of the Regimental Commander to arrange the supply of such items, and in an old-established Regiment it is common for uniforms to vary from platoon to platoon. The basic pattern of the uniform will remain the same, as laid down by Imperial regulations, but its colour and material will vary according to what is available at the time. Thus, for example, a Regimental Commander may requisition a batch of material from a factory on the Regiment's posting world, and if only blue material is available, then the replacement uniforms will be blue.

TROOP TYPES

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standard, general-purpose tactical platoon, a wide range of individuals and units see service with the Imperial Guard.

ADEPTUS MECHANICUS

The Imperial Guard's equipment is serviced directly by the Adeptus Mechanicus and their Servitors. The Adeptus Mechanicus personnel and Servitors are directly responsible for the Guard's vehicles and are the custodians of all the Guard's support weaponry and equipment.

Servitors

Servitors are Humans modified by the Adeptus Mechanicus, with the sole purpose of operating machinery. They are selected from various sources - the Penal Batallions, planetary reformatories, captured rebel forces and other sources of unwanted manpower - and then brain-scrubbed, physically adapted if necessary, and given intensive biochem and training. The result is less than Human, but has vastly enhanced mechanical capabilities. Servitors are able to operate their machines without thought, by instinctive response resulting from their intensive training and modification, and a single Servitor can perform the functions of two normal crewmen.

COMMISSARS

On the battlefield, Commissars accompany the highest- ranking officers in an Imperial Guard force, encouraging bravery and devotion to the Imperial cause, and ensure that cowardice and vacillation are punished and their effects on the force minimised. Away from the battlefield, Commissars act as priests and advisors, conducting rituals, giving instruction and performing other duties to ensure firm adherence to the Imperial cult. This does not necessarily mean that the religious or ritualistic practices of a platoon's cultural origins are forbidden. On the contrary, the Commissars are skilled at adapting such rites and making them an 'official' part of the Imperial Cult.

SANCTIONED PSYKERS

Not all psykers are killed out of hand or shipped to Terra for absorption by the Emperor. Sanctioned Psykers are often attached to Command Sections of Imperial Guard platoons. These individuals have often led a bizarre life as fugitives, hidden by friends or tribal groups and always in fear of their lives. Consequently, they may manifest considerable eccentricity in their dress and behaviour. They are often afflicted with mutations, an enlarged cranium being particularly characteristic.

ASSAULT PLATOONS

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worlds are particularly renowned for their ferocity in hand-to-hand fighting. These troops are drawn from the most ferocious and brutal feral-world tribes and hive- world gangs, and take great pride in their fearsome reputation. Ritual scars, facial mutilations and other identity marks characteristic of their homeworld culture are common - as they are throughout the Imperial Guard - and some assault troops invent their own platoon markings in addition, to add to their barbaric and fearsome appearance. The taking of scalps, ears and other trophies is common.

ROUGH RIDERS

On many undeveloped frontier worlds, with no properly developed communication system, the Imperium has found that horses provide the most viable form of transport. horses have been bred continuously since the early days of expansion into space for this very reason. Imperial Guard units from frontier worlds which have an equestrian military culture are often used more or less permanently as mounted scouts and foragers. These platoons of horse-mounted Guardsmen are known as Rough Riders.

Rough Rider units are sometimes issued with a nine-foot hunting lance whose head bears a shaped explosive charge. These are used for hunting big game on Feral Worlds - the quarry is driven to bay by troopers acting as beaters, and the officers draw lots to decide who will dispatch it with the lance - but they are also used by the Guard in battle. Rough Rider Lancers have proved particularly effective against riotous mobs and massed hordes of Gretchins and similar opponents; they can sometimes even produce a better result against heavier, power-armoured troops than the standard-issue lasgun of the Imperial Guard.

BEASTMEN

The Beastman breed of Abhuman is becoming increasingly common on the frontiers of the Empire, and sometimes whole planetary groups are populated by Beastmen. What they lack in intelligence, Beastmen make up in aggression and determination. They commonly have a simple but fierce devotion to the Imperial cult, fired by a desperate wish to atone for their sin of being born mutants by doing the Emperor's will on the battlefield. For Beastmen, the Emperor is portrayed as vengeful and proud, demanding tribute in the flesh and blood of his enemies. The borderline between this crude form of Emperor worship and the Chaos cult of Khorne is thin, and the Beastmen's limited intellect mean that some inevitably cross over to Chaos.

"Beastman bad. Bad Beastman. Dirty. Emperor no like. Beastman love Emperor. Give blood to Emperor Give beads to Emperor Say sorry." - Packmaster Grasht, attached to 7 Company, 14th Gratanor Regiment

OGRYNS

Ogryns are large, powerfully-built Abhumans, thought to be descended from

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Humans marooned on prison planets long ago. They are valuable troops because of their strength, brutality and childlike devotion to the Imperial cult. However, their limited intellect can make them frighteningly unpredictable and erratic. Ogryn squads must be led by Ogryn leaders, who have received brain- enhancement surgery.

Owing to their size and basic intelligence, Ogryns are normally equipped with weapons that have been designed specifically for them - mainly low-technology weapons and primitive armour. Grenades must be specially made for the Ogryns' large hands, and take the form of large metal cylinders with a ring-pull detonator at one end. Ogryn leaders are often equipped with a weapon they have dubbed the Ripper Gun, a simple but effective drum-fed, large- calibre auto-shotgun firing canister scatter-shot.

RATLINGS

Halflings, the smallest Abhuman breed, are known by a variety of names throughout the Imperium, but the name that has passed into common usage within the bulk of the Imperial Guard is Ratlings. They are used mainly as snipers, and are not subject to the otherwise rigid platoon structures. they may operate as independent squads.

PENAL BATTALIONS

The Penal Battalions are drawn from Imperial Guard and planetary defence force troops who have committed capital crimes, and had their sentences commuted to life service. There are a great many capital crimes, so the supply of potential troops for the Penal Battalions is never-ending.

New troops have their heads shaved and tattooed with the unit insignia, and explosive slave-collars are put around their necks. The collars are a disciplinary device rather than a means of turning the troops into Human Bombs - the blast is directed inwards, and will have little effect on anyone standing even a few feet away. The collars are controlled by the Adeptus Mechanicus personnel accompanying the force, and are detonated sparingly, when discipline needs to be enforced without destroying the troops' morale.

Penal Battalions are a part of the regular fighting force of the Imperial Guard, and a commander who regards Penal Battalion troops merely as cannon-fodder and uses them wastefully is liable to end up in a Penal Battalion himself.

"There are those who undervalue the Penal Battalions. But they should consider this: should a man who has wronged the Emperor be allowed to wrong him further?For each man executed is a man who can no longer serve, and to fail in service to the Emperor is the greatest of sins." - Leman Russ, Meditations on Imperial Command, Book XXI

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The troops sentenced to service in the Penal Battalions are there for life, and must live under a tremendous burden of guilt; for not only have they committed crimes, but in so doing they have betrayed the Emperor.

However, the Emperor in his mercy has ordained that Penal Battalion troops should have the opportunity to repent and atone for their crimes - hence, the Human Bombs.

Any Penal Legion trooper may volunteer for service as a Human Bomb. In addition to his normal equipment, he is fitted with an explosive harness. The moment he dons the harness, he is absolved by the Emperor and the burden of his guilt is lifted. He also has a chance of freedom, for some of the harnesses are rigged not to explode - if he survives the battle, he is absolved and free.

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Home : Appendix : Imperial Robots by Mike Brunton (White Dwarf 104) IMPERIAL ROBOTS

The command bunker had been under fire for more than three hours. Each time a shell exploded overhead a fine layer of dust fell from the ceiling and drifted through the bob-map. It interfered with the mechanism, and the picture flickered continuously. Chavez sighed. He had long since decided that the situation was critical. He grinned at the Adeptus Mechanicus technician huddled behind a stack of ammunition boxes.

"Not like the training rituals, is it?"

Another shell burst overhead, and the lights went out. The shoulder light in Chavez's armour came on automatically.

"Damn. That was close." Chavez turned the holo-map on again. The Orks were closer than ever. Eight-to-one odds were the stuff of Chapter history, unless you had to face them.

"Where's our support? Anything?"

The Brother-Sergeant at the commnet terminal shook his head. "Three Dreadnoughts a moment ago, but they stopped transmitting. No telemetry. They're dead, Brother-Captain."

"Time to leave. Up to the ridge. Set the destruct charges, Brother. We leave nothing for those Orks. You..." Chavez pointed at the adept. "You come with me. We'll see what those damn machines can do..."

The technician scrambled to his feet and followed Chavez up the access tunnel. They came out in a small copse at the base of the hill. Four large machines stood just inside the tree-line.

The comninet in Chavez's ear was a constant chatter of reports and casualty lists. Chavez checked his bolter and slapped home afresh magazine. "I don't like using machines to do a Marine's job, but I'm down to less than a demi-company. Get them punched, or programmed or whatever mumbo-jumbo you use. Pray if you http://www.criticalhit.co.uk/w40krp/WD104_Imperial_Robots.shtml (1 of 5) [25/05/2002 15:46:27] Imperial Robots (WD104)

must."

"Sir. Lord. Captain. The Rite of Battleprep is a delicate ceremony. I must have time to offer the libations and the sweetmeats. I must cast the runes of Robotics. I must- glmpfff! The adept fell silent as Chavez placed a bolt pistol under his chin.

"You must... understand what is about to happen. Either I will kill you, the Orks will kill you slowly, or your damned Robots will kill the Orks. Am I making sense?"

"Yes." The adept was already working on his precious machines. "Yes."

"Good. Five from now I want those things in supporting positions." Chavez was running up towards the ridge. The Brother-Sergeant followed him. A circle of smoke and dust popped out of the tunnel and rolled across the valley, keeping its shape all the way. The bunker's demolition charges had done their work.

As Chavez reached the ridge the first Robot began the same climb. The explosions rocked the hill and showered earth on the Marine positions, but help was coming...

THE LEGIO CYBERNETICA

The Adeptus Mechanicus is divided into many sub-branches and divisions. Each specialises in one of the myriad areas of the technical arcana. The Legio Cybernetica is one of the oldest parts of the Adeptus Mechanicus. Its records stretch back almost unbroken to the very first days of the Imperium and, it's assumed, to the times before the Imperium. The Legio has a long history, and its members regard themselves as an elite.

The Legio is responsible for the care and construction of all Robots throughout the Imperium. Robots may be used by all kinds of Army and Marine forces, but they are always under the Legio's final control. Indeed, many of the Adepts of the Legio have been killed while taking part in military operations. The Legio continues to serve, aware of its value as a fighting force, even in the face of 90% plus casualties.

The Legio is organised into several thousand cohorts, although only a percentage of these is ever active at any one time. Each cohort is in turn organised into maniples of three, four or five Robots plus a Legion tech-adept. The number of maniples in a cohort varies, but is rarely more than 100. However, a cohort is usually spread across an entire Marine force of several Chapters or a single Army. Battles involving more than 4 or 5 maniples are rare. This is not to say that they have never occurred - during the Horus Heresy in particular large numbers of Robots were committed by both sides in an effort to minimise human casualties until a decisive final battle could be fought.

Each maniple is virtually a self-contained unit. The (typically) four units are

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managed on the battlefield by a single tech-adept. He has little more to do than give the Robot's their final programs and then monitor their progress. He is, however, also charged with making sure that a damaged Robot (which could be dangerous to its own side) is destroyed as quickly as possible. Each Robot carries a self-destruct system which can be detonated by remote control should its programming fail in some way. Although rarely present on the battlefield (if they can help it) there are also a number of other, lesser tech-adepts who perform all maintenance and repair functions for the maniple. Their services are also highly sought after for other purposes. It is said that a tech-adept of the Legio is worth his weight in spares and can repair virtually any item of Imperial equipment.

Legio cohorts are occasionally attached to campaigning Marine Chapters, such as during Operation Carthage (the Second Pacification of Isstvan V). When the Desert Lions Chapter took the planet's defence forts they were preceded by a complete Legio Cohort of Robots. The Robots had been programmed to advance in an apparently mindless fashion, and proved easy targets for the defenders. However, the Desert Lions used the opportunity to map out the defenders' fire- plans and blind spots. In the Lions' ensuing assault only seven Marines were lost.

All the surviving Robots were inducted into the Chapter as honorary members as a mark of respect.

The Inquisition has also put Cohorts of the Legio to good use. Robots are, by their very natures, utterly incorruptible. Their preprogrammed, non-biological natures make them the perfect troops to use against mutants and other contaminated populations. The terror value of Robots when used against unprepared and underarmed troops has not gone unnoticed by the Inquisition. This, combined with their unflagging loyalty, has made them valued additions to the Inquisition's armoury. Cohorts attached to the Inquisition are usually staffed by technician- Inquisitors rather than Legio Adepts. Robots may be pure and incorruptible; men are not.

This was proven during the Horus Heresy, when many Legio Cohorts rebelled under the leadership of Warmaster Horns. The Cohorts had been placed under the Warmaster's command in preparation for a new crusade. When Horus commanded his forces to move against the Emperor, the Legio Cohorts at his disposal were among those to obey. In the subsequent fighting many more of the Adeptus Mechanicus joined Horus and his rebels, but this did not alter the fact that parts of the Legio had been the first to declare for the Warmaster. Following the defeat of the Heresy and the banishment of the Traitor Legions, the dishonoured Legio Cohorts also fled into the Eye of Terror, where they remain to this day.

Since the defeat of Horus the Legio Cybernetica has pledged itself anew to the Imperium. Its members now take binding oaths of loyalty more terrible than any Marine Chapter oaths. Over the millennia they have regained the respect and admiration of the rest of the Adeptus Mechanicus, the Imperial Guard, and the Adeptus Astartes.

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Legio maniples require less transport space than standard military units (Robots can be carried in open space without harm), less life support and food (Robots neither eat nor drink) and less battlefield support (Robots usually carry their own heavy weapons). Many Robots use standard armaments, reducing the need for specialised supplies, and can interchange parts with Dreadnoughts. All this makes them extremely popular with practical military commanders.

Some of the older Cybernetica cohorts claim that their Robotic troops date, in part at least, back to the First Crusade of the Imperium and earlier. These claims may have some validity, as Robots are often cannibalised to provide parts for their damaged brethren. Given the lifespans of Imperial technologies when maintained, such claims become reasonable. It is indeed possible that one Robot's leg, or Power Field or cortex has been in almost constant use for more than ten thousand years.

Like a Dreadnought, a Robot is the product of the many advanced technologies which have produced its armoured shell, its artificial muscle and nerve bundles, its cortex, power plant, weapons control systems, equipment interfaces and cortex. The Mechanicus Weapon-shops turn out many Robots to the age-old designs held in the memory banks. Castellan and Crusader pattern Robots, for example, are known to have fought on both sides during the Horns Heresy. The designs have remained virtually unchanged since that time, with perhaps only minor cosmetic variations.

Many Robot components are identical (or nearly so) to Dreadnought parts. This compatibility simplifies many supply and repair problems. Legio cohorts have, for example, been cannibalised out of existence to provide spares for Dreadnought suits! In return Legio Cybernetica adepts have not been averse to dismantling Dreadnought suits - sometimes even killing the pilot in the process - when making battlefield repairs.

What makes a Robot different from an unoccupied Dreadnought suit is its cortex. This is an artificial brain of sorts, which is constructed from artificial proteins and enzymes. This cortex is imprinted with simple maintenance and movement routines - a rudimentary 'mind'. These enable the Robot to obey simple instructions ("Open the Weapon Bay Door, Please... Move Ahead to the Holding Area" etc) when away from the battlefield. These 'firmware' routines (so called because they are 'wired in' software) are often patterned after living creatures, and a Robot may develop a dog-like devotion to its technician-master.

Before a battle the firmware routines are overlaid and replaced by the Robot's combat wetware (ie the software of a protein computer). This new cortex program, which can be changed for every battle, defines, for example, how and when the Robot is to fire its weapons or detonate its self-destruct charges.

Each piece of wetware is held in a small slice of bioplastic, about the same size as a credit card. Many warriors take these from 'dead' robots, believing that them to hold the soul and courage of the robot. When kept in a medicine pouch some of http://www.criticalhit.co.uk/w40krp/WD104_Imperial_Robots.shtml (4 of 5) [25/05/2002 15:46:27] Imperial Robots (WD104)

the robot's bravery passes into the warrior; even some Marine Chapters have been known to follow this tradition.

Without its cortex a Robot is as helpless as a bolter without a Marine. It can do nothing other than take whatever punishment is meted out to it. With its cortex fully programmed, however, a Robot can prove itself the equal of many other creatures on the battlefield.

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Home : Appendix : The Tyranid Assault on Iyanden by (White Dwarf 164) THE TYRANID ASSAULT ON IYANDEN

Thousands of years ago Eldar civilisation was all but destroyed in a catastrophe brought about by the Chaos God Slaanesh, the only survivors fleeing from their planets in giant space vessels known as Craftworlds. Iyanden was the largest of all of the Eldar Craftworlds and its people the most numerous. It drifted serenely through the void of space, far away from the inhabited planets of other races. Then, from out of the darkness of intergalactic space exploded the Tyranids, and Iyanden became the scene of the Eldar's first encounter with the Tyranid Swarm, the all consuming menace whose locust like advance through the galaxy has since enveloped hundreds of human worlds.

The first warning the Eldar of Iyanden had of their fate was brought by the Craftworld's far ranging Scouts, Eldar whose instincts drive them to a life of exploration and danger, and who secretly monitor the planets and alien races near their Craftworld. The news that the Scouts brought was dire; a Tyranid Hive Fleet of immense proportions was heading towards Iyanden Craftworld. Already over a dozen Imperial planets had been consumed in the Tyranid's advance and, although the Imperium was mounting furious counter-attacks as and when it could, it would be months until a major Imperial task-force could be mobilised to deal with the threat. By then Iyanden would have been overrun.

Farseer Kelmon, leader and spiritual head of the Craftworld, called together the Eldar of Iyanden and warned them of the impending Tyranid assault. Each Eldar Craftworld has a great hail, known as the Place of Answering, which is capable of holding every member of the Craftworld. At times of crisis the Eldar meet there, so that all may know of the peril that faces their Craftworid, and so that any Eldar may voice an opinion on the course of action that should be taken. Only once all views have been debated and a consensus of opinion reached will the Craftworld's Farseer decide on the course of action to be taken. The debate on the action to take against the Tyranid Hive Fleet was heated and prolonged. The more conservative elements of the Craftworld argued for a policy of isolation, shielding the Craftworid behind a powerful psychic shield in an attempt to avoid all contact with the Tyranids, while the more aggressive elements wanted to attack the Tyranids immediately, dispatching the fleet to destroy the Tyranids before they http://www.criticalhit.co.uk/w40krp/WD164_Iyanden.shtml (1 of 4) [25/05/2002 15:46:33] The Tyranid Assault on Iyanden (WD164)

reached the Craftworld. Both courses of action were deeply flawed, however, because they took no account of the sheer size of the Tyranid Swarm. It took a powerful speech from Eldar Scout Irilith, who has seen the Hive Fleet at first hand and understood the terrible threat that it represented. For over an hour she drove home to all present that the Hive Fleet was too large to hide from, and too powerful to be defeated by the Eldar fleet alone. It would take the combined efforts of every Eldar on Iyanden Craftworld to have any chance to turn back the Tyranids. Even then they might not succeed in defeating the alien menace.

A hush fell on the Hall as Irilith finished her speech. No more needed to be said, for all the Eldar present now realised the sheer enormity of the task ahead. Farseer Kelmon rose and began to issue the decrees to prepare the defences of Iyanden Craftworld. All elements of the fleet would be recalled, and every single Eldar must take on the Warrior aspect of Warlock, Guardian or Aspect Warrior. The entire gigantic Craftworld would be fortified, for there could be no doubt that the Tyranids would breach their outer defences and land on the ship. Help must be requested from the other Eldar Craftworlds. The Avatar, the embodied spirit of the Craftworlds War God, must be awakened to take part in the battle. And, most terrible of all, all of the Craftworlds ancient Spirit Stones must be plucked from their resting places and implanted in metal fighting bodies to battle as Ghost Warriors. When an Eldar dies the spirit is released into a gem known as a Spirit Stone, which is grafted into the very structure of their Craftworld to preserve the dead Eldar's consciousness. Thus, each Craftworld is a living thing which preserves a little of the once great Eldar civilisation. By risking the destruction of the Craftworlds Spirit Stones, Kelmon risked the destruction of Iyanden's culture and racial memory. It was a grave chance to take, but Kelmon knew that the Ghost Warriors could make the difference between victory and defeat in the struggle that was coming.

The first Tyranid Hive Swarms attacked Iyanden just 20 days later. By then the Craftworld had already been isolated for over a week by a Tyranid psychic blockade, which made it extremely difficult for the other Eldar Craftworlds to send help. Apart from a few scattered units that made it through, Iyanden would be fighting the Tyranids on its own. Nonetheless, the first Tyranid waves were dealt with easily and efficiently by the Eldar fleet. The Eldar's spacecraft were faster, more manoeuvrable and had longer ranged weapon than their opponents. In battle after battle the Eldar spacecraft destroyed the lumbering Tyranid Hive Ships, only suffering minimal casualties themselves. For a while it looked as if the Fleet might be able to hold off the Tyranids on its own, as wave after wave of Tyranid Hive Swarms were wiped out. But Farseer Kelmon was not convinced. Already the ability of the Craftworld's Forges to replace destroyed Eldar spacecraft was being outstripped by the casualties being suffered in the deep space battles that raged around the Craftworld. The Eldar fleet was being ground down in a massive battle of attrition, a battle that only the Tyranids could hope to win.

As if to confirm Kelmon's worst fears, the next Tyranid wave was massive, very nearly twice the size of any that had hit the Craftworld so far. The Eldar Fleet suffered terrible casualties in its attempt to hold the Tyranids off, and for the first

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time was unable to stop them landing on the Craftworld. Although the landing was wiped out before any serious damage was done, the Eldar Fleet as a large scale fighting force had ceased to exist. Still there was hope, especially if the wave had represented the Tyranid's main assault force. Eldar spirits were raised even more as the next wave turned out to be tiny in comparison to what had come earlier. Although the weakened fleet couldnt keep all of the Swarms away from the Craftworld, the landings that were made were easily isolated and destroyed. For a short while it seemed that the Eldar had weathered the storm.

And then Iyanden was hit by two huge waves in succession. The pitiful remnants of the Eldar Fleet opposed the Hive Swarms as best they could, but were swept aside by a tide of alien spacecraft. Iyanden was all but engulfed as Horde after Horde of Tyranid Warriors, Genestealers, Hunter Slayers and Scream Killers were disgorged from the Hive Swarms onto the Craftworld. Huge battles erupted all over Iyanden, the fighting close ranged and bitter, with enemy forces often only separated by the width of a corridor of Wraithbone wall, as the Eldar desperately attempted to beat off the alien invaders. Often they succeeded, but the Fortress of Tears, Shrine of Asuryan and, most terrible of all, the ancient Forests of Silence all fell to the Tyranid hordes. The Eldar counter-attacked, with the raging figure of the Avatar leading the Craftworlds Aspect Warriors and Ghost Warriors in a berserk orgy of destruction which recaptured the Forests of Silence from the Tyranids. It is said that the Eldar Warriors wept tears of rage and sorrow to see the damage inflicted on the ancient forest domes of their Craftworld. Slowly the Eldar managed to turn the tide on the Tyranids and gain the upper hand, forcing the Tyranids back onto the defensive. And then another huge Tyranid wave arrived, the third in succession, and the largest yet. As Swarm after Swarm flickered into existence on the Eldar's scanners Kelmon knew that, barring a miracle, Iyanden Craftworld was doomed

Over 50 years before the Tyranid assault, High Admiral Yriel had led Iyanden fleet. Although he was considered one of the greatest Eldar navel tacticians to have ever lived, his character was flawed by the sin of pride. When Iyanden had been threatened by a Chaos Space Fleet raiding out of the Eye Of Tenor, Yriel had led the fleet on a pre-emptive attack on the Chaos Fleets flagship, leaving Iyanden Craftworld unprotected. He only returned just in time to stop a suicide attack by a small flotilla of Chaos Raider ships, who nonetheless managed to damage the Craftworld. Expecting to be fated and honoured for his victory. Yriel was deeply angered when he was called upon to defend his course of action. Claiming that his record should speak for itself, Yriel refused to enter into the debate, leaving his old friend Kelmon no choice but to elect a new High Admiral in his place. Almost apocalyptic with rage, Yriel vowed that he would never set foot on lyanden again. He and a small band of followers left the Craftworld and formed an Eldar Raider company that became the single most powerful Eldar pirate force operating in the galaxy.

When he heard of the Tyranid's assault on Iyanden, Yriel did his best to ignore the terrible peril that threatened his old Craftworld. But proud though he was, righteously angry though he was, Yriel could not leave Iyanden to its fate in this, its

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very darkest hour. Battling his way through the Tyranids psychic blockade, Yriel swept to the aid of his people. He arrived just in time.

Like a thunderbolt from the blue Yriel and his Raider fleet smashed into the Tyranid Hive Swarms. He was quickly joined by the few remaining craft of Iyanden's fleet, and together the combined Eldar space fleets tore the Tyranid Swarms apart. Two more waves of Tyranid Hive Swarms attacked the Craftworld, only to meet the same fate. Not a single Tyranid ship reached the Craftworld, though the cost to the Raiders was dear. Bloodied but unbowed, the Raiders prepared to sell their lives to the last in order to turn back the next wave of Tyranids. On the bridges of the Craftworld and of the circling Eldar ships, vigilant eyes watched the scanners, waiting for the first tell-tale blip that would indicate the direction of the next assault. Minutes passed, then hours, and with a growing sense of wonder the Eldar realised that no more Tyranid Swarms were coming - the assault was over. The Hive Fleet had been destroyed!

But on Iyanden Craftworld the war went on. The Tyranid Hordes that had been fighting a tenacious rearguard action, awaiting the aid of the rest of the Hive Fleet now turned like cornered rats and hurled themselves at the Eldar. Caught by surprise the Eldar staggered back, desperately trying to hold the suicidal Tyranid onslaught. The Fortress of the Red Moon fell to a surprise attack, and for a moment it seemed that with victory within their grasp the Eldar would be defeated. But, for the second time, Yriel led his Raiders to the rescue of the Craftworld. Disembarking from their orbiting spacecraft, the Raiders joined with the battered defenders of Iyanden Craftworld and, yard by yard, step by step, forced the Tyranids back. A final wild charge led by the Tyranid Hive Tyrant was annihilated by the combined efforts of the Avatar, Yriel and the Ghost Warriors, and then in a series of vicious one-sided battles, the last of the Tyranids were hunted down and destroyed. The Tyranid attack on Iyanden Craftworld was over. The Tyranids had been defeated.

But the victory was a hollow one. Though the Eldar had repulsed the invaders, the cost was bitter. Their once proud world stood in ruins, and four-fifths of the inhabitants were dead or lay dying in its shattered halls. Iyanden's mighty space fleet was a pitiful shadow of its former self, the blasted remains of its majestic spacecraft and their brave crews hanging silent and weightless in space. But all this could be rebuilt, maybe not for hundreds of generations, but one day in the distant future. What was lost for ever were the souls of the Eldar whose Spirit Stones had been destroyed in the battle against the Tyranids. The massive destruction wrought upon the people and Ghost Warriors of Iyanden dealt the Craftworld a blow from which its culture could never fully recover.

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Home : Appendix : Rough Riders and Whiteshields by Graeme Davis (White Dwarf 111) ROUGH RIDERS AND WHITESHIELDS

The Imperial Guard draws on many different worlds and many different cultures for its troops: some are feral worlds, knowing only the axe and spear; others fight their wars with lasgun and bolter. This diversity brings a wide range of customs and rituals into the Guard and various unusual types of warrior. Among these are the Rough Riders, horse-mounted Guardsmen armed with powerful explosive lances, and Whiteshields, young inexperienced warriors courageously trying to prove their valour.

ROUGH RIDERS

There are many worlds in the Imperium where the horse is still widely used. Not all of these are feral or mediaeval worlds. Some, like Avar III, have a privileged class which spends a great deal of time on horseback, whiling away their leisured hours with equestrian sports and hunting. Others, like New Klondike, have rough terrain and low native fuel resources, which make the horse a more practical form of transport than a motorised vehicle.

Even among the feral and mediaeval worlds, there is an enormous range of cultural types which may give rise to elite cavalry forces. There are the outriders of nomadic herding cultures, as on Dolgan IV and Temujin's World; there are mounted raiders such as the Horse Lodges of Cochise and the kozaki of Novgorod; and there are formalised horse-warrior aristocracies such as the Holy Orders of Avalon and the badokai of Epsilon Tokugawa III.

Common to all these planets with diverse cultures and customs is their equestrian elite, a warrior class that has accumulated generations of experience and tactical wisdom in the use of cavalry on the battlefield. These horse-warriors are always subject to close inspection by the Imperium, and they are frequently drafted by the Imperial Guard when a regiment is raised from their homeworld. On the more advanced worlds, cavalry units are always incorporated into the Planetary Defence Force and it is from this that the Guard recruits. On some of the more primitive worlds, the Guard recruits directly from tribes and clans of horse-warriors - legends and great epics are born at these times, and tales of undying heroes http://www.criticalhit.co.uk/w40krp/WD111_Rough_Riders_Whiteshields.shtml (1 of 6) [25/05/2002 15:46:39] Rough Riders and Whiteshields (WD111)

joining the Star Riders to battle on the Fields of the Night are commonplace.

The bond between a rider and his mount is not easily broken, and the horse- warriors are not recruited merely for their courage or skill at arms. The Guard does not overlook their specialised skills, and riders are always accompanied by their mounts when they are drafted into a regiment. After retraining with the weapons and tactics of the Imperium, these horse-warriors are formed into mounted platoons, universally known as Rough Riders.

TRAINING

During the long period of transit to their regiment's posting, Rough Riders are trained in the use of Imperial Guard weapons and tactics, just like their infantry counterparts. They are also trained in the use of the Imperial Guard hunting lance with its shaped-explosive head, and in advanced cavalry techniques. Imperial Guard transit ships are large enough to provide extensive training areas even for mounted units, as well as the stabling and accommodation needed for the horses and their riders.

It is not only the riders who learn new skills - their mounts are given biochem treatment and extensive training to prepare them for modem battlefield conditions. Once they arrive at the combat zone, months or years after leaving the familiar terrain of their homeworld, Rough Rider horses will not panic under fire, or shy away from unusual sights and smells such as Orks and Dreadnoughts.

Over the cratered terrain of a battlefield that has suffered a heavy bombardment, horses have often proved superior to motorbikes or armoured vehicles. A platoon of skilled Rough Riders can be an effective assault and skirmishing force, able to move rapidly over the broken ground, and equally able to climb steep slopes as to gallop along narrow ravines. And when they finally confront the enemy, Rough Riders can charge into the opposing lines with their explosive lances, quickly changing to lasguns and laspistols after the initial onslaught.

CUSTOMS AND RITUALS

Like other members of the Imperial Guard, Rough Riders retain many of the customs of their homeworlds. The use of tattoos, ritual scarring, unofficial uniforms and tribal symbols is widespread amongst the Riders, and many platoons retain the pennants of their old tribe or unit, flying them from their lances below an official Guard banner.

The horses of the Rough Riders are freeze-marked on the rump with Imperial Guard insignia: the freezing brand painlessly destroys the pigmentation of the hair and leaves a permanent mark in the shape of a stylised eagle surrounding the head of a horse. Many horses also retain the brands and markings they carried before recruitment to the Guard; among some of the Riders drawn from more barbaric cultures it is even the custom to ritually scar or tattoo the mount along http://www.criticalhit.co.uk/w40krp/WD111_Rough_Riders_Whiteshields.shtml (2 of 6) [25/05/2002 15:46:39] Rough Riders and Whiteshields (WD111)

with its rider, leaving raised welts or colourful markings to commemorate the platoon's most heroic actions.

In many regiments, the officers of the Rough Riders are drawn from a long- established ruling elite. Despite their recruitment into the Guard and their official ranks, these nobles are regarded by both themselves and the other troops of the regiment as natural leaders, able to command the service and respect of their homeworld inferiors beyond the call of duty. It is common for these noble Riders to pass their leisure time in the hunt, using infantrymen as beaters to flush out the exotic wildlife of the planets on which they are stationed. Their training and the use of explosive lances hardly makes for a fair competition between hunter and hunted, and it is usually considered poor sportsmanship to arm the lance unless the prey is especially large and ferocious.

Other customs are upheld even on the battlefield, and the Guard may condone unusual tactics by Rough Rider platoons if the skills of their homeworlds are shown to be effective against the Imperium's foes. The most common Rough Rider tactic is to charge the enemy with explsoive lances, switching to lasguns or laspistols once the platoon have made their initial breakthrough. Some Rough Riders, especially those who were accustomed to fighting with cavalry sabres, prefer to arm themselves with chainswords, slashing fiercely to either side as they contact the enemy. Other units tend to standoff, firing at their opponents with lasguns, often galloping past and making themselves hard targets to hit. Whatever their tactics, the mobility and speed of Rough Riders always make them a potent force on the battlefield, able to spearhead an attack as easily as run a flanking manoeuvre, thus keeping enemy commanders on their toes watching for unexpected attacks by the mounted Guardsmen.

WHITESHIELDS

When the youngsters come of age - the precise age varies according to the regiment's homeworld culture - they began their training as Guardsmen. During their training period they are officially designated as probitors; in practice, they are given names from the regiment's homeworld culture, such as Cadets,

Probationers or Gun Babies. But by far the most common name for probitors, especially in regiments from feral or mediaeval homeworlds, is Whiteshields. On these worlds, the young warriors carry shields with no markings - not until they have proved themselves in battle can they claim the right to display the tribe's colours or the heraldry of their fathers. This practice has been continued in the Guard, and all probitors have blank insignia: they show neither regimental, company nor platoon symbols until they earn the right on the battlefield.

In most regiments, recruitment to the Whiteshields represents the first phase of the youngsters' passage into adulthood, and is accompanied by appropriate rituals from the regiment's home culture. Whiteshields continue to perform menial and support duties, but combat training takes up an increasing proportion of their time, until they are judged to be ready for action. Finally, they get a chance to prove their mettle in combat and to demonstrate that they are worthy of becoming true http://www.criticalhit.co.uk/w40krp/WD111_Rough_Riders_Whiteshields.shtml (3 of 6) [25/05/2002 15:46:39] Rough Riders and Whiteshields (WD111)

warriors in the Guard.

Regiments of the Imperial Guard are generally posted to combat zones immense distances from their homeworlds, and it is rarely practical to recruit from the homeworld to make up for combat losses. The Guard therefore uses various other methods of bringing regiments up to strength, depending on the circumstances: amalgamating depleted regiments into a single fighting force is common practice, especially when the regiments are being constantly transported to new battle zones. Regiments that are left to garrison a world they have conquered, on the other hand, recruit from local sources - the most common method (and by far the safest on hostile planets) is to draft the sons of the regiment into the Guard when they come of age.

The children fathered by members of an Imperial Guard regiment are usually brought up completely within the regiment itself. It acts as a kind of extended family, infusing the youngsters with the culture of the homeworld they have never seen, and assigns them menial and support duties which would otherwise eat into the regiment's fighting strength.

RITES OF PASSAGE

It is often observed that Whiteshields work faster, train harder and fight more fiercely than most experienced Guardsmen. For a Whiteshield, passing from probitor to true Guardsman is far more than a simple promotion: it is their entry into adulthood - this gives them the status and respect due a Guardsman and, most important, the right to bear the regimental insignia and the ritual markings of a warrior.

When a Whiteshield takes to the battlefield, he is driven by a desire to prove his courage and skills that borders on the fanatical. Whiteshields are fearless in the face of enemies that older, and wiser, Guardsmen treat with caution. For a Whiteshield, failure to win his colours is a terrible blow - showing cowardice is unforgivable, and an honourable death is certainly to be preferred to the dishonour and ridicule heaped upon the weak-hearted.

Whiteshields serve alongside the other squads in their regiment, distinguished only by their bravery and the white badges and helmet stripes on their uniforms. Each Whiteshield squad has an experienced sergeant to guide it through training and in its first battles. The squads are usually put into a normal platoon to learn from the example of the troopers around them - occasionally a company will form up a platoon solely of Whiteshield squads, trusting that their courage will compensate for lack of experience.

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Every man in the regiment who could stand was in the assembly ball. Yarren stood at rigid attention in front of the dais, along with the other two survivors of the WhiteshieIds. His body felt like one huge bullet-bole, and he was dizzy from loss of blood, but elation forced everything else to the back of his mind. He hardly heard Colonel Tarvit's words.

"...Because of Probitor Yarren's courage and quick thinking and the dedication of the Whiteshields following his example, the 0rk spearhead was destroyed. It is my judgement that the Whiteshields have proved themselves worthy of full Guard status. I order that the survivors be assigned to One Platoon to replace losses, and the others buried with full regimental honours. Does any man here know of any reason why this order should not be carried out?

Silence.

"Then let it be done. The Colonel's orderly came forward and removed the blank white badges from the chests of the three Whiteshields. Yarren found himself holding his breath as the Regimental colours were affixed to his flak tunic.

"When they are judged to be fit, these three men shall receive the scars they won today And Guardsman Yarren shall be inducted Into the High Eagle Lodge, under my own Patronage.

The ball resounded with cheering as the three were led away to the med-bay. Yarren thought of the rituals of full manhood that awaited him, and of the mysteries of the High Eagle Lodge most respected of the regiment's warrior lodges. He had proved himself today.

But now be was tired. More tired than be bad ever been.

Only those who distinguish themselves in battle are allowed to become Guardsmen proper. Some regiments merely demand that a Whiteshield take part in a battle without giving way to fear. Many only accept those who have drawn blood or killed an enemy, sometimes requiring the young warrior to collect a trophy to prove his claims: an opponent's back banner or weapon perhaps, or a more gruesome and bloody memento taken from the body of a fallen enemy.

At the end of his training, after he has shown his skill, a Whiteshield is ceremonially awarded his colours: his blank, white badge is replaced with the http://www.criticalhit.co.uk/w40krp/WD111_Rough_Riders_Whiteshields.shtml (5 of 6) [25/05/2002 15:46:39] Rough Riders and Whiteshields (WD111)

regimental number and the colours of his platoon; he takes the shoulder motif of his company, and the helmet markings of the squad to which he is assigned. More important than this, however, are the unofficial rituals in which the new Guardsmen is welcomed by his fellows into the regiment. These rituals are taken from the regiment's homeworld culture and vary widely throughout the Guard; tattoos and ritual scars are common and receiving these marks without a cry of pain is as much a test of the youngster's courage as his bravery on the battlefield.

At last the Whiteshield emerges from his training as a full member of the Guard, wearing his scars and tattoos with as much pride as the uniform of his regiment, ready to return to the battlefield with his new experience and, perhaps, a little more caution.

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Home : Appendix : Space Fleet by Jervis Johnson, Andy Jones, Simon Forrest & Rick Priestley (White Dwarf 139 &140) SPACE FLEET

Detailed background information. WORLDS OF THE GALAXY

The galaxy is a vast spiral, ninety thousand light years across and fifteen thousand light years thick, containing four hundred billion stars. Only a fraction of the stars have habitable planetary systems, and only a tiny fraction of these have been investigated by humanity or any other spacefaring race.

The initial human colonisation of the galaxy lies in the distant past, separated from the present by twenty thousand years of regression and rebuilding. Human worlds are scattered throughout the galaxy but their distribution is not even. The greatest density of human worlds is in the galactic west, close to Earth. In the galactic east, in the area known as the Eastern Fringe, human worlds are few and often far apart.

Many human worlds benefit from mutual contact and a comparable level of technology. Others have become primitive and barbarous, often as a result of periods of isolation. New human worlds are being discovered all the time, and there remains an unknown number which have been isolated and forgotten for hundreds, if not thousands, of years.

THE IMPERIUM

Stellar empires cannot really be reckoned in terms of the spatial areas they occupy, but only in terms of the star systems under their control. The Imperium is the largest such empire in the galaxy. The million or more worlds that lie under its dominion are spread throughout the entire galaxy with the exception of the Eastern Fringe. It extends to the limits of the Astronomican, the beacon which its fleets rely on for navigation. Of course the Imperium does not control all of the star systems within this vast area, nor even the majority of the inhabited systems within its borders. The galaxy also contains many alien races ruling smaller empires of their http://www.criticalhit.co.uk/w40krp/WD139_space_fleet.shtml (1 of 51) [25/05/2002 15:47:31] Space Fleet (WD139 & 140)

own.

The Imperium is ruled from Old Earth. It is governed by a vast bureaucracy known as the Adeptus Terra sometimes referred to simply as The Priesthood. The Adeptus Terra governs the Imperium in the name of the Emperor of Humanity, the Undying Master of Mankind.

Most of the information about spaceships and space travel in this article refers to the fleets of the Imperium. For more information on the vast, complex and fascinating Empire of Man, see the Warhammer 40,000 rulebook.

THE EASTERN FRINGE

The Eastern Fringe lies beyond the Astronomican and so beyond the easy reach of Imperial forces. It is known to contain human planets settled in ancient times as well as many alien worlds. Some of these planets have populations which are feral or barbarous but many shelter highly advanced cultures. Most worlds are self- governing or belong to small independent human or alien empires. Agents of the Imperium are continually exploring the Eastern Fringe, spying out dangers, recruiting allies, and fighting wars beyond the borders of the Imperium itself.

THE EYE OF TERROR

The Eye of Terror lies on the edge of the galaxy to the north and west of Earth. It can be plainly seen as a swirl of stars appearing very much like an eye. The Eye of Terror is also the centre of a huge and dangerous warpstorm. It is in fact one of the few places in the galaxy where real space and the warp

actually overlap. Following the wars known as the Horus Heresy which were fought at the dawn of Imperial history, rebel forces allied to Warmaster Horus fled into the Eye of Terror after their defeat at the hands of the Emperor and loyal human troops. Their descendants still rule the Eye of Terror. Their prolonged contact with the warp and its inhabitants has changed them utterly: they are no longer human nor wholly sane. They remain amongst the most deadly enemies of the Imperium and humanity.

WILDERNESS SPACE

Most of the stars in the galaxy remain unexplored. Whole areas of the galaxy are embroiled within warpstorms and are therefore inaccessible from other areas. Other stars are simply remote and await mapping and codification by the Imperial exploration teams. These largely unknown zones are known as wilderness space or wilderness zones. As warpstorms abate, old wilderness areas are explored, uncovering ancient human settlements as well as alien races and empires. Wilderness zones are spread throughout the galaxy.

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Humanity is but one of many races in the galaxy. However, none are so widely distributed or so numerous as humans. Most occupy only a single world or a small group of worlds. The majority of aliens are comparatively primitive, peaceful or powerless, and of little interest to humanity. Only a few alien races are powerful, aggressive and possess technology which rivals that of the Imperium. Of these, the most common are the Orks, Eldar and Tyranids.

The Orks are the degenerate descendants of a once- sophisticated spacefaring race. They are brutal and warlike, but retain some of the technological knowledge invented by their forebears. Orks are naturally anarchic and aggressive, fighting constantly amongst themselves as well as against other races. Ork worlds are spread throughout the galaxy in a similar way to those of humans, testifying to a past age of superior technical knowledge.

Ork Warlords represent a consistent and dangerous threat to humanity. Individually they control only a few ships, but there are so many of these petty tyrants that the Imperium is in constant danger from their raids. Their craft are crudely designed and constructed, but effective for all that and easily a match for Imperial ships of similar size.

ELDAR

The Eldar are an ancient race that live on giant spacecraft called Craftworlds. These Craftworlds drift through space at sub-light speeds. The Eldar travel through space by means of an intricate system of warpgates and tunnels, closed routes through warpspace leading from a Craftworld to either a point in space or a planet. Some gates are quite small and allow an Eldar to literally walk from his Craftworld to another part of the galaxy. Other gates are large, and every Craftworld has at least one warpgate that is large enough to enable spacecraft to enter. It is by this means that Eldar ships travel between the stars - they have no warp drives in the human sense.

There are more details on Eldar spaceships later in this article.

TYRANIDS

The Tyranid hive mind is an alien entity, a great creature that is formed from countless billions of creatures, a mind that is many linked minds. The Tyranids have travelled to the Imperium in a hive fleet from an unimaginably distant galaxy. The hive fleet is a great dark swarm of many millions of individual spacecraft, each a gigantic living thing, a creature fashioned from organic tissue by means of sophisticated genetic manipulation of which the Tyranids are masters.

The Tyranid hive mind hungers for fresh gene-stocks that can be used to create new bio-construct creatures and organic machines. Their own galaxy is http://www.criticalhit.co.uk/w40krp/WD139_space_fleet.shtml (3 of 51) [25/05/2002 15:47:31] Space Fleet (WD139 & 140)

exhausted, its creatures long- since absorbed into the hive mind, their flesh turned to machine-like purposes or discarded as useless. The Imperium, with its countless billions of humans and other creatures, offers the Tyranids an almost inexhaustible supply of flesh and genes which will invigorate the hive mind and enable it to embody itself in new forms.

The hive fleet has reached the outer part of the Imperium and the entire south- eastern spiral arm of the galaxy now lies under its dominion. A thousand human worlds have already fallen to the invader, their populations consumed or enslaved by the Tyranids.

Now the Imperium prepares for war. The weaponshops of Mars turn out ever-more potent machineries of death, new spaceships sail from the shipyards of Necromunda, Space Marine chapters muster their fleets and begin the long battle to counter the hive fleet, the vast resources of the Imperial Guard gradually swing into action as millions of men prepare to embark on a war for humanity's very survival.

INTERPLANETARY TRAVEL

The worlds of the Imperium are governed by hereditary rulers called Imperial Commanders. The Imperial Commander holds his planet on behalf of the Emperor. In return for his oath of loyalty and regular planetary tithes, he controls the planet as if it were his own. The Imperial Commander is free to administrate and defend his planet as he sees fit. Most worlds maintain fleets of interplanetary spacecraft - ships built to operate within their home system and lacking the warp engines needed for travel between stars.

Interplanetary ships are common on all technically advanced worlds. Even on medieval and feral worlds the planet's governor and his associated staff and warriors would have access to such spacecraft - the general population would remain either ignorant of or completely in awe of spacecraft and technology.

Interplanetary shipping is administered by the Imperial Commander of each system. Some Imperial Commanders keep a tight leash on all space travel, others are far more lax and allow independent bodies to organise and maintain spacefleets to serve the system. Similarly, while some Imperial Commanders police their systems very thoroughly, others find it impossible or impractical to enforce controls on independent operatives. Some Imperial Commanders undoubtedly collude with anarchic and piratical organisations, trading off the control of planets or asteroids, mining or transport rights, or even defence and policing concessions, in return for personal profit. These Imperial Commanders may maintain that this is the only way they can control their worlds.

Each planet is responsible for its own defence. Imperial Commanders are obliged to build ground-based defences, spaceports, and what defence fleets that can. The number of weapons and ships in any individual system will vary, depending on the enthusiasm of its governor as much as the possible danger. In addition to http://www.criticalhit.co.uk/w40krp/WD139_space_fleet.shtml (4 of 51) [25/05/2002 15:47:31] Space Fleet (WD139 & 140)

ships under the control of the Imperial Commander, planets lying in vulnerable positions or having a history of trouble may also have an Imperial Fleet base. Although Fleet ships are independent of those of the Imperial Commander, both would be ready to meet an emergency. Fleet ships may also be stationed in one system so that thcy can patrol a number of nearby star systems. INTERSTELLAR TRAVEL

Without space travel mankind would have died millennia ago in the poisoned desolation of earth's sterile deserts. Today, interstellar spaceships form a frail lifeline enabling humanity to survive amongst the stars. The defence of the Imperium, trade, communications and transport are each dependent upon interstellar travel and ultimately upon interstellar spaceships.

Interstellar spaceships are equipped with warp drives enabling them to travel between the stars. A few of these craft are owned by Imperial Commanders, Navigator families or other independent organisations or individuals. The vast majority belong to and are controlled by the Administratum, the administrative branch of the Adeptus Terra. All legally operating human ships, whether owned by the Imperium or not, are registered and policed by the Administratum.

THE WARP

An understanding of interstellar travel requires some knowledge of the warp. The material universe is just one aspect of reality. There is a quite separate and co- existing immaterial universe. This is commonly known as the warp or warpspace, also known as Chaos, the otherworld, the ether, the empyrean, the void and the immaterium. The study and exploitation of the warp is the aim of warp technology, the most important achievement of which is warp travel.

Warpspace may be explained in terms of an endlessly broad and infinitely deep sea of raw energy. This energy carries within it the random thoughts, unfettered emotions, memory fragments and unshakeable beliefs of those who live in the material universe. In this sense it is the collective mind of the universe itself. It would be overly simple to claim that this is all there is to the warp, but the image is a useful mental tool which helps us to understand it.

THE PRINCIPLE OF WARP TRAVEL

A spacecraft drops into the warp by activating its warp engines. As a ship leaves the material universe it enters a corresponding point in warpspace. The ship is then carried along by the tides and currents of the warp.

After travelling in this fashion for an appropriate time, the ship uses its warp engines to drop back into real space. Because the material universe and the warp move relative to each other, the ship reappears in a new position several light

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years from its starting point. This process is called a jump or hop and the process of entering or leaving warpspace is known as a drop or shift.

Journeys are undertaken in short jumps of up to 4 or 5 light years. Longer jumps are unpredictable and dangerous. The tides of warpspace move in complex and inconsistent patterns and ships attempting longer hops often end up wildly off course.

Were this limitation to apply to all warp travel then humanity would not have spread throughout the galaxy as it has. It is possible to make long jumps of many light years by steering a ship within the warp itself - sensing, responding to and exploiting its currents and thereby directing the craft towards a corresponding point in the material universe. Only the strange human mutants known as Navigators can pilot a craft through the warp in this way.

Some people are sensitive to the movements of warpspace. They can, for example, sometimes tell that a spacecraft is approaching even before it drops back into the material universe. This human sensitivity to the warp is not generally well developed. However, in a minority of people this sensitivity is far more finely tuned. These people are known as psykers and they are able to consciously control and use the energy of the warp to affect the material universe. Navigators are powerful psykers of a specialised kind who can use their powers to steer spacecraft in the warp.

THE ASTRONOMICAN AND THE WARP

The Astronomican is a psychic homing signal centred upon the Earth. It is powered by the continuous mental concentration of thousands of psykers. The Astronomican cannot be detected in the real universe but only in the warp. It is by means of this signal that Navigators can steer their spaceships over long distances.

The Astronomican's signal is strongest close to Earth and gets increasingly weaker further away. It extends over a spherical area with a diameter of about 50 thousand light years. Because the Earth is situated in the galactic west, the Astronomican does not cover the extreme eastern part of the galaxy. Nor is the extent or strength of the signal constant - it can sometimes be blocked by localised activity within the warp itself. Such activity may be compared to the hurricanes or storms of a terrestrial weather system and is known as a warpstorm. Warpstorms may be so bad, and so long-lasting, that entire star systems are isolated for hundreds of years at a lime.

A warpstorm not only obscures the signal of the Astronomican, it is also dangerous for spacecraft travelling nearby. No spacecraft can venture within a warpstorm and expect to survive, although there are tales of miraculous escapes and of ships being thrown tens of thousands of light years off course. Warpstorms are not the only dangers within the warp. There are sentient energies and other immaterial life-forms that inhabit it: creatures formed from (and part of) the shifting http://www.criticalhit.co.uk/w40krp/WD139_space_fleet.shtml (6 of 51) [25/05/2002 15:47:31] Space Fleet (WD139 & 140)

stuff of the warp. Few are friendly and many are hostile. They are known to mankind as Daemons.

TIME DISPLACEMENT

The time differences between real space and warpspace are quite drastic. Not only does time pass at different rates in both kinds of space, but it also passes at very variable rates. Until a ship finishes its jump, it is impossible for a ship's crew to know exactly how long their journey has taken. Time passing in real space is referred to as real time. Time passing on board a spacecraft is referred to as warp time. The relationship between real time and warp time is shown on the chart below.

Light Minimum Minimum Minimum Maximum Years Warp Time Warp Time Real Time Real Time 1 2 mins 6 mins 43 mins 4.5 hrs 5 7 mins 30 mins 3.5 hrs 1 day 10 14 mins 1 hr 7 hrs 2 days 50 1.25 hrs 4.75 hrs 1.5 days 9 days 100 2.5 hrs 9.5 hrs 3 days 3 weeks 500 12 hrs 2 days 2 weeks 3 months 1000 1 day 4 days 1 month 6 months 5000 5 days 3 weeks 5 months 3 years

So, for example, a 100 light year jump will seem to take from 2.5 to 9.5 hours to a spaceship's crew, but between 3 days and 3 weeks will have passed in real space. These times do not include journey times out to and from jump points on the edge of the star systems. It takes from days to weeks of travel at sub-light speeds to reach a drop from the spaceship's starting planet, and a similar time to re-enter the destination system.

The Imperium is approximately 75 thousand light years from edge to edge. A journey of this length would take between 75 and 300 days in warp time, and between 6 years and 40 years real time.

WARP NAVIGATION

Once a spacecraft activates its warp drives it is plunged into a dimension very different from our universe. It is convenient to imagine warpspace as consisting of a relatively dense, almost liquid, energy which is devoid of stars, light and life as we know it.

Once within warpspace a ship may move by means of its main warp drives, following powerful eddies and currents in the warp, eventually reaching a point in http://www.criticalhit.co.uk/w40krp/WD139_space_fleet.shtml (7 of 51) [25/05/2002 15:47:31] Space Fleet (WD139 & 140)

the warp corresponding to a destination in real space. The most difficult aspect of warp travel is that it is impossible to detect the movement of warpspace once a ship is in the warp. The ship can only blindly carry on, its crew trusting that it is going in the right direction. The longer a ship remains in warpspace the greater the chances of encountering some unexpected current that can turn it unknowingly off- course.

Navigation of warpspace can be achieved in two ways: the calculated jump and the piloted jump.

All warp-drives incorporate navigational mechanisms. When the ship is in real space, these monitor the ever shifting movements of the part of the warp corresponding to the ship's current position. By observing these movements in the warp it is possible to calculate a course, corrective manoeuvres, and approximate journey time to a proposed destination. Calculation relies on the assumption that the warp-currents observed from real space don't change significantly during flight. This method is known as a calculated jump. It is not safe to make a calculated jump of more than four or five light years at one go. The longer the jump, the greater the chances of a significant change in warp current movement.

The second, and more efficient, form of warp-navigation is the piloted jump. This method relies upon two factors: the human mutants known as Navigators and the psychic beacon called the Astronomican. The Astronomican is centred on Earth and is not only controlled by, but is directed by, the psychic power of the Emperor himself. The Astronomican is a beacon that, because it is psychic, penetrates into warpspace. A Navigator on hoard a ship in the warp is able to pick up these signals and can steer a spaceship through warpspace, compensating for current changes as he does so. A piloted jump can safely cover a far greater distance than a calculated jump. 5,000 light years would he the normal maximum jump, but longer jumps have been made.

IMPERIAL SPACESHIPS

The whole structure of the Imperium is founded upon the craft that transport its armies and officials across the galaxy. It is the fleets that carry vital food to the starving hive-worlds, and which bring technology and equipment to the agricultural planets. Without its fleets the Imperium would soon collapse and humanity would perish in many parts of the galaxy.

Interstellar craft may be privately owned but most operate on behalf of one of the Imperial organisations. Of these, the Imperial Fleet is the largest, numbering tens of thousands of warships and hundreds of thousands of cargo vessels of varying sizes. In addition to its spacecraft, the Fleet maintains military spaceports, space stations, mining and factory ships, various orbital research stations and countless unmanned orbiting spaceships that serve as early warning, exploration and research satellites.

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functioning as an independent administrative unit (although they cooperate whenever it's necessary). Most of the higher levels of Fleet command come directly from the ranks of the Priesthood - principally from the Administratum. The overall Fleet commander is also a High Lord of Terra and resident on Earth.

The Priesthood also maintains a small number of its own ships. Some of these reside permanently on the Imperial planet, whilst others are scattered throughout the galaxy, transporting Imperial servants on missions of the greatest importance or secrecy. A further corps of ships lies under the direct control of the Adeptus Arbites, the Judges, to be used for transportation and war.

The Space Marines have their own interstellar transports and battlefleets. Although not large in numbers these arc manned by the most ferocious and highly- trained warriors in the galaxy. Each Space Marine chapter has sufficient ships to act as a spacebound home base, including equipment transports and landing craft. Space Marine Commanders are at liberty to purchase craft or capture enemy craft and use them how they will. Individual chapters use their own colour schemes and markings and their ships are immediately identifiable.

Other interstellar craft form a minority. The small exploratory fleets of the Rogue Traders may number as many as two hundred ships at one time, but are scattered beyond the fringes of human space. Other Imperial organisations, such as the Officio Assassinorum, also have access to interstellar craft, but the details of these ships are well-guarded secrets.

Interstellar ships in private hands make up a fairly small fraction of the total. In addition there are space stations, mines and factory craft also owned by individuals, corporations or mercantile families but these are a rarity. As far as interstellar travel is concerned, the Imperium is all-powerful and ships not controlled by the Imperium are only permitted to exist because their owners are cooperative and useful.

The most noteworthy privately-owned ventures are the great mercantile families of Navigators. Even the largest of these owns a relatively small number of craft, but in terms of real wealth this represents a huge investment. Most of these ships are ancient family possessions nurtured and maintained over the millennia - but they are generally large and well built.

THE SEGMENTAE MAJORIS

The Imperium is divided into five fleet zones known as the Segmentae Majoris. Although intended for purposes of fleet administration and shipping controls, the Segmentae have evolved into administrative divisions of the Adeptus Terra.

All shipping is supervised within the jurisdiction of one of the five Segmentae. Each Segmentum has an orbital headquarters called a Segmentum Fortress which forms the base of fleet operations within the Segmentum. The Segmentum

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Fortress is controlled directly by a high-ranking official of the Administratum known as the Master of the Segmentum.

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

Sectors

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

Sub-Sectors

Sectors are divided into sub-sectors, usually comprising between 2 and 8 star systems within a 10 light year radius (some may encompass more systems - others only 1). This size is governed by the practical patrol ranges of spaceships. Because sub-sectors are divisions of worlds (rather than volumes of space) there are vast numbers of star systems within each sector which do not fall with in a sub- sector. These are referred to as inter sectors - and are commonly known as wilderness zones, forbidden zones, empty space and frontier space. Inter-sectors may contain gas or dust nebulae, inaccessible areas, alien systems, unexplored systems, uninhabited systems and uninhabitable worlds.

THE FLEET

The Imperium's interstellar ships comprise merchant vessels, warships, civil craft and several other specialised types. These are organised into specific fleets: merchant fleets, warfleets, and civil fleets. Each of the Segmentae Majoris has its own merchant, civil and warfleets. So for example, the Warfleet Solar is the warfleet of the Segmentum Solar, the Merchant Pacificus is the merchant fleet of the Segmentum Pacificus, the Civilus Tempestus is the civil fleet of the Segmentum Tempestus and so on.

THE MERCHANT FLEETS

The combined merchant fleets comprise almost 90% of all interstellar spacecraft in the Imperium. Each fleet is based in one of the five Segmentae Majoris. and its administrative staff operate from the Segmcntum Fortress. For example, the Solar fleet is based on Mars, while the fleet of the northern zone - the Segmentum Obscurus - is based on Cypra Mundi. Although these fleet bases are huge ports http://www.criticalhit.co.uk/w40krp/WD139_space_fleet.shtml (10 of 51) [25/05/2002 15:47:31] Space Fleet (WD139 & 140)

equipped with docks, shipyards and repair facilities, their main function is to administrate the fleets operating within their area. Only a small proportion of ships ever travel to the Segmentum Fortress where they are theoretically based.

Each merchant ship serves its fleet under an arrangement called a merchant charter. Not all charters are the same - some confer more power and responsibility to the ship's captain than others - but all types take the form of a feudal oath sworn to the fleet authorities on behalf of the Emperor. A captain may not register his vessel with the fleet authorities until this oath has been sworn and a record of it entered at the Segmentum Fortress for that zone and on the Segmcntum Fortress on Mars.

CIVIL FLEETS

Although the vast majority of interstellar spacecraft are part of the merchant fleets, there are several thousand ships registered to individuals, families or trading cartels. All privately-owned interstellar craft operate along routes licensed to them by the fleet authorities responsible for shipping within that Segementum. These route licences must be bought, and must be renewed after a fixed time, usually a hundred years. This means few privately-owned ships like to risk the effects of time dilation on long journeys. A licence may run out before the ship has completed its journey!

Civil fleets vary in size from a single vessel to several dozen. One of the largest is that of the Navigator family Redondo, numbering 47 registered interstellar ships. Most ship owners have only a single vessel. WARFLEETS

Each of the five warfleets serves within one of the Segmentae Majoris and is responsible for protecting shipping within it.

Most space battles take place around installations or planets, most of which can be defended efficiently by means of sub-stellar craft and planet-based defences. Even so, it is impossible to provide total defence for every Imperial world. The warships of the Imperial Fleet are highly mobile and extremely potent weapons, able to gather to meet large threats where necessary.

Warship captains are Imperial servants like their merchant brethren. However, all warship captains are appointed by the administrative officers of the Segmentum, and have no rights of ownership regarding their vessels. The organisation of the fleets is far more rigid than that of the merchant fleet, with a hierarchy similar to that of the land-based armed forces of the Imperium.

BATTLEFLEETS

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Imperial space is so vast, with so many star systems and areas of Wilderness Space to be patrolled, that even the many thousands of spaceships in the warfleets must be spread thin, with individual ships and squadrons set out on their own assignments. The Imperium cannot maintain permanent fleets ready to respond to invasion or rebellion. Nor would it make sense to do so - it would take so long for a fleet to get from its base to the war zone that the enemy would surely have moved on by the time it arrived.

Instead, temporary battlefleets are gathered together whenever they are needed. Warships within a relatively small area are summoned to join the battlefleet. It is rare for ships more than 50 light years from the battle zone to be included in the fleet and more commonly only those within 10 or 20 light years are summoned. Even with ships this close to the battle, it will take at least days and more often weeks for them to arrive.

Only during the very largest of wars, lasting for many decades, does the lmperium bring battleflects together and dispatch them en masse to a warzone. Such a war is currently underway in the galaxy's south-eastern spiral arm. Here the Tyranid Hive Fleet Kraken is inexorably advancing, conquering and consuming the planets in its path. A massive campaign involving millions of men, thousands of ships and whole chapters of Space Marines is being fought against the Tyranid invasion. Fleets are being mustered in all the Segmentae to begin the long journey to the warzone. The journey will take decades in some cases and many of the crew will never see the battles they are heading towards - but the Imperium knows all too well that in mere decades the Tyranid threat will be as strong as ever.

ENEMIES OF THE IMPERIUM

The battlefleets of the Imperium must combat many enemies - Ork raiders, Eldar pirates, the Tyranid Hive Fleet and other alien invaders. It must also fight forces from within the Imperium itself. Most of these battles are small-scale and involve only sub-stellar craft in skirmishes with smugglers, brigands and rebels. But occasionally larger conflicts occur when whole systems or groups of systems must be brought into line. Sometimes these systems have their own fleets and the Imperium must send its largest battleships and cruisers to crush the enemy. In these circumstances an Imperial battlefleet will be facing an enemy containing ships exactly like its own - the enemy will also be using ships like Gothic battleships, Firestorms, lronclads, Cobras and so forth.

These rebellions most often happen when an area of the lmperium is cut off by a warpstorm. Warpstorms are common occurrences and systems frequently lose contact for a few years - when the storm passes, contact is re-established and little has changed. Sometimes storms last for decades, even centuries, and systems that are cut off for this long can stray far from Imperial authority. Once the warpstorm has died down and travel to the system is feasible again, the Imperium may be rebuffed by an independent federation or find itself in the midst of a local war. A battlefleet will he assembled to return the system to Imperial control and Imperial spaceships will find themselves facing ships that perhaps once served http://www.criticalhit.co.uk/w40krp/WD139_space_fleet.shtml (12 of 51) [25/05/2002 15:47:31] Space Fleet (WD139 & 140)

alongside them in other wars.

It is also not unknown for squadron or fleet commanders to rebel and turn against the Imperium, using the awesome power they command to carve out their own petty empires on the fringes of Imperial space. The most infamous rebellion in the Imperium's long history is that of Warmaster Horus when fully half of the Imperial forces turned against the Emperor and mankind was divided in a terrible civil war. Only the death of Horus himself and the banishment of the rebels to the Eye of Terror brought peace to the Imperium. Even now, a constant vigil is kept around the Eye of Terror where the Chaos fleets remain, often launching small raids and occasionally major incursions into Imperial space.

SPACESHIPS OF THE IMPERIUM

Most spaceships are old - open space, the most hostile environment to man, preserves the plastics and metals that spacecraft are made from. Space gives them with the power to endure through generations of men. The Imperial fleets number many thousands of ships, the majority of which are at least a thousand years old. Some are as old as the Imperium itself, a full ten thousand years. A very few claim a pre-Imperial origin. It is difficult for those born under the claustrophobic sky of a planet to appreciate the great dignity which is inherent in all old spacecraft.

The spaceships of the Imperium are vast constructions that take many decades to build. Each craft represents a huge investment of time and resources. But once completed, fitted out, armed and commissioned, a spaceship continues in service for centuries, even millennia. After that, it may be refitted, modernised, reconstructed and live on practically indefinitely. Barring a major accident or destruction in battle, a ship is immortal like a great city, its population and fabric existing in a constant state of decay and renewal.

Throughout this time there is a constant process of rebuilding and renewal. Hulls are damaged by battles, asteroid storms and the ravages of the warp. Mechanical parts inevitably wear down. Electrical components fuse. Engine housings crack or melt under the immense pressure and heat created by plasma and warp drives. To combat this constant process of decay, every interstellar spaceship has a maintenance crew of hundreds or thousands of dedicated craftsmen, continuously striving to repair and refit the ship. Inside a large Imperial warship there are factories and workshops, huge forges and plasma furnaces, even small refineries and ore smelting plants to provide raw materials for the work of reconstruction.

Interstellar spaceships are powered by plasma and warp drives. Plasma drives are used to move through star systems at sub-light speeds. They burn with the fierce energy of a star, converting their fuel into a super-heated gas plasma to create the immense thrust needed to propel these gargantuan craft through space. As a large interstellar spaceship moves out of orbit towards the edge of a star system ready to jump into the warp, the fiery arc it traces across the night sky can clearly be seen from the planet it's leaving. It appears to be a great comet streaking through http://www.criticalhit.co.uk/w40krp/WD139_space_fleet.shtml (13 of 51) [25/05/2002 15:47:31] Space Fleet (WD139 & 140)

the heavens - on many worlds, the arrival or departure of' a spaceship is read as an omen, a divine harbinger of joy or doom.

Warp drives are altogether more esoteric and terrifying, understood by few even among a spaceship's crew. When the spaceship reaches the jump point at the edge of the star system it's leaving. its plasma drives are turned off and its warp drives engaged. These hurl the spaceship out of real space and into warpspace, propelling it through the warp to a destination light years away. If a spaceship's warp drives were switched on while it was still within a star system. the huge rent in the very fabric of space that they create would be catastrophic for the population and planets of the system. The spaceship itself would be torn apart as the massive pull of the star's gravity reacted unpredictably with the energies released by the warp drives.

Fully one-third of a spaceship can be taken up by its engines with their huge thruster ports, cavernous combustion chambers, generators surrounded by massive protective cladding and the miles of pipes, tunnels, corridors and ducts needed for the control mechanisms, fuel supply and access by service crews.

The living areas of a spaceship contain the thousands, often tens of thousands, of men that serve aboard. These areas are often built up from the ship's hull into huge domes and spires that rise hundreds of metres into space. On some ships, they seem like the heart of a mighty city, immense towers rising to touch the stars, their sides glittering with lights, bridges spanning the void between them. On others they resemble a gigantic cathedral, the towers colonnaded and sculpted. Vast carved figures of legendary heroes recede into the darkness of space - huge homed gargoyles leap and leer from the highest pinnacles in mockery of the terrors of warpspace - golden domes blaze with the light of stars.

On freighters and merchant vessels, the rest of the ship is taken up by holds containing the ship's precious cargo. On warships this space is filled by the colossal power generators that drive their weapon systems. These towering structures hum and crackle with the monstrous energies bounded inside. They are housed within deep shafts which disappear from view into a darkness that is broken only by the crackling blue arcs of lightning which leap from the generators. When a laser battery is fired with a titanic unleashing of energy, its power well is filled with a furious roar. In battle, a warship echoes with the thunder of its weapons. its decks shuddering with the recoil of their furious discharges. WEAPONS

LASER BATTERIES

Ranked batteries of powerful laser cannon are the most common armament on the spaceships of the Imperium. Mounted in huge turrets, the lasers are powered by immense generators deep within the spaceships. They release their energy in deadly bolts of light with the power to punch through the massive hulls of http://www.criticalhit.co.uk/w40krp/WD139_space_fleet.shtml (14 of 51) [25/05/2002 15:47:31] Space Fleet (WD139 & 140)

spaceships. They are brought to bear in a single broadside that rakes a line of devastation across an enemy spaceship.

FUSION CANNON

The fusion cannon is powered by the awesome energy released as atoms are brought together in a nuclear furnace and fused into new matter. At short range, the effects of a fusion cannon are devastating but they drop off quickly at longer ranges.

PROW LASER

The prow laser is a single bank of laser cannon firing from the front of the spaceship. Although not as powerful as a laser broadside, it's forward position gives it a good arc of fire to attack incoming ships. It is often used to soften up the enemy as the spaceship prepares to ram.

VORTEX TORPEDO

A vortex torpedo creates a vast vortex held when it explodes. The vortex field disrupts the very fabric of the universe as the raw energy of the warp is pulled through into real space with terrifyingly destructive effects, even to something as large as a spaceship.

PLASMA TORPEDO

The plasma torpedo explodes in a burst of super-heated energy that literally burns its way through a spaceship's hull as the craft is engulfed in a ball of white-hot flame thousands of metres across. SPACESHIPS

ANNIHILATOR BATTLESHIP

On the Annihilator battleship, the usual laser broadsides of Imperial battleships have been abandoned in favour of two huge turret-mounted cannon. Known as Annihilator cannon, these massive weapons fire huge shells armed with powerful explosive warheads. The shells are fired at high velocity and then accelerated even further under propulsion from fast-burning plasma rockets. When they hit their target, their sheer speed and mass is enough to tear through even the armoured hull of an interstellar warship. A fraction of a second later their warheads explode and inflict devastating damage.

The turret mounting allows the Annihilator captain to bring his weapons to bear on all sides - only ships directly behind the Annihilator are safe from attack. The http://www.criticalhit.co.uk/w40krp/WD139_space_fleet.shtml (15 of 51) [25/05/2002 15:47:31] Space Fleet (WD139 & 140)

cannon can also be fired as the turret is being rotated - where a laser broadside has to concentrate its fire, the Annihilator cannon can pick out separate targets for attack. This is especially effective against smaller ships when a single shot from an Annihilator cannon can destroy the target.

Annihilators were the first battleships designed and built at the great Cypra Mundi forge worlds in the Segmentum Obscurus. Although they show their heritage in the rear portion of the ship, which resembles the typical design of the Jovian shipyards, the spear-headed front clearly shows the unique character of ships from Cypra Mundi. The use of unusual armament rather than the traditional laser batteries is also typical of Cypra Mundi.

CASTELLAN SHIELD SHIP

The Castellan is a battlefleet support ship. Its role is to provide other warships with the vital defence they need to be able to close with the enemy and bring their weapons to bear.

The Castellan shield ship is built around a single huge shield generator. Most warships have a number of shield generators each projecting a short-range field in one direction. The Castellan shield emanates from the ship in every direction and is powerful enough to extend its protection to any spaceship close to the Castellan.

When the Castellan shield is hit by enemy attacks, the shield generator absorbs the energy of the attacks, preventing them from damaging their targets. This causes a gradual build-up of power in the shield generator and only the close attention of its Adeptus Mechanicus custodians prevents it from exploding.

Eventually, however, the power build-up becomes so great that unless the generator is shut down it overloads and ruptures in an almighty explosion that literally rips the Castellan apart from the inside. This sends out a vast fireball which engulfs the area that was under the shield's protection and can destroy the spaceships which were accompanying the Castellan for its protection.

In battle, the Castellan's Captain must constantly assess the dangers of leaving the shield running or shutting it down to dissipate the energy build-up. If he shuts the shield down too often, he fails to benefit the other ships around him with the Castellan's protection. If he waits too long, he jeopardises those very ships he's meant to he defending.

COBRA DESTROYERS

Cobra Destroyers usually act in support of battleship squadrons. When a Gothic battleship, for example, arrives in a system, its supporting Cobra squadrons are deployed to patrol the individual planets and moons. Their speed and mobility make them ideal craft to pursue and engage the sub-stellar spaceships of pirates, http://www.criticalhit.co.uk/w40krp/WD139_space_fleet.shtml (16 of 51) [25/05/2002 15:47:31] Space Fleet (WD139 & 140)

smugglers and rebels. For although they are small in comparison to the mighty battleships they accompany, Cobra Destroyers still vastly overawe and outgun all but the very largest of sub-stellar spaceships.

Cobra Destroyers are among the fastest warships in the Imperial Fleet. In battle, they operate in large squadrons, moving in tight formation into close contact with the enemy before firing their lasers or their destructive vortex torpedoes.

Even in large formations, Cobra squadrons can make tight turns, allowing them to sweep around an enemy's flank or move directly through his fleet, turn and launch a second wave of attacks from the rear. If the enemy turns to face the Cobras, he runs the very real risk of leaving himself open to attack from the rest of the battlefleet.

DICTATOR BATTLESHIP

The Dictator is probably the most unusual battleship to be built at the great Jovian shipyards. It is designed specifically for close assault and is used to board, and often dismember, enemy spaceships.

The gigantic power claws of a Dictator can move with frightening speed to grab an enemy spaceship and rip it out of formation. Even if they fail to take hold, the massive force of the Dictator's claws can severely damage an enemy ship, tearing through its hull and crushing or pulling off huge sections of a ship's superstructure, engines or weapons.

An enemy ship that is firmly grabbed by the Dictator's claws is dragged onto the Dictator's huge boarding drill that bites deep into the unfortunate ship's innards. Once the drill has crunched through an enemy's hull and torn its path of destruction deep into the interior of the ship, hundreds of vast reinforced hatches swing open and the Dictator's crack assault teams pour out and take the battle into the very heart of the enemy ship.

If the first assault of the boarding action isn't successful and the enemy resistance appears to be strong, the Dictator captain may order his troops back to their own ship. He'll then use the Dictator's mighty power claws to twist and tear and crush the enemy ship. Smaller ships may be literally torn in two by the Dictator - larger ships may be disembowelled by the terrible saw-toothed drill.

Sometimes a ship will manage to break free, firing its engines at maximum power to loose itself from the Dictator's iron grip. But this is a desperate manoeuvre, often crippling the escaping ship as huge sections of its hull are torn off in the attempt

DOMINATOR BATTLESHIP

The Dominator comes from the same family of ships as the Tyrant and Emperor. It http://www.criticalhit.co.uk/w40krp/WD139_space_fleet.shtml (17 of 51) [25/05/2002 15:47:31] Space Fleet (WD139 & 140)

is armed with the awesome inferno cannon. This massive cannon is mounted along the entire length of the Dominator's hull. The huge shells are loaded at the rear of the ship in a cavernous chamber positioned above the roaring fury of the Dominator's plasma drives.

Each inferno cannon shell is the size of a tall building, its warhead packed with explosive. The shells are moved from the ship's magazine on great tracked transport vehicles that crawl along echoing tunnels down the length of the ship. The shells are loaded by powerful winches, guided by an army of engineers whose prayers ring through the chambers. As the huge breech closes, the gun crews leave the chamber - no man could withstand at short range the awesome concussion produced as the shell is fired.

The shell accelerates down the long barrel of the cannon, reaching a searing velocity that hurls it out into space. The whole ship shudders with the recoil of the cannon - indeed, it is constructed with massively reinforced bulkheads and hull supports to withstand the powerful shockwaves.

When the shell detonates it releases a ball of radioactive fire that forms a sphere of destruction kilometres across. Not only the cannon's target, but any ship close to it receives a deadly blast of intense heat, energised particles and huge jagged shards of shrapnel larger than most sub-stellar spaceships.

The inferno cannon is affectionately known as the Planet Buster by a Dominator's crew because it is often used in planetary assaults to rain fire down on enemy cities. A single shell is powerful enough to destroy all but the largest cities, leaving only flattened ruins around a crater many hundreds of metres deep. When an enemy planet learns that a Dominator has entered the star system, it is rare for a complete and unconditional surrender not to follow swiftly.

EMPEROR CAPITAL SHIP

Emperor capital ships are designed exclusively for war. Their role is not to patrol the Imperium's many star systems or to combat small fleets of rebels and pirates, but to fight in huge space battles as part of great battlefleets.

Emperor Captains are chosen from the most experienced and revered of commanders - men whose judgment and outstanding tactical sense has been proved time and again in the heat of battle. It is traditional for the most senior Emperor Captain to be appointed as a battlefleet's commander - his ship becomes the flagship and the beacon to which the other squadrons rally as the fleet gathers for war.

The firepower of these vast ships is terrifying indeed. From orbit a single broadside can incinerate a whole city or reduce a mountain range to rubble - moons can be atomised - enemy spaceships seared with pious fire.

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The huge Emperor ship can only manoeuvre at slow speeds, turning majestically to bring its broadsides to bear. But by driving its engines to their very limit it can surge forward at ramming speed. At the front of an Emperor ship is a massive energy ram ablaze with leaping bolts of raw power. When the ship rams at full speed it is near-invincible, smashing through even the most heavily-armoured hull and leaving its shattered enemy as a cloud of drifting debris in its wake.

On board an Emperor capital ship there are docks for the fleet of smaller sub- stellar craft that the ship carries with it. These are used for supply and communication both with planets and with other ships in the battlefleet. The great echoing chambers contain freighters, maintenance craft, scout ships and shuttles. They also house the Emperor's own fleet of fighter craft. These are small warships without warp drives and incapable of interstellar travel which are transported within purpose-built carrier craft or huge capital ships like the Emperors. They are launched during a battle to augment their mother ship's own firepower and move in to make close range attacks against the enemy's ships.

FIRESTORM CRUISER

Firestorm Cruisers are often used on long-range incursions and patrols and as the first line of defence against alien attack. In the inhabited parts of human space, they jump from system to system, maintaining regular contact and reaffirming the ever-watchful presence of the Imperium.

Even with frequent patrols, the sheer size of the galaxy and the number of inhabited planets may mean decades pass before a system is revisited. Whole generations live and die between patrols and many of the Imperium's citizens never experience the passionate excitement of the arrival of a squadron of these mighty warships.

In the less-densely populated parts of the galaxy, the Firestorm squadrons patrol the vast areas of Wilderness Space, hunting down pirates and rebels, watching for signs of invasion by Ork or Tyranid fleets, and fighting innumerable small battles at the fringes of Imperial space.

Similar in design to the Gothic battleship, the Firestorm cruiser is a much faster spaceship. Although its weapons have neither the range nor the power of the Gothic battleship, the Firestorm makes up for this by its ability to close quickly with the enemy, allowing it to respond to unexpected enemy manoeuvres or move to exploit weakness in the enemy line.

GALAXY TROOP SHIP

The Galaxy is a fleet support ship used to transport regiments of the Imperial Guard from one star system to another. The Galaxy itself is not a proper warship although it will often operate as part of a battlefleet, supplying troops for planetary landings. http://www.criticalhit.co.uk/w40krp/WD139_space_fleet.shtml (19 of 51) [25/05/2002 15:47:31] Space Fleet (WD139 & 140)

Imperial Guard regiments are recruited from a world's best warriors - gang fighters from hive worlds, planetary defence forces from industrialised worlds, tribal warriors from feral worlds and the feudal elite from medieval worlds.

At the time prescribed by the Administratum, a troop ship such as a Galaxy arrives at the planet to recruit the elite warriors. They then begin a great journey through space during which they are trained in the armaments and tactics of the Imperium. They are issued with standard Imperial equipment - lasguns, flak armour and so forth - and instructed in the Imperial faith. When they arrive at their destination, they have been trained into a crack force, their natural warrior skills honed to a razor-sharp edge.

Some regiments are sent to conquer and pacify newly-discovered planets and may remain there afterwards as a garrison, forming a new warrior elite to rule the planet. Other regiments may be moved from warzone to warzone, fighting countless battles on the Imperium's behalf.

GOLlATH FACTORY SHIP

The Goliath factory ship is a vast interstellar refinery and fuel transporter. Its role is to supply fuel to energy-hungry industrial and hive worlds. It transports its cargo from star systems rich in mineral resources across vast interstellar distances to worlds which have already depleted their own natural resources.

It arrives at a mining planet and takes aboard millions of tons of unrefined rare ores - for, of course, only rare and valuable ores are worth the expense of interstellar transportation. En route, the Goliath's huge refineries extract all the precious minerals from the ores. Working at immense pressures and temperatures, these minerals are then converted into plasma fuels that are incredibly energy-rich.

The Goliath itself needs a vast quantity of energy. Each ton of enriched plasma fuel uses many times more energy in the making than it will ever provide. To power its processes, the Goliath makes use of resources not available to cities and planetary factories - the raw power of the stars themselves. The Goliath skims close to the surface of stars, sucking in the energy that is burning off them by means of power fields that funnel the energy through to the Goliath's reactors.

At the end of its long voyage, a Goliath will have produced several million tons of super-energised plasma fuel. Every ton of this fuel is a thousand times more powerful than conventional nuclear fuels. And any explosion aboard a Goliath produces an incinerating fireball a thousand times more powerful than a conventional nuclear explosion.

Most Goliath factory ships are part of the Imperial merchant fleets. They usually ply the chartered routes between mining worlds and industrial planets. When they are passing through dangerous space, they often form into convoys accompanied http://www.criticalhit.co.uk/w40krp/WD139_space_fleet.shtml (20 of 51) [25/05/2002 15:47:31] Space Fleet (WD139 & 140)

by a defensive force of warships.

Sometimes a single Goliath accompanying a large battlefleet for the safety it offers will get caught up in a battle. At other times, a convoy will be deliberately attacked by pirates seeking to capture the ship or enemy raiders seeking to destroy it. A lucky convoy will be well-defended by warships. More often, only a few ships can be spared to protect the convoy and a fierce battle will ensue between raiders and convoy defence ships.

GOTHIC BATTLESHIP

The Gothic is the mainstay of the Imperial Fleet and Gothic squadrons form the core of most Imperial battlefleets. Gothic battleships bring both the protection and the authority of the Imperium to the star systems they visit.

They operate in squadrons or singly, for the presence of even one of these vast warships is enough to bring a rebellious planetary governor into line or disperse raiding pirates to other more lucrative and less well-defended systems.

Some Gothic squadrons are more or less permanently stationed in one star system. In the Segmentum Obscurus, for example, they form part of the fleet stationed around the Eye of Terror, defending the Imperium from attack by Chaos fleets and raiding Chaos Renegades.

Other squadrons move from star system to star system, staying for a few months or years to complete their mission, refuel and resupply before making the jump to their next destination.

During the squadron's assignment to a system, a large flotilla of sub-stellar craft constantly surround the battleships, moving to and from the system's planets and moons. They supply the ships with food, fuel, ore, raw materials, personnel and all the other necessary supplies that these huge spaceships, each the size of a large city, require for their upkeep.

In battle, the long range of a Gothic battleship's vortex torpedoes make it a dangerous opponent, often able to launch one or more attacks before an enemy ship can get within range to return fire.

When it does close with the enemy, the Gothic battleships powerful laser batteries are fully capable of destroying an opponent with just a few broadsides while its own strong shield defences protect it from enemy attacks.

IRONCLAD BATTLESHIP

The Ironclad battleship hails hack to a time before the Imperium and these ships are millennia old. They were built when mankind's shield technology was too primitive for the defence of spaceships. Instead their hulls are massively http://www.criticalhit.co.uk/w40krp/WD139_space_fleet.shtml (21 of 51) [25/05/2002 15:47:31] Space Fleet (WD139 & 140)

armoured, covered with layer upon layer of thick plates arranged to deflect and minimise the impact of torpedoes and laser fire.

Over the many centuries of its service, every Ironclad has fought in countless space battles, and each ship's surface is pitted and rutted with the sears of combat, a glorious history of its long defence of the Imperium.

In times of peace, the Ironclad and the Gothic battleships share many of the same roles. In battle, the Ironclad plays a very different part. The Ironclad's main weapon is the fusion cannon, a weapon of awesome power capable of destroying an enemy spaceship in a single shot, Its energy, however, falls off at longer ranges and the Ironclad needs to close with enemy to be most effective.

Where the Gothic battleship can stand off at range and use its greater mobility to outmanoeuvre the enemy, the Ironclad must surge forward to deliver its attack at close quarters, braving the enemy fire and trusting to the protection of its massively-armoured hull.

STALWART ESCORT SHIP

The Stalwart is a convoy escort vessel and planetary defence ship. It is used primarily to escort merchant vessels as they travel between the heart of a system to the jump point at the very fringes of the system. The Stalwart itself has no warp drives and cannot make jumps between planetary systems. A squadron of Stalwarts will escort a convoy from the space docks around the system's planets and then remain at the jump point when the merchant vessels fire their warp drives and make their leap into warpspace. The Stalwarts wait at the jump point for the arrival of another convoy, which they then escort back into the centre of the system.

Stalwarts both guide and guard the merchant vessels they escort. Drawing on an intimate knowledge of their own system, the Stalwarts plot a course to avoid potential hazards, such as asteroid belts, comets and the favoured hunting grounds of pirate ships.

If the convoy is unfortunate enough to encounter pirates or other aggressors, the Stalwarts turn their laser batteries onto the enemy. Compared to the average sub- stellar pirate ship or the rag-tag entourage of a planetary governor, a squadron of Stalwarts is a fearsome foe indeed.

As a specialist convoy escort ship, the Stalwart is fitted with powerful blind field generators. These throw out a massive field of wide-spectrum electro-magnetic interference. To the naked eye, this appears as something like a dark cloud of dense fog which is impossible to see through. It has a similar effect on the sophisticated technology of spaceship targeting systems, preventing accurate shooting of any weapons either into or through the blind field.

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The blind field provides complete protection for the merchant vessels behind it It also makes the Stalwart itself an almost impossible target. And as the enemy ship closes with the Stalwart in an attempt to penetrate the blind field, it comes within range of the Stalwart's own lasers.

THUNDERBOLT CRUISER

The Thunderbolt is a fast-moving manoeuvrable strike ship from the shipyards of Cypra Mundi. It has the classic spearheaded shape which is the hallmark of spaceships from this forge world.

Its other distinguishing features also typify Cypra Mundi's experimentation: the unusual design of the large plasma drive at the rear, its inertial stabilisers and its use of forward-firing laser batteries rather than the more common broadsides.

The Thunderbolt cruiser is remarkably manoeuvrable for a ship of its size. This is due to its unique inertial stabilisers.

These stabilisers use a similar technology to the anti-gravity devices found in weapon suspensors. They offset the effects of mass and inertia and allow the Thunderbolt to turn much faster and in a much tighter circle than other Imperial ships of its size.

The speed and manoeuvrability of the the Thunderbolt cruiser, combined with its forward-firing laser batteries, make it ideal for fast sweeping attacks that aim to hit the enemy hard and then turn quickly to re-engage while the enemy is still recovering.

TYRANT BATTLESHIP

The Tyrant's design is similar to that of the larger Emperor capital ship. Each of the Imperium's ship designs is associated with a single shipyard. The shipyards orbit the forge-worlds of the Adeptus Mechanicus.

These worlds are vast manufacturing bases, their surfaces covered with massive industrial complexes, huge volcanic furnaces, skyscraping chimneys, abyss-like quarries and the great workshop-fortresses of the Titan Orders.

The Emperor, Tyrant and Dominator are typical of the spaceships produced at the Jovian shipyards. The docks and workshops circle the planet like a ring of moons, home to the millions of Servitors, Technomats and Drones that work under the supervision of Artisans and Rune-Priests to build the Imperium's warships. Each ship is a vast undertaking. Many of those working on it will live and die during its construction, never seeing the magnificent warship they proudly strived so hard to create.

Although the Tyrant resembles the Emperor, it is a more manoeuvrable ship. http://www.criticalhit.co.uk/w40krp/WD139_space_fleet.shtml (23 of 51) [25/05/2002 15:47:31] Space Fleet (WD139 & 140)

Where the Emperor often depends on its huge size and powerful shields to protect it, the Tyrant can attempt to outmanoeuvre the enemy in order to bring its devastating laser broadsides to bear.

Like the Emperor, the Tyrant has a large energy ram on its prow, constantly rippling with sparks of barely-restrained power. With its manoeuvrability at speed, the Tyrant can often move into a ramming position and literally carve its way through the enemy fleet.

The Tyrant battleship serves a similar role to the Gothic battleship - bringing rebellious systems into line, keeping the Imperial peace wherever it sails, and forming the core of battlefleets summoned to defeat pirates, alien raiders and other space-borne enemies of the Imperium. FLAGSHIPS

Every fleet is led into battle by its flagship. The flagship is personally captained by the fleet commander who directs the course of the battle from the flagship's bridge right in the thick of the fighting.

The fleet commander always has the finest spaceship, officers and crew in the fleet. As an experienced captain and the hero of countless battles, he is an inspiration to his men. They proudly serve him with great vigour, honoured to be chosen by a leader of such renown.

The flagship often displays a striking emblem that identifies the commander leading the fleet. The commander is always ready to announce his presence, hoping to strike fear into the enemy who will know the legends that have grown up around his past successes.

These legends portray the fleet commander as an almost mythical figure, capable of superhuman feats and blessed with supernatural foresight that predicts and out- guesses the enemy's every move.

SURVIVING FLAGSHIPS

After a major space battle, many of the ships will have suffered minor damage. Shield generators recover over time as the excess power that has been built up is drained off. But if the shields have been breached by enemy attacks, the ship itself will have taken damage. Sometimes this can be repaired as the spaceship continues its journey - more often the ship has to return to the nearest space dock for repairs and a refit.

While his ship is docked, the fleet commander uses his authority and high prestige to get the most out of the engineers working on his flagship. And although he won't let the rest of his fleet suffer, he can requisition the best materials for his own ship. As the flagship is often the key to success or victory in a battle, it is entirely http://www.criticalhit.co.uk/w40krp/WD139_space_fleet.shtml (24 of 51) [25/05/2002 15:47:31] Space Fleet (WD139 & 140)

appropriate that it receives the most attention. BOARDING ACTIONS

Every warship carries assault troops specially trained in the tactics of boarding enemy spaceships. When a spaceship has been hammered into submission by broadsides and torpedoes and is left drifting as a crippled wreck, boarding parties may be launched against it to try and capture the ship. The boarding ship moves alongside the crippled ship and sends thousands of men into the assault.

All spaceships are equipped with teleporters and short-range sub-stellar launches and shuttles. These are mainly used to transport men and equipment to and from the ship when it's in orbit or docked at a spaceport. They can also be used to land boarding parties onto enemy spaceships.

Crack teams of assault troops, experienced in the tense, desperate fighting of shipboard combat, are teleported to key areas like the bridge, engine room and weapon targeting chambers. Meanwhile more troops land in the enemy ship's docking bays, or fly their shuttles in through gaping holes in the side of the hull.

Some ships are also specially-equipped with boarding torpedoes which they fire into the enemy ship. As soon as they hit, bursting through the hull of the crippled ship, the fronts of the torpedoes swing open and the heavily-armed boarding parties emerge, opening fire on any defenders as they head into the depths of the ship.

Boarding an enemy spaceship, even when it's crippled and drifting with all its weapon systems down, is fraught with danger. Often teleporters are inaccurate and assault troops find themselves fighting through a labyrinth of narrow corridors to reach their target. Or the enemy may have already prepared for landing shuttles and the boarding parties have to fight a pitched battle against well-armed defenders.

A crippled spaceship may be able to fight off the boarding parties and launch a counter-assault using its own teleporters and shuttles.

Even with the damage it's sustained, a crippled ship can sometimes muster enough men to counter-attack effectively and it's not unknown for a boarding ship to be captured by its prey! ELDAR SPACESHIPS

ELDAR WRAITHSHIP

Unlike the spaceships of the Imperium, powered by plasma engines and warp drives, the Eldar Wraithship with its vast sails is powered by starlight itself. Every http://www.criticalhit.co.uk/w40krp/WD139_space_fleet.shtml (25 of 51) [25/05/2002 15:47:31] Space Fleet (WD139 & 140)

star radiates a gale of photons, known as the solar wind, which the Wraithship catches in its sails. The Eldar are masters of sailing the solar winds and their ships race forward, sails billowing out as they run before the wind. With the same case, they can turn their great ships into the wind and tack against it, heading directly towards a star.

Wraithship Construction

Wraithships are made from Wraithbone, a material drawn as raw energy from the warp and shaped into matter by psychic craftsmen known as Bonesingers. The Wraithbone forms the living skeletal core of the spaceship around which its other structures are arranged. The Wraithbone also provides channels for psychic energy. This facilitates internal communication, transmits power and enables the spaceship to act as an organically integrated whole.

The Wraithbone core of a spaceship is surrounded by a structure which is literally grown into the required shape by Bonesingers. These Eldar use their psychomorphic talents to shape bulkheads, walls, floors and conduits into a shell that completely surrounds the Wraithbone core and forms the hull and major internal divisions of the spaceship.

Most of a spaceship's operating systems are connected directly to the Wraithbone core. The many thousands of systems draw power through the Wraithbone and are constantly monitored and controlled through it.

Because of the unique practices of Eldar psychic engineering, Eldar spaceships resonate with sympathetic psychic energy. The Wraithbone core provides a psychic channel through which an Eldar can control mechanical functions. In this way, Eldar attuned to the very essence of their spaceship guide it, making countless minute adjustments to the trim of the great solar sails to draw every fraction of energy from the solar winds.

This is also the key to the legendary elegance and almost birdlike agility of the Eldar Wraithships. Their pilots literally feel the solar wind on the ship's sails, they sense the flex of the ship's structure, the tension and movement of its Wraithbone skeleton. Like a hawk soaring on a thermal or diving to clutch at its prey, a Wraithship can turn in the wind, circling and swooping to hunt its own prey - the spaceships of its enemy.

Craftworld Fleets

Eldar Wraithships are usually part of Craftworld fleets. Craftworlds are huge Eldar spaceships, each a self-contained bio-system with natural zones and areas of habitation. The Craftworlds dwarf even the mighty warships of the Eldar and the Imperium - on the outside of Craftworlds, vast space docks house entire Eldar trading and war fleets, each containing many vessels the size of a Wraithship.

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The Craftworlds are home to the Eldar race. Since the great tragedy known as The Fall when the Eldar race was almost entirely consumed in a cataclysm of destruction, the Eldar have colonised many worlds, but the Craftworlds remain the focus of these colonies and the heart of their society. Each Craftworld is independent - it conducts its own affairs and wages its own wars. Craftworlds do sometimes ally together to face a common threat or to achieve a common objective, but such alliances are usually temporary and have no lasting significance.

Although all Eldar are united by a common culture and racial identity, wars between Craftworlds are certainly not unknown. These wars are almost always fought over a locally-dispute world and are usually resolved in a short time. Sometimes, the conflicts spread and Eldar fleets will gather and face one another in battle. Even so, it is rare indeed for the Craftworlds themselves to actually become the object of assault - such destruction would be regarded as a wasteful and purposeless enterprise.

It is more common for the Eldar fleets to meet in battle with the Imperium. Although mankind is not at war with the Eldar race, local frictions sometimes escalate into small-scale wars, rarely involving more than a few systems in the less-populated areas of Imperial space. Disputes over colony worlds, the ownership of mining rights and even trade wars can all lead to Craftworld Wraithships meeting an Imperial battlefleet in combat.

Eldar Pirates

Imperial fleets also battle with the ships of Eldar pirates who raid the lucrative trading lanes that are the arteries of the Imperial Merchant Fleets. Most of these encounters are skirmishes of just a few ships on each side - very few of the Eldar pirates are powerful enough to command even a single Wraithship, let alone an entire fleet. But occasionally a large pirate fleet will gather, perhaps supported by ships from a Craftworld, and a major space battle will ensue as the Imperium acts to impose the absolute authority of the Emperor of Man.

ELDAR SHADOWHUNTER

Like the Wraithship, the Eldar Shadowhunter is constructed from psychically- attuned Wraithbone and powered by a massive solar sail that drives the ship forward on a gale of photons released by the stars themselves. The Shadowhunter is smaller and faster than the Wraithship and is capable of both great speed and agile turns. It is best used for lightning attacks, launching its plasma torpedoes or firing laser broadsides from close range and depending on its speed and bob fields to prevent the enemy returning fire.

Unlike most Imperial ships and the Eldar Wraithship, the Shadowhunter is protected by holo fields instead of shields. Shield technology works by projecting defensive energy fields around the spaceship to absorb and deflect attacks. Each

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shield can only absorb so much energy and eventually it is battered down until the power built up can be discharged - a process that lasts much longer than any space battle.

The Shadowhunter's holo fields work on a different principal. The fields project a holographic dispersion pattern which disrupts enemy targeting. The effect of the holo fields increases as the ship moves faster and faster. At slow speeds, its shape is blurred and its outline indistinct. It is seen by the enemy as a dancing cloud of multi-coloured shards - this makes precise targeting of the Shadowhunter difficult. At higher speeds it disappears altogether - only a slight rippling effect like a heat haze against the backdrop of glittering stars reveals it to keen eyes. No targeter can successfully track such an indistinct, fast-moving spaceship.

However, because the fields only disrupt targeting, the Shadowhunter is easily damaged if hit. This means that it must keep moving, darting through enemy formations at maximum speed to deliver its attacks and then turning beyond the range of their guns.

A Shadowhunter is at its most vulnerable when it is forced to manoeuvre within range of enemy attacks or if it has to turn into the solar wind. Experienced Shadowhunter captains play a patient game of attack and retreat with their victims, circling at the edge of their enemy's fleet, waiting for the perfect opportunity to strike. A captain who throws caution to the wind and closes to fight at short range soon pays the ultimate price for his foolhardy bravado! GALACTIC CIVILISATION

Despite the use of faster than light warp drives, the enormous size of the galaxy means that it remains almost entirely unexplored. Even the Imperium of Man, by far the largest of all stellar empires, contains a very small number of the galaxy's stars. New star systems are constantly being discovered and investigated along with their native creatures, natural resources and alien civilisations. Even so, there is no possibility of humans exhausting the galaxy's potential to provide new worlds for habitation and exploitation.

The spiral arms of the galaxy contain recent stars and gas clouds where new stars are born. It is within these arms that the majority of the galaxy's habitable worlds lie, between ten and forty thousand light years from the galactic centre. Earth lies approximately 30 thousand light years from the galactic core in the main western spiral arm.

Not all human-settled worlds are global conurbations like the Earth. Some are relatively sparsely settled. Different worlds have different social structures, different economies, and different levels of technology. The same is true of alien worlds, although as most aliens are less mobile than humans their worlds tend to be self-supporting and less specialised.

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Worlds belonging to the Imperium are ruled by a planetary governor called an Imperial Commander. The Imperial Commander may be appointed and replaced by the ruling body of the Imperium, the Administratum, but in almost all cases he is a hereditary ruler whose family was appointed to the governorship hundreds or thousands of years ago. The Imperial Commander is a feudal ruler. He holds his world for the Imperium - in return he must meet his feudal obligations.

These obligations vary from planet to planet depending on the arrangement made when the ruling family was installed. Common to all these conditions are certain obligations. Imperial Commanders must always help and cooperate with Imperial officials and Inquisitors. They must maintain the rule of the Imperium over their domain. They must provide troops for the Imperial Guard as required by the Departmento Munitorium. They must control psykers within their domain and provide a levy of psykers for the Adeptus Astra Telepathica. And they must pay the tithes set by the Administratum. In other respects Imperial Commanders are free to govern their worlds exactly as they please.

ISOLATIONISM

A major factor in the social, economic and technical development of human and alien worlds is the relative isolation of each solar system. Interstellar travel is not rare, but the vastness of the galaxy means that most worlds are distant and sometimes difficult to reach. The continual threat of warpstorms sometimes results in worlds being cut off for indeterminate periods of time and sometimes for good. In the Imperium, interstellar shipping remains the preserve of the Adeptus Terra. Imperial Commanders ultimately rely upon the linperium for external contact. Due to all of these factors most settled worlds are insular. Their inhabitants may well acknowledge the existence of the Imperium, but this is hardly apparent in their daily lives.

TYPES OF SETTLEMENT

Civilised Worlds

The majority of human and advanced alien worlds may be described as civilised - although the term refers to their urban landscapes rather than to any pretence of social decorum. These are worlds with large but balanced populations centred in large cities. They are self-supporting worlds where factories turn out the majority of their needs, and carefully managed farms produce sufficient food to feed the inhabitants.

Agricultural Worlds

These are little more than farming planets where most of the world's surface is

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given over to producing food. The food they produce is shipped to the hungry hive worlds and the technological materials they require are imported in return. These worlds are difficult to protect from food pirates and interstellar raiders. It has been known for rival Imperial Commanders to raid and steal grain and cattle barges from each other. The resulting skirmishes sometimes break out into full-scale war.

Industrial Worlds

These are factory planets given over to manufacture or mining. They are sparsely populated as most functions are accomplished mechanically. Only worlds possessing quantities of rare material are really worth developing in this way. Like agricultural worlds, they are difficult to defend.

Hive Worlds

Hives are huge urban conglomerations which can stretch across continents and which may reach miles into the sky. A planet may comprise many individual hives divided by areas of polluted waste - in some cases the world is completely built-up forming a single planet-wide hive. Hive worlds have huge, unmanageable populations and rely upon constant recycling to produce food. Such planets are usually rife with anarchic and destructive forces and as a result provide the richest source of fighting men for the Imperial Guard.

Medieval Worlds

Many re-discovered human worlds have regressed to a social and technological status usually described as medieval. When these worlds are absorbed into the Imperium they do not change much. There is little point in bringing technology to a society which is getting on perfectly well without it.

Feral Planets

Feral planets contain long-isolated populations where society has declined into complete savagery. Feral planets have a technological basis which is sub- medieval and often stone age. The Imperium regards the populations of such worlds as harmless but useless. The worlds may be explored and exploited for mineral wealth or settlement potential, in which case the natives may have to be controlled or exterminated.

Death Worlds

These are planets which are simply too dangerous to support human settlement. They vary a great deal in type. Typical worlds may be world-wide jungles which harbour man-eating plants and carnivorous animals, or barren rockscapes strewn with volcanoes and wracked by nuclear storms. These worlds are impossible to settle but must be properly explored which necessitates the provision of outposts and other facilities. http://www.criticalhit.co.uk/w40krp/WD139_space_fleet.shtml (30 of 51) [25/05/2002 15:47:32] Space Fleet (WD139 & 140)

Research Stations

Worlds which contain no significant sentient population are often used by research units where dangerous experiments can be conducted into new aspects of technology. Perhaps the most common type is a Breeding Unit where local wildlife undergoes domestication and evaluation for food potential.

PLANETARY DEFENCE

Each planet is responsible for its own defence. Imperial Commanders are obliged to build ground-based defences, spaceports, and what defence fleets that can. The number of weapons and ships in any individual system will vary, depending on the enthusiasm of its governor as much as possible danger.

In addition to ships under the control of the Imperial Commander, planets lying in vulnerable positions or having a history of trouble may also have a Fleet base. Although Fleet ships are independent of those of the Imperial Commander, both would be ready to meet an emergency. Fleet ships may also be stationed in one system so that they can patrol a number of nearby star systems.

Ships built by Imperial Commanders are pure interplanetary craft with no warp drives. Fleet patrol ships would of course be interstellar ships with warp drives but they'd also have many small interplanetary ships operating from the launch bays built into their hulls.

In times of war or danger, fleet ships from all over a sector may be diverted from their normal duties to form a battlefleet. Rarely is it necessary to divert ships from other sectors, nor would it be worth moving vast numbers of ships just to defend a solitary world. A common Imperial ploy is to let a world fall, knowing that it can easily be retaken once sufficient craft can be mobilised. This is not a popular tactic with the populations of such planets, but spacecraft are valuable and difficult to replace whereas humanity is prolific

SUB-STELLAR SHIPS

The vast majority of spacecraft in the Imperium are sub-stellar ships which travel only within the confines of their own star system. The laws governing the ownership and operating of sub-stellar ships are the concern of the Imperial Commander of each system. The Imperial authorities take no great interest in what happens on this, galactically-speaking, tiny level.

Sub-stellar ships divide into many kinds, from warships to industrial craft.

Warships

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targets within a solar system. It is therefore sensible to maintain sub-stellar craft in the proximity of vulnerable systems. These craft may be Fleet vessels operating out of a Fleet base, or they may be vessels belonging to the Imperial Commander of the system.

Cargo Ships

If a system has several inhabited planets it will need cargo ships of one kind or another. These may be owned and run by the planetary government or by private individuals, cartels or companies. Most systems would have both government- controlled and privately-owned craft.

Industrial Ships

These include all manner of ships used for maintenance, manufacture and mining, owned by governmental or private groups in the same way as cargo ships.

Research Ships

Very few systems are fully explored - there are always parts of a solar system which are uninvestigated. The exact nature of research or exploration varies from system to system. A common ship of this type is the mineral prospector which investigates potential mining areas.

Space Stations

It is not always possible to build bases or docking facilities on planets or asteroids, so space stations may be constructed instead. These are huge craft which provide all the facilities normally available on a planet.

Beacons

Beacons are small space stations. They serve three functions. Firstly they act as navigational beacons by broadcasting a local signal. Secondly, they monitor passing spacecraft, sending information regarding size, course and registration signal. Thirdly, they act as emergency refuges where the crews of crippled ships can survive until they can be rescued. Beacons usually have a small crew, although some are entirely automated. The position and number of beacons in a system varies from none at all to hundreds. THE STELLAR FLEETS

The Imperium is divided into five fleet zones known as the Segmentae Majoris, each supervised from a Segmentum Fortress which is the base for that Segmentum's fleets.

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The Imperium's interstellar ships comprise merchant vessels, warships, civil craft and several other specialised types. These are organised into three specific fleets: merchant fleets, civil fleets and warfleets. Each of the Segmentae Majoris has its own merchant, civil and warfleets.

So for example, the Warfleet Solar is the warfleet of the Segmentum Solar, the Merchant Pacificus is the merchant fleet of the Segmentum Pacificus, and the Civilis Tempestus is the civil fleet of the Segmentum Tempestus.

SEGMENTAE REGISTRATION

All interstellar spacecraft are registered as belonging to one or more of the Segmentae fleets. Registration allows a ship to be identified, and permits the fleet authorities to record and administrate shipping within each of the Segmentae.

A ship which is not registered in a Segmentum may only travel to that Segmentum with the special permission of the fleet authorities. This is purely an identification measure. An unidentified and unregistered ship is assumed to be hostile, and would be attacked and destroyed.

MERCHANT CHARTERS

Each merchant ship serves its fleet under an arrangement called a merchant charter. The different types of charter are described below. They all take the form of a feudal oath sworn to the fleet authorities on behalf of the Emperor. A captain may not register his vessel with the fleet authorities until this oath has been sworn and a record of it entered at the Segmentum Fortress for that zone and on the Segmentum Fortress on Mars.

Hereditary Free Charter

This is the most coveted and most highly honoured form of captaincy. It is also the most ancient. A hereditary free captain nominates his successor, and that successor swears the oath of allegiance and thereby becomes the new captain of the ship when its current captain dies or retires.

The captain is 'free' in that he may trade freely within the Segmentum where his fleet is based. Many of these old captaincies are based in all five of the Segmentae Majoris. Although the hereditary free captain is theoretically an Imperial servant, his obligations are few. The ship may trade where and how it pleases within the confines of its charter.

Hereditary Charter

Hereditary captains may pass their ships to favoured, or related, successors as described above. As well as inheriting a ship, the captain inherits a route or routes, and can only carry cargo and passengers along this route. Some routes are more http://www.criticalhit.co.uk/w40krp/WD139_space_fleet.shtml (33 of 51) [25/05/2002 15:47:32] Space Fleet (WD139 & 140)

profitable than others and so are more highly regarded.

Free Charter

Free captains are appointed to command individual vessels by fleet officials. They are usually established fleet officials themselves, having worked their way up the ranks to a position of responsibility. Free captains may trade as they wish within the Segmentae. except they are usually forbidden from trading along established routes. Instead, they roam the less-densely populated sectors, areas where regular services are either not needed or would be too costly to run.

Fleet Charter

A fleet captain is appointed to his position in exactly the same way as a free captain, but plies fixed routes like the hereditary captain. This is the least prestigious level of interstellar captaincy, and is also the least secure. A fleet captain may be deprived of his command and given a shore posting at anytime, his ship reassigned to someone else.

A Typical Charter

A typical example of a merchant charter is the cargo ship Axnaranthus which has been captained by the Sorensen family over the last nine thousand years. It is one of the oldest ships in the Merchant Ultima fleet, with a hereditary free charter registered in the 32nd millennium. The ship has undergone several major rebuilds since that time, the last being two hundred years ago. The Sorensen family has amassed a considerable fortune in its time, and now owns a number of interstellar craft.

CIVIL FLEETS

The civil fleets contain privately-owned interstellar craft operating along routes licensed by the fleet authorities. Civil fleets usually bid for route licences as they come up, the route going to the fleet prepared to pay the most for it. This system enables the Imperium to maintain routes which, for whatever reason, it finds inconvenient to service from its own craft. It is also a good way of raising revenue. As well as route voyages, the fleet administration also issues one-off licences for single trips. Many of the smaller fleets manage to survive entirely in a hand-to- mouth fashion reliant upon one-off licences.

Exactly who captains a civil ship is entirely up to the owners. lit many cases the owner is the captain. With the larger fleets, the owners appoint a captain who is effectively an employee.

FLEET ORGANISATION

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The three fleets of each of the Segmentae Majoris are organised and administered by the fleet authorities in that Segmentum. This organisation is part of the Administratum - the great bureaucracy of Earth and government of the Emperor. The officials of the individual fleets are responsible in their turn to Segmentum fleet officials, who are responsible to the administration of the Segmentum as a whole. The highest official in each Segmentum is its Lord Commander and of these the Lord Commander of the Segmentum Solar is the foremost, often taking his place as one of the High Lords of Terra.

The following list briefly outlines the important ranks in the organisation of a Segmentum's warfleet (often also known as the naval fleet).

Warfleet Commander

The highest ranking of the military officers is the Warfleet Commander. He is in charge of the entire naval contingent of a Segmentum, numbering many thousands of warships. There are only five Warfleet Commanders, one for each of the Segmentae Majors. They rank equally, although command of the Warfleet Solar is generally regarded as the most prestigious position.

The Warfleet Commander formulates the naval fleet strategy throughout the entire Segmentum, overseeing repair schedules, supervising construction programs and ensuring the general space-worthiness of the fleet. His personal staff is divided into armament, maintenance, design, construction and a thousand other working committees.

Space Commanders

Under the Warfleet Commander are individual Space Commanders responsible for naval operations within each sector. The Space Commander is based at the Sector Fortress, along with other sector-level administrative staff of the Administratum and other branches of the Adeptus Terra. He must answer not only to his naval superior, the Warfleet Commander, but also to the Adeptus Sector Commander in overall charge of the sector.

The Space Commander has direct command of a portion of the Segmentum's warfleet. A typical command comprises about 50 interstellar ships, although the number would obviously vary depending upon the needs of the sector. Fifty ships is very few when you consider that a typical sector has between 30 and 40 thousand stars forming a cube with sides approximately 200 light years long!

These warships are divided up into patrol vessels, ships on permanent station in one star system and the reserve fleet. The reserve fleet is usually stationed at the Sector Fortress.

Group Commanders

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Group Commanders are in charge of a portion of a sector's fleet. They are sometimes based around the Sector Fortress or, more often, on one of the permanently-manned docking stations in one of the sub-sectors. Group Commanders are responsible for patrolling and keeping order within sub- sectors and inter-sectors around their base.

A typical command consists of a sub-sector base, noncombatant staff and a couple of squadrons of ships. One squadron is usually a patrol squadron, while the other is held in reserve to meet specific threats.

Group commanders often serve as Battlefleet Commanders when the need arises. The battlefleet is a temporary force, summoned to meet a single crisis or defeat a particular enemy. It usually consists of spaceships from only two or three neighbouring sub-sectors at most. The Battlefleet Commander is generally the most senior of the Group Commanders whose warships are involved in the battle.

Squadron Commanders

A Squadron Commander is in charge of a squadron of spaceships. He is also a ship Captain and leads his squadron from the bridge of the ship he commands. A typical squadron might be three spacecraft of which the Commander's ship is one.

While the Battlelfeet Commander dictates the overall tactics of the force, the Squadron Commander's task is to make decisions about the formation and manoeuvres of the spaceships he leads.

Captains

Captains are in charge of individual ships. In terms of fleet organistion, they are the lowest ranking officers - on their own ships, they are absolute commanders. On a spaceship that is vast beyond belief, crewed by tens of thousands of men and women, the Captain's position is one of huge prestige and honour. To the spaceship's crew, far distant from the higher organisation of the fleet, their Captain is the voice of the Emperor and the symbol of supreme power in their ship- bound lives.

ILLEGAL SHIPPING

The Imperium is large - large enough to hide in if you really want to! The Administratum has a great deal of control over interstellar shipping one way or another but, even so, there are illegally-operating interstellar craft. These ships are owned and operated by unregistered merchants, smugglers and even by pirates. They are taking a grave risk, because any unregistered ship is automatically assumed to be hostile by naval forces.

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Interstellar travel without a Navigator is relatively slow because the maximum distance a ship can jump is only four or five light years compared to five thousand. There are navigators who will work on board illegal ships, but they are few and far between. The vast majority of illegal interstellar shipping is therefore locally-based, usually operating within a group of close sub-sectors or from peripheral inter- sectors.

UNREGISTERED SHIPS

There are many reasons why a captain may be tempted to run an illegal ship. Planets all have local laws governing what can and can't be imported and exported. Some planetary governments also charge an import duty or have complex quarantine laws. The cargos and passengers of official ships are always carefully checked and recorded. Many routes are the property of hereditary captains or are operated exclusively under a fleet charter.

There are all sorts of people, including Imperial Commanders, who may wish to circumvent one or other of these obstacles. Even registered ships may be tempted to break the law occasionally if the price is right, but they run a far greater risk because their craft are very easily identified arid traced.

A typical unregistered ship operates out of a hidden supply dump near the solar- system's jump point. It would be foolish for the captain to bring his ship into the solar system itself, so cargos are ferried to the supply dump by sub-stellar ships.

The location of the ship's dump must be kept secret, and it is often necessary for a captain to change the base's location every few months. An Imperial Commander may take a lax attitude to illegal shipping if it suits his purposes to do so. The illegal trader's greatest enemy is treachery!

PIRATE SHIPS

Interstellar pirate ships operate in a similar way to unregistered traders, but their intentions are far more sinister. Few Imperial Commanders will tolerate pirates in their system, so most pirate bases are within otherwise uninhabited systems. Some pirates operate exclusively against registered shipping, others are indiscriminate in their choice of victim. Pirates and unregistered traders often collaborate, sharing information and sometimes using the same facilities.

A pirate's usual mode of operation is to lie in wait just inside a system's jump point. If the target is leaving the system, the chances are that any accompanying sub- stellar craft will have turned back by now. The pirate leaps upon the craft, aiming to board and remove the cargo before the ship jumps. Although a pirate could attack and destroy a cargo vessel, little would be gained by doing so.

ENEMY RAIDERS

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Raiders are interstellar craft belonging to enemy forces. Of course, exactly whose enemy they are depends on whose side you are on! Imperial Commanders are prone to quarrel with their neighbours. In these quarrels one side may be prepared to hire illegal ships, even pirates, to attack and destroy a rival's shipping. Such fights are common, but are directed mainly against sub-stellar craft belonging to the foe. It would be extremely stupid for an Imperial Commander to attack Imperial fleet vessels - to do so would invite immediate and uncompromising retribution. Needless to say, mistakes do happen, and Imperial Commanders often find themselves on the wrong end of an Imperial Planetary Assault unit.

The other enemy raiders encountered by Imperial fleets are those of alien races, foremost amongst which are the Orks, Eldar and Tyranids. Most battles with aliens are relatively small-scale conflicts with only a few spaceships on either side. Sometimes a major war will break out with large battles fought between powerful fleets. The war may spread across several neighbouring star systems and might take years or decades to resolve.

By far the largest war currently underway is against the Tyranid Hive Fleet Kraken. The Tyranid fleet threatens every race in the galaxy as it literally consumes the populations of the planets it conquers in its insatiable progress. Already the south- eastern arm of the galaxy has fallen to the Tyranids.

Also within the category of enemy raiders are the Chaos fleets. These are manned by the Traitors who fled to the Eye of Terror at the end of the great civil war known as the Horns Heresy. For ten thousand years, the degenerate remnants of those banished from the Imperium have fought a constant war against mankind. They regularly launch raids into Imperial space and, less frequently, larger invasions.

A TYPICAL VOYAGE

A typical interstellar voyage might begin with a cargo ship lying in orbit around an Imperial world. Tiny shutflecraft busily transfer precious minerals, foodstuffs, crew and manufactured items from the world below. The loading procedure may take weeks or months, as the shuttles return time and time again to the huge ship. Once loading is complete, the colossal craft slowly accelerates out of orbit under the power of its main drives.

The ship heads outward towards the rim of the solar system, carefully increasing speed by tiny increments as it does so. Although the vessel's engines are capable of terrific acceleration, the risk of collision with interplanetary debris is high if the ship accelerates too quickly or too much. As the sun shrinks in the ship's wake, the density of debris lessens and the ship's speed reaches approximately 1% that of light.

After several weeks travel, the ship arrives at its first destination. This is the jump- point lying around the star system like the circumference of a circle. This delineates the point at which inter-planetary debris falls below maximum warp density. Once this invisible line has been crossed it is safe to activate warp drives. http://www.criticalhit.co.uk/w40krp/WD139_space_fleet.shtml (38 of 51) [25/05/2002 15:47:32] Space Fleet (WD139 & 140)

A crew careless or foolhardy enough to prematurely activate warp drives would be lucky to find their ship hurled thousands of light years off course. More likely, the ship would be torn apart and destroyed, never to be heard of again.

With the safe activation of its warp drives, the ship is plucked out of the real universe and enters the dimension of warpspace. Its true interstellar journey has begun. Ships travelling in warpspace do so by means of jumps varying in length up to five thousand light years. While in warpspace, the ship is piloted by its Navigator, one of the rare human mutants who are able to see into the warp with their Third Eye.

Only a long journey would involve more than a single jump. Even so, almost two weeks pass on board ship before the craft is ready to end its jump. Meanwhile, because of time shifts in warpspace. over a year has passed in the real universe.

The ship re-enters real space just beyond the jump-point of its destination solar system. If it is lucky the ship will come out close to the jump-point, otherwise it may take many extra weeks to reach the inner planets.

It is always wise to allow a safe margin when jumping towards a star. The results of re-entering space within the jump-point would be the same as prematurely activating warp drives on the outward journey, and would almost certainly end in disaster.

The ship is now ready for its final haul, beginning by broadcasting to its destination and establishing a new time co-ordinate. Time in warpspace is so different from time in normal space that the crew has no idea whether their journey has taken a few months or years.

Initially, the ship travels at approximately 1% of light speed, decelerating gradually through the denser inner regions. Eventually, the ship reaches its destination, where swarms of tiny shuttles once more make themselves busy loading and unloading cargo and passengers in preparation for the ship's next journey. ADEPTUS ASTRA TELEPATHICA

The Adeptus Astra Telepathica is dedicated to the recruitment and training of psykers for service throughout the Imperium. The headquarters of the organisation is on Earth, but its spaceships travel the Imperium and its offices extend over most of human space. Its chief responsibility is to train psykers to serve as Astropaths.

HUMAN PSYKERS IN THE IMPERIUM

Most humans do not have psychic powers, although it is generally accepted that all humans have at least a limited potential for psychic activity. A small but growing minority of humans develop tangible powers - these people are called psykers.

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Psykers are dangerous individuals whose powers can only be tolerated when safely harnessed within the Imperial organisation. After all, the psychic universe is the universe of Chaos and therefore perilous. It is a universe inhabited by daemonic aliens that care nothing for living creatures and wish only to use and destroy humanity. All psykers, even the most powerful, offer these aliens a potential means of entering and affecting the material world.

Every world in the Imperium is bound by law to control its psychic population. Persecutions or witch-hunts are an everyday part of life on most worlds. The same laws oblige rulers to set aside a levy of young and relatively promising psykers for transport to Earth by the Adeptus Astra Telepathica. It is from this levy that the Adeptus Astra Telepathica divides those who will live and serve from those who will be sacrificed to the Emperor.

THE ORGANISATION OF THE ADEPTUS ASTRA TELEPATHICA

The institution is divided into a teaching and a recruiting body, called the Scholastia Psykana and the League of Blackships respectively. The two are united under the Master of the Adeptus Astra Telepathica and his advisory council consisting of several hundred senior officials from the main divisions.

THE LEAGUE OF BLACKSHIPS

The League consists of a substantial fleet based throughout the Imperium. The ships travel around a huge circuit, visiting each world every hundred years or so. As the fleets approach their destination, the ruling Imperial Commander is instructed to prepare the customary levy.

Once the levy has been collected the Blackship Captains make an initial evaluation of their cargo before proceeding to the next world in their circuit. When the holds are full, the Blackships turn towards Earth.

It is common for Inquisitors to travel on board these ships, as this gives them a good opportunity to investigate a planet's potential for psychically-based corruption.

THE SCHOLASTIA PSYKANA

The Scholastia Psykana is a vast teaching institution dedicated to the training of psychics. Most recruits are drawn from the psychic levy collected by the Blackships, but a minority of recruits are handed over by the Inquisition, the Judges or through other channels. The role of this institution is to teach young psychics how to develop and control their powers. The future of each psyker depends on his abilities and character.

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Those whose powers and strength of character are sufficient that they can resist possession and daemonic taint under normal circumstances. Primary Psykers are chosen to serve the Imperium only if they are young, intelligent and willing to learn. After five years of basic psychic training in the Scholastia Psykana they are ready to join any of the Imperial organisations in a suitable capacity. The very young may be indoctrinated into the Space Marines as Librarians, the most talented of all may become Inquisitors or Grey Knights. Primary Psykers are not invulnerable to daemons and other psychic aggressors, but their training gives them a fighting chance against all but the most potent of these creatures.

Astropaths

Astropaths are selected from the second ranking of psykers, those whose powers are considerable but inadequate to resist the dangers of possession or daemonic corruption. Like Primary Psykers, they must be young, vigorous and willing. Astropaths undergo basic psychic training before they assume their role of telepathic communicators throughout the Imperium. They are taught how to use the Emperor's Tarot, how to cast horoscopes, and the practices of cheiromancy and augury of all kinds. Once they have been prepared in this way they undergo the unique Binding Ritual which gives them a little of the Emperor's strength.

The Adeptus Astronomica

Some Primary and Secondary Psykers are reserved for the Adeptus Astronomica. They are handed over to complete their training under the auspices of that organisation.

Sacrifices

The psychic levy inevitably harvests many whose powers are too random and their minds too vulnerable. If left unrestrained they would soon perish, and their doom would lead to further deaths and maybe even to the destruction of entire worlds. In a teeming universe their loss is of no great matter, but even in death they can serve - for the Emperor must feed upon raw psychic energy if he is to survive as the protector of humanity. These sacrifices are fed into the Emperor's Golden Throne so that the Emperor and the Imperium itself can continue.

The Tainted

Thanks to the vigorous checks of the Blackship Captains few tainted psykers get as far as Earth. Those who do are weeded out and destroyed on account of the daemons they harbour or the destructive powers they possess. Yet despite these vigorous precautions a few of the Tainted do get through. In the past important members of the Imperium, even High Lords, have been psykers of this kind. Who knows how many individuals have slipped past the checks and become important http://www.criticalhit.co.uk/w40krp/WD139_space_fleet.shtml (41 of 51) [25/05/2002 15:47:32] Space Fleet (WD139 & 140)

officials without their true nature being discovered?

ASTROPATHS

Astropaths are extremely important within human society because they offer the only means of communicating over interstellar distances. Astropaths are capable of sending telepathic messages across space and they can receive messages sent by other Astropaths if their minds are correctly attuned. Telepathic messages travel through the warp and so travel faster than light, although not instantaneously.

The need for Astropaths is enormous. They are a common sight in the Imperium and are easily distinguished by their green robes. Astropaths serve in the Fleet as ship-board and shore-based communicators. They serve in the Imperial Guard, the Inquisition, the Adeptus Ministorum, the Space Marines and throughout the Adeptus Terra.

The Imperial Commanders of distant worlds must have Astropaths if they are to communicate with the rest of the Imperium. Similarly, Astropaths are an essential part of civilian life, working for commercial shippers and anywhere where interstellar communication is needed. This vast body makes up a network covering the entire Imperium thus facilitating the transfer of information from one end of the galaxy to the other.

THE SOUL BINDING

No ordinary psyker could transmit a message through the warp, nor could he receive a telepathic message over such vast distances. Astropaths only gain this ability as a result of their many years training, culminating in a special ritual which combines some of the Emperor's own power with their own. This ritual, known as Soul Binding, brings the mind of the psyker close to the psychic greatness of the Emperor. In the process, some of the Emperor's vast energy is transferred to the Astropath.

The transference of energy is traumatic for the psyker - not all survive despite years of preparation, and not all those that survive retain their sanity. Even the survivors suffer damage to the sensitive nerves of the eyes, so that almost all Astropaths are blind. In fact their increased psychic skills tend to make up for this loss of sight, so that they would not appear blind were it not for their distorted, sunken and empty eye sockets.

Soul Binding is said to affect Astropaths in other ways, and it is commonly claimed that once an Astropath's mind has touched that of the Emperor he gains a new understanding and insight into the nature of the universe.

THE ASTROPATH NETWORK

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All organisations in the Imperium have Astropaths. Collectively they make up a communication network designed to transmit and receive psychic messages through interstellar space. Although this is not the place to describe the infinite processes of telepathic communication, a summary of its most important powers may be of interest.

Trance Broadcast

An Astropath sends a telepathic message by falling into a trance. During the trance his mind forms the message and sends it through the warp. The progress of the message is rather like a stone dropped into a pool which creates a series of ripples. The message ripples through the warp until its energy is lost and it fades away to almost nothing. A communication of this kind is restricted to only a sentence or two - to attempt a longer message would set up too many simultaneous ripples which would end in confusion. Such a message could be read easily at five light years and with increasing haziness up to about twenty light years. Local movements of the warp will affect the progress and sometimes the sense of communications. A message destined for a more distance target must be appended with a request to 'rebroadcast' so that it is gradually passed towards its target by a chain of Imperial Astropaths.

Trance Reception

An Astropath can also enter a trance in order to monitor the warp for psychic messages. Residues of ancient messages and the eternal noises of the warp itself makes all reception uncertain.

There is the further nuisance resulting from the interference of small mischievous warp creatures and independent daemons. These creatures pick up on the psychic waves of telepaths and send them false and frequently obscene messages. A trick which these troublesome creatures find especially entertaining is to pose as some far more powerful malign entity in order to give an unwary Astropath a good fright!

Station Reception

If an Astropath wishes to broadcast a message to a specific location he concentrates his mind on that location, be it a spacecraft, a planet or even a specific person. This enables a receiving Astropath at the same location to identify and focus on the incoming message.

Many Astropaths work in this way as Station Receptors. Such a message may still be picked up by Astropaths in Trance Reception - but the chances of success are less likely and the probability of error is high.

Astral Projection

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This is the most difficulty means of telepathic communication for the Astropath. The Astropath divorces his consciousness from his body and enters his astral body or spirit. The astral body exists permanently in the warp. Once in his astral body the Astropath can travel to another point in the warp and can communicate freely with other astral bodies including other Astropaths.

The principal difficulty is the presence in warpspace of many other astral creatures, most of which are extremely hostile. The astral body is vulnerable while it acts as the seat of consciousness, and if destroyed the body is effectively dead. A very powerful Astropath is able to make his astral body appear for a moment in the material world as a ghostly shadow.

Divination

Astropaths are taught how to use the Emperor's Tarot and other forms of divination in order to identify subtle changes in the warp. The warp is not subject to normal laws of time or space - its fabric contains strands of potential futures as well as strands of past and present.

These hints of what might be are far too incomprehensible to identify as messages, but by the use of the Emperor's Tarot they can sometimes be detected. By the same means an Astropath can pick up elements of very weak messages and the repercussive warp-waves of major events. ADEPTUS ASTRONOMICA

The Astronomican is the psychic homing beacon that allows Navigators to traverse warpspace.

It is the duty of the Adeptus Astronomica to maintain the Astronomican. To this end the organisation recruits a proportion of the young psykers collected by the psychic levy of the Adeptus Astra Telepathica. This is the main source of recruitment for the Adeptus Astronomica and consequently the vast majority of its senior members are psykers. A smaller proportion of its staff are not psykers, but are drawn from the ranks of those slave-families which have provided menial workers for the Adcptus for thousands of years.

The Adeptus Astronomica is a small organisation based in a remote complex known as the Forbidden Fortress. Uninvited access to the Fortress is not permitted - even Judges and Inquisitors must seek permission before they can enter.

The Forbidden Fortress is built in a sheltered crag near the tip of a vast mountain range in a land once known as Nepal. To outside appearances the mountains remain unchanged by the hand of man but in fact the Forbidden Fortress extends deep down into the rock and throughout the entire mountain range.

The leader of the Adeptus Astronomica is the Master of the Astronomican. His http://www.criticalhit.co.uk/w40krp/WD139_space_fleet.shtml (44 of 51) [25/05/2002 15:47:32] Space Fleet (WD139 & 140)

task is to oversee the organisation and to represent it on the Senatorurn Imperialis as a High Lord of Terra. The object of the Adeptus Astronomica is to teach and train young psykers so that they can serve in the Astronomican.

The organisation is really a vast teaching institution controlled by a class of older members known as Instructors. Some Instructors are accorded the title High Instructor and entrusted with the guardianship of certain aspects of the organisation's teaching. Its day-to-day affairs such as maintenance and provisioning are taken care of by a body of administrative functionaries.

Young psykers are initiated as Acolytes. They are taught how to control and use their powers in much the same way as psykers taken by the Adeptus Astra Telepathica, but in addition they are introduced to the Lore of the Astronomican. They learn the value of their lives, study philosophy and are gradually brought to an inner understanding of the universe and the nature of the warp.

Only those who achieve this mystic state can become members of the Chosen, those who will give their psychic energy to the Astronomican. The rest, those whose studies fall short of this ideal, remain within the organisation and become Instructors or are absorbed as administrative functionaries of the Forbidden Fortress.

THE CHOSEN

The pinnacle of an Acolyte's existence is to be selected as one of the Chosen. This is a considered a great honour. The Chosen are regarded as occupying a unique and rarefied level of existence far beyond that of the Instructors or even the Master of the Astronomican. The Chosen's head is shaved and he wears yellow robes and the scarlet badge of the Chosen. The rest of his life is spent in prayer and contemplation, until he is called to serve in the Chamber of the Astronomican.

THE CHAMBER OF THE ASTRONOMICAN

The Chamber of the Astronomican is a huge hollow sphere carved from a single mountain peak. Its outward form is a giant dome, the lower half of the sphere being buried under the rock. Ten thousand multi-tiered seats cover the entire inner surface of the sphere. Each seat faces the very centre of the sphere where a raw ball of psychic energy dances in space.

This ball of energy is created by the Chosen as they release their powers into the Astronomican. In this way their psychic power is drained into the energy-ball and then through the warp, directed by the mind of the Emperor himself. As the energy of the Chosen is drained away they slowly fade and die. The average psyker lasts for about three months - about 100 die every day and their places are taken by new Chosen.

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The Navis Nobilite - also known as the Navigator Houses - is an institution which predates the Imperium by many thousands of years. It is the most ancient of all human organisations. It was founded sometime in the Dark Age of Technology and survived through the Age of Strife to the present day.

Over this period of approximately 30,000 years, the fortunes of the Navis Nobilite have constantly waxed and waned, but its power has never been broken. Today it thrives as a vital part of the Imperium.

The Navis Nobilite is divided into many individual Houses or Great Families. Each House is a large related family, but it is also a literal house, a fortified mansion where the House leader - or Novator - lives together with his immediate kin and retainers. This mansion is regarded as the seat of the entire Great Family, even though it is only the hereditary ruling family that lives there.

The Great Families of the Navis Nobilite are uniquely composed of a particular form of human mutant called a Navigator. The mutation is not a spontaneous or natural one, but rather the result of genetic engineering conducted in the distant past during the earliest history of the Navigator Houses. This engineering created the Navigator Gene that distinguishes Navigators from ordinary humans.

The gene itself can only be preserved by intermarriage, as it is lost when a Navigator breeds with an ordinary human. This factor has led to the development of the closely-related Navigator families.

NAVIGATORS

The genetic creation of Navigators has a single purpose: to endow a human with the ability to steer a spacecraft through warpspace. Only Navigators can do this - no other human or machine has the ability to navigate warpspace in this way. It is this ability that allows human spacecraft to travel so quickly compared to alien craft.

Without Navigators to steer its ships, the Imperium would quickly fragment into thousands of separate stellar empires, each only a few dozen light years across, whose spacecraft would be obliged to use tiny and dangerous blind jumps to cover interstellar space.

The physique of Navigators is unusual. The feature which distinguishes all Navigators is the Third or Warp Eye situated in the centre of their forehead. Nearly all young Navigators traditionally work in space as pilots. Over the years they gradually increase their familiarity with the warp and their powers become stronger.

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flight, but as Navigators can live for three or four hundred years this is not a great proportion of their lives. As they grow more experienced they also change physically. The white and iris of the Third Eye gradually vanished leaving a single black pupil. The eye itself hardens, and the eyelids shrink leaving a single staring orb.

Often the Navigator continues to grow more massive as he ages and his ribs enlarge, becoming prominent as internal gills develop in the chest cavity.

THE HEIR APPARENT

The most powerful Navigators in each of the Great Families are called Heirs Apparent. This signifies that they may one- day contend for the position of Paternova, the ruler of all the Navis Nobilite. The Paternova may come from any of the Great Families and from any social level within them.

The Heirs Apparent are usually the oldest Navigators, although not all develop in this way and some Navigators live out their entire lives without undergoing the physical changes described.

The Heirs Apparent are often bitter rivals who will even go as far as to try and eliminate each other if they get the chance. This sometimes leads to protracted personal vendettas or even family feuds between two Navigator Houses. The Adeptus Terra is fairly tolerant of minor skirmishing of this kind, although open hostilities between Houses are discouraged as much as possible.

Unfortunately, this keen rivalry sometimes draws Heirs Apparent into marginally unlawful or even outright illegal practices. Their personal ambition makes them vulnerable to all sorts of dangerous influence, from collaboration with aliens to dealings with the daemonic. These deviants are a minority - most Heirs Apparent conduct their rivalries without courting such dangers.

THE PATERNOVA

The Paternova is the leader of all Navigators and the most powerful of all his kind. The Paternova may live for up to a thousand years. When he dies all the existing Heirs Apparent begin to change - they begin to grow even larger and stronger. Their gill structure becomes fully functional allowing them to survive in hard vacuum as well us underwater or in normally poisonous environments. Most important, they start to fight.

They are drawn to combat with each other, building up a pitch of aggression that eventually overrides all other considerations. As Heirs Apparent are killed those who survive change even more until finally only one remains alive. It is this vastly changed and extremely powerful individual who becomes the new Paternova.

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centre of the zone held by the Navis Nobilite. Following his accession, the Paternova never leaves the palace. The existing staff, soldiery and other retainers of the palace are replaced by those drawn from the Patemova's own House. The chief amongst his servants is the Paternoval Envoy who becomes a High Lord of Terra and sits on the Senatorum Imperialis.

The role of the Paternova is an obscure part of Navigator biology although no-one doubts its importance. The Paternova is described as the guiding father whose powers transcend the warp itself.

During the interlude between the reign of one Paternova and another, all Navigators other than Heirs Apparent suffer a considerable reduction in their powers. Their ability to navigate the warp is impaired, warp journeys become longer, ships are unexpectedly lost, and younger Navigators may lose their abilities completely.

As soon as the new Paternova is installed the powers of Navigators are restored. However, not all are restored to the same degree. Navigators belonging to the same House as the Paternova find their abilities enhanced, as if their blood relationship were enabling the Paternova to transmit his powers more effectively. Navigators belonging to the House of the old Paternova lose this benefit, and so individuals may find their powers impaired.

THE NAVIGATOR'S WARP EYE

The unusual feature shared by all Navigators is the Third Eye or Warp Eye. Navigators normally keep this eye covered with a bandanna or covering which is itself often decorated with an eye. This has led many humans to doubt the existence of this Third Eye.

In fact the Third Eye is the focus of the Navigator's power. The eye enables the Navigator to see the shifting currents of warpspace and so to guide his spacecraft within the warp.

It is said that a Navigator can always see the warp even when he is in the material universe, and that it is this constant exposure to the unnamed horrors of Chaos that lends to their strange physical changes. It has been known for Navigators to react suddenly and violently to invisible things in the warp, and to collapse, lose their sanity or even die as a result.

The eye has other powers too, although these are employed far more rarely and are the subject of some mystique. These powers develop with the Navigator's experience of the warp, so that they are most developed of all in the Heirs Apparent. The uncovered stare of a Navigator can kill a man, and that of an Heir Apparent is said to ward off even the daemonic creatures of the warp.

Rival Navigators sometimes fight using the power of their eyes to blast each other -

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such open conflicts are rare but spectacular. It is also said that the eye of a Navigator has prophetic powers and that it can literally see into the future. Navigators are very reluctant to talk about their powers and it may well be that only the Paternova understands the full potential of a Navigator's abilities. ADEPTUS MECHANICUS

Mars is the planetary realm of the Adeptus Mechanicus, the home and domain of the Tech Priests of the Cult Mechanicus. The Red Planet is acclaimed as one of the wonders of the galaxy, the workshop of the Imperium, the forge-world, the maker of ships, and the guardian of secrets. It is the Adeptus Mechanicus that furnishes the technical knowledge of the Imperium, that preserves the scientific secrets of former times, and which explores the new sciences of the 41st Millennium.

THE CULT MECHANICUS

The Cult Mechanicus, or Cult of the Machine, acknowledges the Emperor as Master of Mankind but does not recognise the authority of the official Imperial Cult or the Ecclesiarchy. Instead, the Adeptus Mechanicus follows its own dark and mysterious strictures.

According to the strictures of the Adeptus Mechanicus, knowledge is the supreme manifestation of divinity, and all creatures and artefacts which embody knowledge are holy because of it. The Emperor is the supreme object of worship because he comprehends so much. Machines which preserve knowledge from ancient times are also holy, and machine intelligences are no less divine that those of flesh and blood. A man's worth is only the sum of his knowledge - his body is simply an organic machine capable of preserving intellect.

RANKS OF THE ADEPTUS MECHANICUS

The Adeptus Mechanicus controls the entire governmental, industrial and religious affairs of Mars and is thus very diverse and complex in its organisation. In its broadest terms the population is divided into two parts. The greater mass of are worker-slaves called Servitors. Servitors are not really fully human, but half-man half-machine creatures whose minds have been partially programmed to perform specific duties. The Servitors are slaves to the ruling priesthood of Tech Priests who form a hierarchy of technicians, scientists and religious leaders. The Tech Priests provide the Imperium with its engineers and technical experts.

The leader of the Adeptus Mechanicus is the Fabricator General of Mars. The Fabricator General is also a High Lord of Terra and one of the most powerful members of the Senatorum Imperialis. He is also the head of the Cult Mechanicus in his capacity as the Magos Mechanicus.

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THE QUEST FOR KNOWLEDGE

The Adeptus Mechanicus is driven by the quest for knowledge. This quest takes many forms, including research and exploration, but its ultimate embodiment is the search for ancient STC systems.

STC systems were created during the scientific high-point of the Dark Age of Technology. During this time thousands of human colonies were founded on distant worlds. Many of these colonies failed to survive, some were lost, and of those that survived most achieved only a subsistence level economy. Yet almost all of these colonies managed to retain a high level of technology thanks to the huge base of computerised information carried from Earth. This massive computer databank was known as the Standard Template Construct (STC) system.

The objective of the STC systems was to provide all the technical information needed to construct anything that settlers might need. The user simply asked how to build a bolter, tractor, house or whatever, and the computer supplied the details for fabrication. STC systems would calculate the constructional loads placed on locally-available materials, work out the depths of foundations, define the means of manufacture and assembly, and present the most efficient ways of achieving what it was the settler asked.

The systems were designed to be practically idiot proof, so that even the least technically-accomplished person could build a vehicle, aircraft or weapon given time.

One result of the STC system and its pivotal place in human colonisation is that human material culture is very similar, even on worlds which are many thousands of light years apart.

The STCs are often said to embody the sum total of human knowledge. This is probably true as far as technical accomplishment goes. Although most colonists required little more than designs for agricultural machinery, programs were included for all sorts of advanced constructions such as nuclear power grids and fission reactors. However, the early colonists' needs were simple and were met by conventional energy forms and relatively low-level technology.

Every original colony had at least one STC system. With the passage of time these gradually failed, and passed out of use. Some colonies were forward- thinking enough to make drawings or hard-copies of some designs, which were in turn copied repeatedly with varying accuracy. Some STC systems became corrupted and useless, and were eventually destroyed.

Today there are no known surviving STC systems, and only a very few examples of first-generation print out. On some worlds information about the ancient STC is regarded as holy and design copies are guarded as secret and sacred texts, housed in the inner sanctums of temples. http://www.criticalhit.co.uk/w40krp/WD139_space_fleet.shtml (50 of 51) [25/05/2002 15:47:32] Space Fleet (WD139 & 140)

For thousands of years the Adeptus Mechanicus has pursued all information about the STC. It is their lost bible, Holy Grail and Cup of Knowledge. Any scrap of information is eagerly sought out and jealously hoarded. Any rumour of a functional system is followed up and investigated.

By their efforts much information has been retrieved or can be reconstructed by the vigorous analysis and comparison of copies. Yet the most technically- advanced knowledge eludes the Adeptus Mechanicus, for the early colonists were mostly simple folk whose needs were practical. Only rarely did anyone bother to take copies of the theoretical and advanced work which the STC contained.

ALIEN KNOWLEDGE

The technical achievements of non-humans, such as Eldar and Orks, and isolated human civilisations, such as Squats, are of almost as much interest to the Adeptus Mechanicus as rumours concerning the STC. Indeed, non-human knowledge is often more useful and usually far easier to obtain.

Members of the Adeptus Mechanicus always accompany Imperial exploration teams, Rogue Traders and Space Marine chapters, and so are ideally placed to investigate the technical abilities of other cultures. Even extinct civilisations are vigorously investigated and their technology recorded.

BIOLOGY AND BEYOND

The Adeptus Mechanicus is not only interested in technical achievement, but also in biological and natural science. Thus, the flora and fauna of a newly-discovered world will be recorded, and samples returned to Mars for classification. Weather systems and subterranean morphology will be mapped, atmospheres analysed and all aspects of the natural ecosystem studied.

Such studies are vital for further colonisation. Dangerous animals and plants must be considered, useful species may be studied for potential domestication. Weather and geographic stability must be determined and sometimes stabilised. Thanks to their in-depths knowledge of such things the Adeptus Mechanicus has the ability to mould a world's climate and ecology to meet human needs.

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http://www.criticalhit.co.uk/w40krp/WD139_space_fleet.shtml (51 of 51) [25/05/2002 15:47:32] The Badab War (WD101) Warhammer FRP - Warhammer 40k - Forums - White Dwarf - Email - Store

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Home : Appendix : The Badab War by Rick Priestley (White Dwarf 101) THE BADAB WAR

In 901.M41, as a result of Lufgt Huron's apparent mental destabilisation, the Master of the Tiger Claws and Lord of Badab attacked and destroyed an Imperial investigation fleet as it entered orbit around Badab. Huron's action can be understood with the benefit of hindsight. The Adeptus Mechanicus had long complained of the Tiger Claws' tardiness in submitting gene-seed for routine analysis, whilst the chapter had amassed a huge debt in planetary tithes stretching back over a hundred and fifty years. And when the Imperium moved against its wayward chapter, a full scale rebellion was initiated, the most serious of its kind since the end of the Fourth Quadrant Rebellion in 780.M41.

The Tyrant of Badab, as Commander Huron is known in Imperial histories, was a power-hungry and ambitious individual who should never have risen to power within a Marine Chapter. He was plainly a dangerous individual, able in many respects but lacking the absolute dedication to humanity vital in a Lord of the Imperium. It will never be known for sure, but current hypotheses suggest that the Commander was either an alien shapechanger, or otherwise subject to alien domination of a most unnatural kind. A sudden and unexpected manifestation of psychic powers may lie at the heart of the matter.

By 903 three other chapters, the Mantis Warriors, Executioners and Lamenters had joined the rebellion. Imperial shipping was attacked, and a ship belonging to the Fire Hawks Chapter was captured by the Mantis Warriors in 904. The Fire Hawks immediately retaliated, and soon five whole chapters were involved in the fighting. The Emperor recalled the Marines Errant from the Eastern Fringes, but they quickly found themselves fully occupied protecting Imperial ships in transit.

In 906 two more loyal Marine units, the Red Scorpions and the Minotaurs, had been brought in, and the threat to Imperial shipping was more or less quashed. In 907 the Red Scorpions and Fire Hawks were recalled to their normal service duties in the galactic east, and two more chapters, the Novamarines and Howling Griffons were committed to space-lane duties.

Meanwhile, the Star Phantoms began the task of besieging Badab whilst two other chapters were drafted in to investigate the worlds occupied by the Mantis Warriors http://www.criticalhit.co.uk/w40krp/WD101_Badab_War.shtml (1 of 2) [25/05/2002 15:47:40] The Badab War (WD101)

and Executioners. The Lamenters were caught in an ambush by the Minotaurs in 908 and eventually surrendered after bloody ship-to-ship fighting. This came as a great blow to the Tyrant, and the rest of the war consisted almost entirely of close sieges. The uprising came to an end in 912 with the fall of Badab and final defeat of the Tiger Claws. Before the war was over, The Exorcists, Fire Angels, Salamanders, Space Sharks and Sons of Medusa all became involved for short periods of time; chapters replacing other chapters as pressures elsewhere necessitated their re-deployment.

With the rebellion over, The Mantis Legion, Executioners and Lamenters were granted the Emperor's forgiveness, subject to undertaking a hundred year crusade. The homeworlds of the Mantis Legion and Executioners were forfeited to the Space Sharks and Star Phantoms for their part in the war. The other legions received salvage rights to spacecraft and a proportion of the booty. The Tiger Claws were all but destroyed. Only a contingent of about two hunded fought their way through the Exorcists' blockade and escaped into deep space. They have not been heard of since. Of the fate of Imperial Commander Lufgt Huron, Master of the Tiger Claws and Tyrant of Badab, nothing is known.

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http://www.criticalhit.co.uk/w40krp/WD101_Badab_War.shtml (2 of 2) [25/05/2002 15:47:40] Cadian Shock Troops (WD182) Warhammer FRP - Warhammer 40k - Forums - White Dwarf - Email - Store

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Home : Appendix : Cadian Shock Troops by Rick Priestley (White Dwarf 182) CADIAN SHOCK TROOPS

Steeped in the blood of countless skirmishes with the forces of Chaos, the Cadian Shock Troops are the finest warriors from an embattled planet. With grim determination they stand ready to face any threat to the Imperium.

THE IMPERIUM

The Imperium of Mankind extends over almost the entire galaxy, yet the actual number of planetary systems ruled by man is incredibly few compared to the vast size of the galaxy as a whole. Although humanity is the most powerful of all the known races it is still fragile. Mankind's hold on its Empire is precarious and even its survival as a species must remain in doubt. Human worlds are scattered broadly throughout space, their original settlement following the fickle tides of warp space. These currents can carry a spacecraft thousand of light years but they are rarely predictable or stable.

As a result, the worlds of the Imperium are both diverse and independent. Some worlds are covered with steaming jungle, others are sheathed with ice, some are deserts and others nothing but endless ocean. Whatever their physical geography, each world is a realm within the Imperium, its loyalties and duties are to the Emperor, but its responsibilities are to itself. Each planet must protect itself, raise warriors for its defence, and maintain fortresses and orbital stations to fend off attack from space. Furthermore each world must be prepared to send its own troops to join the ranks of the Imperial Guard, to fight hundreds of thousands of light years from home as part of the armies of the Imperium itself.

CADIA

Cadia is just one world amongst many thousands in the Imperium, but it has a special and honoured place in the history of mankind. Cadia stands upon the edge of the Eye of Terror within a narrow corridor of stable space called the Cadian Gate. This forms the one and only predictable passage between the Chaos infested Daemon Worlds of the Eye of Terror and Earth. There are other routes but these are less stable, inherently unpredictable paths that will scatter fleets http://www.criticalhit.co.uk/w40krp/WD182_Cadia.shtml (1 of 3) [25/05/2002 15:47:50] Cadian Shock Troops (WD182)

through time and space. No battlefleet of any size can rely upon these unstable passages, but must pass through the Cadian Gate. Cadia is therefore one of the most strategically important planets of the galaxy, and its defence is vital to the survival of the Imperium.

CHAOS RAIDERS

On several occasions the forces of Chaos have moved against Cadia and raging battles have been fought in the deeps of space, beyond the Ninth Planet of Cadia, amongst the rings of Rouran and even on Cadia itself. A large part of the Imperial fleet is stationed at Cadia or nearby. Such huge battles are rare, but the constant intrusion of Chaos raiding craft is commonplace. Chaos Space Marines make frequent forays onto the surface of Cadia, and must be hunted down and destroyed before they can entrench themselves.

As recently as five years ago, a large force of Chaos Space Marines penetrated the defences of Cadia undetected, and went into hiding in the uplands of the Dorac Alps. Unknown to the Cadians, these troops dug themselves in and established a formidable fortress. Soon they were joined by reinforcements and their forces increased until a large army was ready to attack. Fortunately, the Chaos Space Marines were detected when a ship carrying more raiders was intercepted in orbit. The Cadians' own defence troops were able to contain the invaders and eventually defeat them. Such incidents are not rare by any means, and the Cadians have developed a powerful army which is expert at rooting out and destroying the intruders.

THE CADIAN SHOCK TROOPS

The most powerful fighting formations of the Cadian forces are called Shock Troops. They are chosen from the fastest moving and hardest-fighting of the Cadians. As all Cadians must train in the defence forces, all the best fighters are quickly identified and inducted for further training. When Chaos raiders are discovered the Shock Troops are sent to hunt them down, and only if the force is particularly large or well equipped will the Cadians send for help. Even the Space Marines that have come to destroy especially large Chaos forces have found the Cadians impressive and powerful allies.

The Cadians manufacture excellent weaponry and other military equipment. The world itself is heavily industrialised and has many large cities with highly skilled populations. This is reflected in the Cadians' armament and wargear, which is made in uniform patterns and camouflaged in a manner most suited to the mixed terrain of the Cadian wilderness.

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http://www.criticalhit.co.uk/w40krp/WD182_Cadia.shtml (3 of 3) [25/05/2002 15:47:50] Callidus Imperial Assassin (WD190) Warhammer FRP - Warhammer 40k - Forums - White Dwarf - Email - Store

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Home : Appendix : Callidus Imperial Assassin by Ian Pickstock (White Dwarf 190) CALLIDUS IMPERIAL ASSASSIN

Hidden cult leaders and rebel lords plan, scheme and plot against the Imperium, never realising that death waits for them amongst their loyal followers. Rarely do they suspect the trusted lieutenant or the harmless courtesan that ends their miserable existence, but such is the way of the Assassins of the Callidus temple.

OFFICIO ASSASSINORUM

The Officio Assassinorum is considered, by the few individuals who are even aware of its existence, to be the ultimate tool of destruction and diplomacy. In an Imperium that spans an entire galaxy, there are many who believe that they can defy its authority. Some simply crave for independence away from the Imperial cult, the Ecclesiarchy and a galaxy seemingly ruled by twelve faceless figures in the name of a lifeless Emperor. Others have fallen under the domination of Genestealers or been seduced by the promises of Chaos. This is the Assassin's battleground - the misguided and the ambitious, the foolish and the perverted, all must be purged for the greater good of humanity. No heretics can be allowed to stand against the Imperium or their foul thoughts would spread across the galaxy like a cankerous infection in the greatest civilisation mankind has ever known. Planetary rulers across the Imperium must understand that abuse of their power will result in them facing the justice of the sword and gun. Some may be able to avoid the judiciaries of the Adeptus Arbites, fewer still may be able to face off against the Imperial Guard and the Adeptus Astartes, but let it be known that none can stand against the Officio Assassinorum!

CALLIDUS TEMPLE

The Callidus temple is the most subtle of the ancient hidden temples of the Officio Assassinorum, specialising in the artful deception of the enemies of the Imperium.

The methods of the Callidus temple are those of utmost cunning and subtlety. They are often used on missions where overt interference by the Imperium will upset the intricate balance of power maintained by the High Lords of Terra. The http://www.criticalhit.co.uk/w40krp/WD190_Callidus_Assassin.shtml (1 of 3) [25/05/2002 15:47:55] Callidus Imperial Assassin (WD190)

Callidus Assassin is the ultimate tool against the over-ambitious who use diplomacy, bribes and corruption to further their position. Such individuals play a dangerous game in the corridors of power, making a mockery of the Imperium whilst appearing to do no wrong.

The techniques that the Callidus temple use to bring down a target are many and diverse, and can go far beyond that of simply killing the perpetrator. The Callidus temple undertake many covert operations which may involve an Assassin infiltrating an enemy civilisation for months or even years. Their aim is to get close to the chosen target, so that they can carry out their mission. This could range from simply influencing important decisions to eliminating the target at a key moment.

To achieve their exacting tasks the Callidus temple specialise in the use and

development of the shape-altering drug Polymorphine. An injection of Polymorphine allows a trained Callidus Assassin to completely change their appearance. Under the influence of Polymorphine, the user's body undergoes dramatic changes and only a fully trained individual is able to keep these changes under control. Essentially, at a cellular level, the bonds that hold the flesh, bone and nerve cells together are broken down by the Polymorphine drug, allowing the user a brief period to literally rearrange their cell structure. They can lengthen bones, stretch skin, change the size and shape of their muscles, convert protein cells to fat cells and vice versa. Once the Polymorphine drug has done its work the cells re-establish their bonds and the trained Assassin will now be changed into a new form until another injection of the Polymorphine drug allows the Assassin to re- assume their original shape or change to that of another.

All the Assassins of the Callidus temple are trained in the use of Polymorphine. With Polymorphine alone a Callidus Assassin may masquerade as any human being they may choose, from a beautiful young woman to a crippled old man. However, in addition the Medicus Adepts of the Imperium have developed a range of surgical implants to allow Callidus Assassins to mimic members of alien races, like Orks and Eldar. The implants consist of flexi-cartilage and hardened synskin, similar to that used in the black carapace of Space Marines. When the Assassin is in normal form these implants lie dormant under their flesh and within their bones. It is only when Polymorphine is injected that these implants react to stimulants within the drug and transform into the genetically encoded shapes that allow the Assassin to restructure their body into the grotesque and hunched form of an Ork, or the lithe and graceful body of an Eldar. The most startling and horrific of these implants are those that allow a Callidus Assassin to transform themselves into the totally alien form of a Genestealer Hybrid!

Whilst using Polymorphine an Assassin must have complete control of their body as well as total empathy with the subject they are attempting to replicate. The high level of discipline required by the complex, ritualised forms of combat also helps the Assassin achieve the inner calm and total concentration required. Over the centuries, the Masters of the Callidus temple have learnt that the female body and psyche is better able to implement these changes, and by and large the female http://www.criticalhit.co.uk/w40krp/WD190_Callidus_Assassin.shtml (2 of 3) [25/05/2002 15:47:55] Callidus Imperial Assassin (WD190)

novitiates make better chameleons than the men.

Callidus Assassins undergo years of rigorous training to use Polymorphine and become one of the living weapons of the Callidus temple. As part of this training, the Callidus temple practises innumerable ancient and secret martial arts. These arts train the Assassin in many deadly forms of combat, against which even a battle-trained foe would be hard pressed to find a suitable defence. A Callidus Assassin must move among the enemy as one of them, so choice of weaponry is always limited and in some cases the Assassin may be forced to fight barehanded. Even so a Callidus Assassin is just as deadly unarmed as when carrying the lethal but easily concealed weaponry used by the Callidus Temple.

On the battlefield, Callidus Assassins are landed behind enemy lines, where they use their cunning and stealth to infiltrate the enemy army. Usually this is done by eliminating individuals and taking their place. By disguising themselves with the recently deceased's armour and wargear and using Polymorphine to change their body, the Callidus Assassin can assume the identity of almost anyone in the enemy force. Using this technique the Callidus Assassin can get close to enemy commanders or powerful psykers, influencing their strategy and finally killing them when the opportunity arises.

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http://www.criticalhit.co.uk/w40krp/WD190_Callidus_Assassin.shtml (3 of 3) [25/05/2002 15:47:55] Catachan Jungle Fighters (WD180) Warhammer FRP - Warhammer 40k - Forums - White Dwarf - Email - Store

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Home : Appendix : Catachan Jungle Fighters by Rick Priestley (White Dwarf 180) CATACHAN JUNGLE FIGHTERS

Trained from birth to kill, the Catachan Jungle Fighters are one of the most famous and feared regiments in the service of the Emperor.

REGIMENTS OF THE IMPERIAL GUARD

The Imperial Guard is the military arm of the Imperium, the largest fighting force in the galaxy and the most powerful army of all time. Across the far-flung battlefields of the forty-first millennia the Imperial Guard struggles against alien invaders, rebellious planetary lords, and the savagery of nature. The Imperial Guard is not really a single army but many armies, each recruited for a specific campaign or war.

Each army is comprised of many regiments. Each regiment comes from a single world and is recruited by the Lord of that world as part of his Imperial obligations. When the Emperor calls the Imperium to war, every planet must provide a regiment to fight for the human cause. From all over the galaxy different regiments join together to fight side-by-side. An army often contains regiments from very different worlds: vast industrial hive worlds, arid sulphur deserts, and steaming jungles. Not all warriors are suited to every battlefield. Troopers from the claustrophobic hives of Necromunda would quickly perish amidst the jungles of Catachan, for example.

Wherever possible, regiments are raised from worlds similar to their intended theatre of operation. However, this is not always possible, and troops from quite different planets often find themselves mixed together on a battle front. During the course of a war, individual squads are often seconded to neighbouring regiments, thrown forwards amongst warriors from another world to bolster a weak spot in the defences or to reinforce an attack. Often regiments are so depleted by casualties that squads of different origin are reformed into a single regiment, forming a polyglot force from many different worlds.

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Man has lived upon Catachan longer than Imperial records can recall. The scout probes of the first colonists found a planet which looked deceptively green and fertile from the safety of orbit. When the giant colony ships crash landed the pioneers inside awoke from cryogenic slumber to find themselves marooned upon one of the most inhospitable places in the galaxy. Catachan is a Death World, perhaps the most notorious and dangerous of all the Death Worlds in the Imperium. Its jungles are home to some of the most predatory animals and plants every encountered by man. The first settlers survived by the merest chance, holed- up inside the wreckage of their spacecraft, besieged by the living jungle around them. Undoubtedly many died. Only the hardiest, quickest and luckiest ever survive on a Death World.

The planet's few scattered settlements are fortresses surrounded by barren bedrock where the soil has been blasted bare to provide clear lines of fire. Even so, buildings never last long on Catachan. Lichens soon take root upon any surface, secreting a potent acid which crumbles even the most solidly constructed defences. Strangle Vines creep a hundred metres in a single night, and their constricting grip can crush a plasteel bunker or smash a tank like an eggshell. The people of Catachan must constantly build and rebuild. Wherever they construct their settlements the jungles grow more densely and become increasingly aggressive. The wild creatures of Catachan gather to repel the invaders. It is as if the whole planet were determined to rid itself of human intrusion, just as the immune system of a man might react to some invasive virus. Sooner or later humans must abandon their homes and resettle on another site, beginning their struggle against the jungle afresh.

The people of this unique world are moulded by a life of constant battle. Children learn to shoot before they can walk. Only those who can shoot fast and straight ever reach adulthood. Outside the fragile domes a world wars against its human inhabitants, vicious creatures like the Catachan Devil lie waiting for the unwary. Every plant and every animal on Catachan is inimical to human life. Every creature is a carnivore. Every plant is poisonous. Some plants secrete a deadly pollen which saturates the air and invades filter systems. Other types of vegetation release sticky sap which holds a creature fast and slowly dissolves its flesh. A few large trees even emit poisons into the ground water, killing surrounding plants and creating a slimy acid bog which entraps anything foolish enough to venture near.

The native creatures are even more dangerous than the plants. The multi-legged Catachan Devil with its segmented body and snapping jaws is as big as a tank and capable of battling even the notorious Shambling Mamorphs of the volcano lands. Few humans grow old on Catachan, and those that survive the longest retain an instinct for self-preservation unrivalled anywhere in the galaxy.

THE CATACHAN REGIMENT

Like all the worlds in the Imperium, Catachan is required to provide troops for the Imperial Guard. The people of Catachan live amongst dense and dangerous http://www.criticalhit.co.uk/w40krp/WD180_Catachan_Jungle_Fighters.shtml (2 of 3) [25/05/2002 15:48:07] Catachan Jungle Fighters (WD180)

jungles which are altogether alien to most of the hive-dwelling citizens of the Imperium's larger planets. When it comes to jungle fighting the Catachan Regiment has no equal and the Imperial Guard recognises their supremacy in this type of warfare.

During the jungle wars on Epsion Octarius, the Catachan Regiment survived for nearly forty days amidst Crotalid infested mangrove swamps before reaching the Ork Gargant construction site of Grubnak's Drops. On that occasion the savagery of the jungle fighters so impressed the Deathskull Ork Warlord that he ordered his Gargants to be painted in green jungle stripes with red bandanas, in imitation of the Catachan Jungle Fighter's uniform. Whether he did this out of respect for his enemies or in the hope that some of the Jungle Fighter's skills would rub off on his Gargant fighting machines is uncertain.

Jungle Fighters wear the green combat gear that is everyday costume for the people of Catachan. Their clothing is completely suited to fast moving warfare amidst steaming jungles. Combined with the red bandana, this rough but practical costume passes as the regiment's uniform.

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http://www.criticalhit.co.uk/w40krp/WD180_Catachan_Jungle_Fighters.shtml (3 of 3) [25/05/2002 15:48:07] Chaos - The Long War (WD199) Warhammer FRP - Warhammer 40k - Forums - White Dwarf - Email - Store

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Home : Appendix : Chaos - The Long War by Andy Chambers (White Dwarf 199) CHAOS - THE LONG WAR

After the Heresy, in the light of the Warmaster's treachery, vast structural changes were made to the fighting forces of the Imperium. Titan Legions and Imperial Guard regiments were forbidden their own transport vessels so that in the event of rebellion they could not leave their own star system without wholesale treachery on the part of the navy as well. In the so-called Second Founding, the mighty Space Marine Legions which had been tens of thousands strong in the Great Crusade were divided up into "Chapters", each no more than a thousand strong. Never again would one man wield as much power as Horus and the other Primarchs of the Space Marine Legions.

The events of the Horus Heresy have long since passed into myth within the Imperium. Ten thousand years of history have obscured those dark days when Horus almost enslaved mankind with the shackles of Chaos. Indeed, records of the full horror of the Heresy are only preserved now by the daemon-hunting Inquisitors of the Ordo Malleus, and perhaps within the memories of the Emperor himself. The involvement of Chaos in the Heresy has been carefully concealed by the High Lords of the Imperium, fearful that others might tread the same path of damnation as the renegade Warmaster.

But within the Eye of Terror time flows differently and the same traitors who howled their praises to the gods of darkness before the Imperial palace still live to this day. Their defeat gnaws at them like a cancer and their hatred of the Imperium which they helped to forge burns undimmed. These deadly warriors who were tall, powerful Space Marines, proud warriors clad in plasteel and ceramite armour, have become cynical and embittered reavers determined to destroy what they once protected.

Within the Eye, the Traitor Legions fight constant wars amongst themselves for gene-seed, slaves, resources or martial honour. New Chaos Space Marines are recruited from the most dangerous. heretics that are drawn into the Eye by the lure of Chaos, or else selected from the masses of slave-warriors who fight eternal battles for the amusement of the Dark Gods. The implantation of recruits is a brutal affair, quite unlike the carefully measured program of development used by Imperial Space Marines. Whether the candidate lives or dies is left to the will of the http://www.criticalhit.co.uk/w40krp/WD199_Chaos.shtml (1 of 3) [25/05/2002 15:48:44] Chaos - The Long War (WD199)

Chaos Gods. Initiation rites are similarly debased and savage, ensuring that only the toughest of the initiates ever survive.

Millennia of jealousies and infighting have broken down the Legions into companies and warbands of varying size, each led by their own Captain or Champion of Chaos who pursues his own destiny. The most fervent individual worshippers of the Dark Powers have banded together to form squads blessed by their patron gods: Plague Marines of Nurgle, Berzerkers of Khome, Slaaneshi Noise Marines and Tzeentchian Sorcerers. Others have given themselves over to possession by daemons, allowing the monstrous spawn of the warp to venture out into reality clad in the flesh of a powerful host.

In the ever-changing delirium of the daemon worlds most Chaos Space Marines have survived the worst of the warping influence of Chaos by keeping their sense of purpose. They have not forgotten, nor forgiven, the mortal universe which exiled them and still exact a bloody vengeance when the tides of the warp carry them back there. They are carried forth by ancient warships that have survived from the time of the Heresy, but are now encrusted with millennia of baroque decoration and scarred by old battle wounds. The Legions also capture drifting space hulks and refit them to use as vast battle barges carrying thousands of troops.

The ships of the Traitor Legions are driven by the fickle tides of the warp and can appear anywhere in the galaxy at any time. The Chaos Space Marines descend upon an unsuspecting Imperial planet, plunder it and raze anything they cannot take with them before retreating into the Eye of Terror. Though local defence forces may struggle against the invaders they are doomed unless Space Marine reinforcements are on hand. Then the Chaos Space Marines have a joyous opportunity to visit woe and destruction on their weakling younger brothers, perhaps the true objective of these random raids.

Major invasions are instigated in one of two ways. Chaos Cultists may plunge a world into anarchy and revolt, generating a ripple of worship in the warp which attracts the attentions of the Chaos Gods. By casting auguries and making divinations Chaos Sorcerers can guide an invasion fleet to the Cultists' world. Once there the Chaos Space Marines will fight alongside the Cultists to capture the whole planet in the name of Chaos. Only then will the Cultists realise that they have summoned up entities who will enslave them as surely as the iron rule of the Imperium.

But even bloody conquests like these are little more than pinpricks against the galaxy-wide Imperium of Mankind, the blows which shake its very foundations are dreaded "Black Crusades".

THE BLACK CRUSADES

Perhaps once or twice in a millennia a truly great Champion of Chaos will arise in the Eye Terror. Through the power of his implacable will and the favour of the Dark Gods this Champion can weld together an unsteady alliance between the infernal http://www.criticalhit.co.uk/w40krp/WD199_Chaos.shtml (2 of 3) [25/05/2002 15:48:44] Chaos - The Long War (WD199)

regions of the Eye. How the Champion brings the crusade together depends his nature and his patron god. Some use manipulation, others extortion, others domination, others intimidation. Most simply use all of the considerable powers at their disposal.

Preparations for a Crusade can take years, or weeks depending on the whims of the gods. The forges of the hell worlds belch out armour and weapons for the chosen one's followers, daemon engines are aroused from their dark slumber with blood sacrifices, factions vie for command of the massed ranks of crusaders or are mercilessly crushed into obedience.

When the Black Crusade is launched the Eye Terror vomits forth the diabolic hordes of Chaos: armies of daemons, rank upon rank of huge, twisted monsters; numberless masses of Cultists; wild tribes of Beastmen; ancient and terrifying Chaos Titans. Spearheading it all are the Chaos Space Marine Legions, united in their lust for booty and their desire to bring destruction upon the hated Imperium.

The Imperium keeps strong forces stationed around the Eye to fend off these invasions. Entire Titan Legions, Space Marine Chapters and massed regiments of Imperial Guard defend the most vital systems in close proximity to the Eye. But even powerful fighting formations like these cannot guarantee victory over the infernal throng. All too often the black tide of Chaos expands and recedes leaving entire systems ravaged and burned. Whole planetary populations are irrevocably tainted by Chaos, cities and industries are crushed by the thunderous pounding of diabolic engines of destruction, uncounted citizens are dragged away to serve as slaves an playthings to the damned souls and their daemonic masters at the edge of reality.

Every city ruined, every planet burned brings the Imperium a little closer to dissolution. In an Imperium of a million worlds how much can a single world matter? Enough to have to defend each one against the infernal host, enough to bring the curse of Exterminatus upon those that bend the knee and bow down to daemon-kind. A Black Crusade may come crashing forth from the Eye only once in a thousand years, but the damage it inflicts can never be undone.

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http://www.criticalhit.co.uk/w40krp/WD199_Chaos.shtml (3 of 3) [25/05/2002 15:48:44] Chaplains and Commissars (WD108) Warhammer FRP - Warhammer 40k - Forums - White Dwarf - Email - Store

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Home : Appendix : Chaplains and Commissars by Bryan Ansell, Nigel Stillman and Mike Brunton (White Dwarf 108) CHAPLAINS AND COMMISSARS

CHAPLAINS OF THE IMPERIUM

Each fortress-monastery of the Legiones Astartes, or space barge (for the space- dwelling Chapters of Marines), has a chamber known as the Reclusiam. It is here that the cult ceremonies and rituals are performed in the presence of the entire Chapter. These are carried out under the guidance of the Reclusiarch and his superior, the Master of Sanctity, who is the spiritual head of the Chapter.

While each Chapter follows the tenets of the Imperial Cult, individual Chapters have extended the Cult to include ceremonies which have relevance only to their own members. For example, reverence for Primarchs is widespread amongst the Legiones Astartes. These are the heroes of each Chapter, who fell in battle and upheld the honour and traditions of the Legiones Astartes in a particularly notable fashion. The Chapter's collection of Primarch relics and war-gear is entombed in the Chapter catacombs, placed upon sepulchres or hung in the Reclusiam.

The importance of faith to Marines is further reinforced in the Company Chapels. All ten companies within each Chapter have their own Chapel where Marines can observe the rites of the Chapter and those special to their own company. Here the worship is supervised by one of the Reclusiarch's subordinate Chaplains. It is the Chaplains, living and fighting alongside their battle-brothers, who are responsible for the spiritual health of the companies.

LEGIONES ASTARTES CHAPLAINS

Chaplains are well-versed in all matters of the Chapter's cult, having spent many years studying the battle liturgies and scriptures stored in the Chapter library. This study includes memorising all the rites of their Chapter and company. This knowledge is also put to practical use. Chaplains are responsible for the spiritual care, discipline and faith of the brothers in their companies. Young recruits must also be monitored and indoctrinated as they progress towards becoming full battle- brothers. http://www.criticalhit.co.uk/w40krp/WD108_Chaplains_Commissars.shtml (1 of 6) [25/05/2002 15:49:00] Chaplains and Commissars (WD108)

In battle Chaplains are frequently found where the fighting is fiercest. They can be found chanting the Chapter's battle creeds, ministering to the fallen and granting absolution to the dead. They are also Space Marines, which means that they fight with as much savagery as any of their brothers.

Chaplains are drawn from the ranks, although only Marines who have earned both Merit and Devout badges are considered for a Chaplaincy. These awards may be displayed as actual badges, or for example as diagonal stripes painted across the right shoulder pad.

As a first step, a Marine is singled out to aid the Chaplain of his company as a Novice (or Initiate - the terms are almost interchangeable). Duties often involve little more than helping during company rituals, but deep study of the liturgies under a Chaplain's personal tuition is also necessary.

Should a Chaplaincy fall vacant, the most advanced and promising of the Initiates is sent to the Solitarium. This small cell is situated in a secluded part of the monastery and here the Initiate meditates and fasts for a time. He may be left there for up to a week, while his investiture by the Reclusiarch and the Master of Sanctity is prepared. Then, in front of the whole Chapter, he is formally given his symbols of office and presented to the company who are now under his spiritual guidance. At this point the new Chaplain takes the name of his predecessor.

When a Chaplain is killed in battle a formal ceremony often has to wait. The senior Initiate immediately takes the helmet and shoulder pads of the Chaplain and dons them. From the moment he puts on the old Chaplain's war-gear he has full authority as one of the Chapter's spiritual leaders. He is formally invested as a new Chaplain only when the battle is won and the dead are absolved.

CHAPLAINS IN BATTLE

Chaplains are a puritanical and sometimes eccentric group. Their religious zeal has a strong practical slant, as befits a warrior. They fight alongside their battle- brothers, reciting extracts from the Chapter's Creed and Liturgies. Indeed, their dedication adds considerably to the fearsome reputation of the Marines. Their inspirational sayings and constant exhortations harden the determination of every Marine to serve the Emperor and relive the former glories of the Chapter Primarchs.

The bond between Marines and their Chaplains is a strong one. Chaplains preside over their indoctrination as recruits; they teach loyalty to the Chapter, reinforce its precepts through rituals and ceremonies and perform inspiring acts of valour upon the field of battle.

As our bodies are armoured with Adamantium, our souls are protected with our loyalty. As our halters are charged with death for the Emperor's enemies, our thoughts are charged with his wisdom. As our ranks advance, so does our http://www.criticalhit.co.uk/w40krp/WD108_Chaplains_Commissars.shtml (2 of 6) [25/05/2002 15:49:00] Chaplains and Commissars (WD108)

devotion, for are we not Marines? Are we not the chosen of the Emperor, his loyal servants unto death?

- Chaplain Fergus NiIs

An address to the defenders of Portrein

TYPICAL CHAPLAIN UNIFORM VARIATIONS

Black is the official colour for Chaplains' armour. However, over millennia, chapters often incorporate their colours and insignia onto the uniform, resulting in wide variations from the basic colour scheme. Many of these changes come about as a result of a Chaplain repairing his armour from available resources while on a campaign. Some modifications are adopted permanently. Hybrid uniforms can also appear if the Chaplain dons archaic power armour kept as a primarchal relic. Of course, apart from the organisations they belong to, Chaplains themselves have a long lifespan, so there is plenty of time for them to stamp their own personality on their armour. The examples below provide guidelines that you can experiment with when painting up your Chaplains.

Chapter Helmet Torso Legs Arms Shoulder pads in Crimson Fists Black skull Black Black Chapter colours Skull shoulder & Space Wolves Black skull Black Chapter colours insignia pads Skull shoulder & Howling Griffons Black skull Black Chapter colours insignia pads Skull shoulder & Novamarines Black skull Black Chapter colours insignia & elbow pads

Dark Angels Skull Black Black Skull shoulder pads Skull shoulder & White Scars Grey Grey Grey elbow pads Silver shoulder Silver Skulls Silver Black Black pads Skull & dagger motif Iron Hands Black Black Black on right shoulder pad

Armour and Appearance

Marine Chaplains wear a variant type of standard issue Marine armour. A Chaplain can appear stylised and archaic when compared to his fellow Marines, which makes him stand out and act as a focus for his brethren.

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Some or all of a Chaplain's armour is painted black. A skull insignia usually adorns the right shoulder and this is often displayed on both pads. Skulls can also be repeated throughout a Chaplain's uniform. Skull-shaped helmets are common, and the upper chest armour or even the whole of the body armour may be cast in the shape of a skull. Skull-shaped groin-guards are also not unknown.

Chaplains are also marked by one or more Primarchal battle relics which are worn or carried into battle. A single gauntlet from the armour of a Chapter hero passes on a little of the Primarch's fortitude and faith to the Chaplain.

Formal regalia includes a staff of office called the crozius, which is used during Chapter ceremonies. Many Chaplains carry them into battle, a visible sign that battle is the highest ritual in the Chapter's devotional calendar. The crozius normally bears the Imperial eagle or a skull motif at its tip. The most ancient of these staffs is the rare crozius arcanum; a staff made from an alien relic which contains a neuro-disruptor in the haft. Chaplains are also marked by a Rosarius, a gorget or amulet worn about the neck. This bears the image of the Imperial Eagle and is the 'soul's armour' of the Chaplain.

Initiates usually wear standard Marine armour. However, the helmets, right shoulder pads and right arms of their armour are painted black rather than in the Chapter's formal colours. The black shoulder pad replaces the previous Devout markings which were shown there - once declared as an Initiate, the Marine's devotion needs no further advertisement.

Armament and Equipment

The Imperial Marine Codex lists the standard equipment of a Marine Chaplain as:

Powered armour with communicator, respirator and auto-senses Knife or combat accessory Bolt Pistol Frag Grenades Bolt Gun Plasma Pistol Power Sword Conversion Field

Chaplains may also be equipped with Chainswords. Some Chapters allow their Chaplains to carry a variety of close combat and heavy weaponry as well as grenades.

IMPERIAL GUARD COMMISSARS

Marines are motivated and religious troops. Their Chaplains are respected, and inspire devotion to the Emperor by word and example.

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The Imperial Guard, however, is less certain in its utter devotion to the Emperor. The tasks of Chaplains, therefore, are allied to a need to impose authority and maintain discipline. These duties are carried out by the Commissars of the Imperial Guard, who instil loyalty and motivation into the troops in their care. It is the Commissars who must increase the troops' awareness of Imperial ideals, who must disseminate the wisdom of the Imperium to the ranks and who must maintain discipline.

The Commissars are grim, authoritarian figures. Unlike Marine Chaplains who view the spiritual welfare of the brethren as important, Commissars have a practical turn of mind. They are often found to have neglected the religious indoctrination of troops, while pursuing important, but secondary, disciplinary matters.

Commissars must be vigilant at all times for signs of moral weakness in the troops: he must watch the enlisted men and officers for signs that devotion is lacking, and he must watch for the signs that show the presence of a latent psyker. This vigilance is backed by powers of summary discipline. With the power to execute those found wanting, the Commissar can, by fear alone, instil new vigour and devotion in the troops under his care. On more than one occasion broken Guard units, in ignominious flight from the battle, have been rallied by the prompt action of their Commissar. Similarly, weak and inadequate officers, or those who have simply lost the will to win, have been summarily chastised by Imperial Guard Commissars.

Marine Chaplains take it upon themselves to scrutinise and judge the performance of Commissars when they have the opportunity. The assignment of a Guard unit to a Marine battle-zone often gives Chaplains just such a chance. The Commissar under examination may even welcome the attention if the Imperial Guard troops are under stress, as it confirms his authority.

Armour and Appearance

Commissars wear a uniform cut in the same style as regular Imperial Guard officers. Over the top of their Guard uniform, Commissars often wear heavy black double- breasted greatcoats; in addition, they wear black peaked caps displaying their skull symbols. In place of any Guard or regimental insignia, Commissars have skull-shaped badges and belt buckles.

Armament and Equipment

Considerable individuality is often displayed by Commissars in their choice of weaponry and other equipment. Most have a Laspistol and a Conversion Field and carry either a Lasgun or a Chainsword. Some use Powergloves.

CHAPLAINS, COMMISSARS AND VEHICLES

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A Chaplain or Commissar will often be needed at many points on the battlefield. He must serve as a inspiration for squads, check on the purity of action of those in his care and carry out a hundred other duties.

Units frequently assign Rhinos or Land Raiders to their Chaplains and Commissars to allow them swift and safe passage. Where possible these vehicles are painted in the Chaplaincy colours of black and marked by skull insignia, although line vehicles in the Chapter or unit colours are also issued.

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Home : Appendix : Commissar Training Squads by Nigel Stillman and Sean Masterson (White Dwarf 115) COMMISSAR TRAINING SQUADS

The Schola Progenium teach and train orphans of Imperial Officials until they are ready to become Cadet Commissars. As such, their training continues on the galaxy's battlegrounds where they are formed into special squads. Fighting alongside Imperial Guard units, they are completely devoted servants of the Emperor whose loyalty and bravery know no bounds.

It is the duty of the Commissars in the Imperial Guard to maintain the highest standards of discipline and inspire the troops by their own example. They have the power of absolution in order to restore the morale of the troops at critical moments on the battlefield. Commissars are both feared and respected. They do not often need to exercise their powers because their presence among the troops is enough to instil devotion and confidence.

It is important that Commissars remain aloof from ordinary troops in the Imperial Guard. Commissars need to exercise authority over ordinary officers, often in front of the officer's own unit. The Commissar must be seen as representative of the Emperor and thus a superior authority to any officer. Furthermore, a Commissar is required to deal with troops from many different tribal and racial origins, so cannot be associated with any particular group himself. Consequently, the origins and recruitment of Commissars is of vital importance to their efficient exercise of discipline.

Devotion to the Imperial cause, sound judgement, unshakable resolve and honour are the qualities required in a Commissar. Personnel selected to become Cadet Commissars are drawn from schools run by Missionaries of the Ministorum. There are many such schools throughout the Imperium, known as Schola Progenium. Here, orphans of Imperial Officials who gave their lives in the service of the Emperor are educated by the Missionaries. They soon learn to regard the Emperor as their spiritual father and build a strong personal devotion to the Imperial cause. Their sole ambition is to serve the Imperium and Humanity in some way, and the special qualities of their education make them well suited for service in the Imperial Guard or the Inquisition as Cadet Commissars.

http://www.criticalhit.co.uk/w40krp/WD115_Commissar_Training_Squads.shtml (1 of 3) [25/05/2002 15:49:05] Commissar Training Squads (WD115) CADET COMMISSARS

The Commissar-General of an Imperial Guard Regiment selects the most promising recruits from those recommended to him by the schools of the Ministorum. After basic Imperial Guard training these become Cadet Commissars and proceed to special training for their demanding responsibilities as Commissars. The best way to achieve this is for the Cadets to be instructed under

battlefield conditions.

For a Cadet Commissar to learn how to function according to his vocation, he must understand the nature of the troops for whose morale and spiritual welfare he is accountable. "You cannot teach in theory what has to be practised in a storm of energy beams, was how Commissar-General Obin Heethe summed up the need for Cadet Commissars to live, fight and if necessary die alongside the troops they were supposed to inspire. For this reason, Cadet Commissars use the same standard weapon as Imperial Guardsmen, the lasgun. This training forms the basis of much of the respect accorded to Commissars by Guardsmen, for they know that only those Cadets who have shown bravery and devotion in the face of enemy fire are selected.

For an experienced Commissar, there is no greater recognition of his service to the Emperor than to be deemed worthy of instructing a new generation of Commissars.

Commissar Training Squad

The Commissar-General is the senior Commissar of the regiment with the longest service and most extensive campaign experience. He assigns Commissars to Imperial Guard officers according to his judgement of the battlefield situation or the character of the Imperial Guard Officers in question. Cadet Commissars are allocated to Commissar Training Squads by the Commissar-General of an Imperial Guard regiment. These squad members are identified by a blue uniform trim and Cadet badge.

The Commissar-General assigns one of his Commissars to take the regiment's Cadets and form a tactical unit in its own right, known as the Commissar Training Squad. The unit is made up of one Commissar and nine Cadet Commissars. The Commissar Training Squad accompanies Imperial Guard forces into battle and takes part in some of the fiercest fighting.

The training of a Cadet Commissar has no fixed duration. A Cadet qualifies as a full Commissar on the judgement of the Commissar-General. He will be awarded his Commissar status as soon as he is deemed worthy of it by his actions. This provides great inspiration to the other Cadets on the battlefield. The new Commissar can then be allocated Commissarial duties in his own right. Commissar Training Squads are highly motivated fighting units, respected by all other troops in the Imperial Guard. Any Imperial Guard force accompanied by such

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squads will consider itself fortunate and probably destined for victory.

When a Commissar decides that a Cadet has failed in his duty, but has not shown cowardice or insubordination, the Cadet is relieved of his position and duties. Commissar Cadets who fail their training can often get a commission in a penal battalion. Others volunteer for service in a Rogue Trader entourage. Sometimes, their destiny will be decided by the Commissar-General or Commissar under whom the ex-Cadet trained.

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http://www.criticalhit.co.uk/w40krp/WD115_Commissar_Training_Squads.shtml (3 of 3) [25/05/2002 15:49:05] Eldar (WD127) Warhammer FRP - Warhammer 40k - Forums - White Dwarf - Email - Store

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Home : Appendix : Eldar by Rick Priestley, Jes Goodwin, and Lindsey D Le Doux Paton (White Dwarf 127) ELDAR

The Eldar race has a long and complex spacefaring history, so long in fact that little is know for certain about the course of their physical evolution and early planet-bound existence. The original Eldar Homeworld was destroyed during the catastrophic collapse of the Eldar civilisation known as the Fall of the Eldar. The remnants of Eldar culture that survived that cataclysm preserved much of their racial history in the form of traditional stories, songs and dance. Written records, monuments, and visual records were almost completely destroyed except for a few instances where they were taken aboard spacecraft fleeing from the doomed planets.

BEFORE THE FALL

Although the whereabouts of the Eldar homeworld is unknown, it is likely that it lay in the region of the galaxy now known as the Eye of Terror. This area lies to the galactic north and east of Earth and forms a circular eye' shape approximately ten thousand light years across at its widest point. The Eldar believe that their homeworld and the extent of their ancient civilisation formerly covered the Eye of Terror, and that during the Fall their spatial realm was overwhelmed by Chaos. Today the Eye of Terror is known as the largest region of warp-real space overlap, where Chaos and the Material Universe mix into each other.

The Eye of Terror is not devoid of habitable planets, and it may be that the secrets of the Eldar past still lie there awaiting rediscovery. However, these worlds no longer form part of the real universe and are not bound by the normal logic of astro- physics. Instead they are controlled and in many cases actually shaped by the Chaos Powers or mighty daemons. For this reason these worlds are known as the Daemon Worlds. These planets take many bizarre forms, including worlds which are flat, where rivers of blood pour from the sky, where gigantic burning trees provide the only illumination, and many others created from the daemonic imaginations of their rulers.

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their masters. Among the mortal inhabitants can still be found Eldar, some preserved since the time of the Fall, who champion the cause of Chaos on the Daemon Worlds and throughout the galaxy.

Eldar are physically similar to humans, although not entirely identical by any means. They have longer and cleaner limbs, and fine ascetic features with penetrating and slightly slanted eyes. Their ears are also slightly pointed, but otherwise they could pass as human at first glance. The most obvious difference between humans and Eldar can only be seen when they move, for the movements of an Eldar radiate a subtle grace which is impossible for a human to emulate. This can be seen in even their slightest gestures or the dexterity with which they manipulate small objects.

Dance, mime and other gestural art forms are very important to the Eldar, their formal art investing a whole range of gestures and stance with precise meanings. Much of the early history of the Eldar is recorded in the form of traditional dances, recounting the stories of the ancient houses of Eldanesh and Ulthanash, the children of Kurnous and Isha, Gea and her twin consorts Khaine the Bloody Handed God and Asuryan the Phoenix King. The legends surrounding these mythical immortals and the birth of the Eldar form a complex cycle of ritual dance and song known as the Dream of Asuryan. Although mythic rather than historic in nature, this cycle of dance and song is said to embody profound secrets about the Eldar past within its subtle movements and tonal variations. In their highest form these dances are performed only by the Warrior Dancers called Harlequins, and only they really understand all of the myriad secrets hidden within these extremely physically demanding and incredibly precise dances.

The Eldar mind, while similar in general to the human mind, is far more inclined towards extremes. Because of this Eldar are more intelligent but also far more intense than humans. Although an Eldar and a human can both feel grief or joy, the Eldar's experience is likely to be far more extreme.

This natural inclination towards emotional extremes is both a blessing and curse to the Eldar. On the positive side it gives them an unparalleled appreciation of life and an unrivalled ability to express themselves through music and other creative arts. A melody or gesture made with grace and skill can elicit an intensity of pleasure which is unimaginable to a human. On the negative side this potential for joy is paralleled by an equal capacity to feel despair, ambition and even hatred. Confronted by grief or personal loss an Eldar suffers mental torments which far exceed the boundaries of human anguish.

The extreme nature of their temperament makes it very important that the Eldar retain a measure of self-control at all times, for it is dangerously easy for them to become entranced by and ultimately dependent upon the experiences that their culture offers them. At the same time they must learn how to control the darker side of themselves, the side which feels jealousy, rage and hatred, and which is no less a part of their personalities.

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As far as is possible to tell, the Eldar have always been a psychic race. This manifests itself in a variety of unusual talents. One natural ability which is common to many Eldar is called psychomorphism by the human Xenobiologists of the Imperium. In crude terms this gives them the ability to shape matter and create simple artefacts from raw materials. More complex things can be made by several individuals working together or with the aid of forging machines to enhance the creative process.

Eldar can also move small objects by a form of psychokinesis and it is by this means that they build their most sophisticated devices.

Some Eldar can influence the structure of growing matter by a form of empathic telepathy. This empathic ability may have been particularly important during the early development of the Eldar race enabling them to promote the fruitfulness of edible crops and reshape the growth of trees to make simple shelters. During their primitive evolutionary stage the Eldar undoubtedly benefited greatly from these skills. The first Eldar villages and towns are supposed to have been living structures grown from trees, often covering many square miles and reaching high into the air. Structures like this can still be found on worlds colonised by the Eldar in later times.

Because of their psychic abilities the Eldar race learned how to make and shape raw materials at a very early stage of cultural development. By means of their mental powers they were able to refine minerals and shape the resulting metals and stones into whatever they wanted. Eldar technology has a very ancient history and the pace of its progress is closely tied to the slow evolutionary development of the race.

There was never a sharply defined industrial phase of Eldar history (as for example there was in human history) but rather a steady growth in competence and knowledge over a very long period of time. A particularly Eldar aspect of their technology is that its forms often adhere closely to natural biological shapes and structures. This is quite understandable, as there is no real difference between technology and nature in the Eldar mind - they amalgamate into a single process by which the Eldar imbue living things with function and functional things with life.

THE TEARS OF ISHA

Artefacts called spirit stones have existed for as long as the Eldar can remember. The story about how they were created is told in the Dance of Asuryan. One night the Goddess Lileath had a dream in which she saw Khaine the War God torn to pieces by a mortal descendant of Kurnous the god of the hunt and Isha the goddess of the harvest. Kurnous and Isha had many children who included immortal gods as well as the very first mortals - the Eldar. When Lileath told Khaine about her dream he resolved to destroy the mortal children of Kurnous and

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Isha, and pursued them through the Heavenly Realm, trapping and slaying many before Asuryan the Phoenix King heard the weeping of their mother Isha and came to see what was happening. When he discovered what Khaine had done, Asuryan banished the remaining Eldar to the Mortal Lands and forbad all further contact between mortals and gods.

Kurnous and Isha were dismayed at being parted from their offspring and asked their uncle Vaul the Smith god to help to reunite them. Vaul took the tears shed by Isha and turned them into spirit stones. By means of the stones an Eldar could talk to the gods, and in this way the Eldar and gods could communicate even though they could never meet. Although Vaul knew Asuryan had forbidden contact between mortals and gods he gave one of the stones to Isha and the remainder to her mortal children the Eldar.

By means of the stones the Eldar talked to Isha. They learned how to use the stones to draw runes, and were shown how the energy of the stones could be combined with the runes to make skeletal frameworks for all kinds of structures and craft. Unfortunately, Khaine overheard Isha one day as she talked through her stone to the Eldar, and the War God immediately told Asuryan.

Asuryan was so enraged that his order had been disobeyed that he gave Kurnous and Isha to Khaine to do with as he pleased. Vaul could not bare to see his brother and sister harmed by Khaine so he struck a bargain in return for their safety. Khaine agreed that if Vaul were to make him a thousand enchanted weapons by the same time the following year he would let Kurnous and Isha go free.

Vaul worked hard all year, but at the end of the time the final weapon, a long sword, still lay unfinished on the anvil. To conceal the shortfall Vaul picked up an ordinary sword and mixed it into the others, and gave the weapons to Khaine who was too pleased to spot the deception. Vaul, Kurnous and Isha hurried away. As they made good their escape Khaine discovered the ordinary sword hidden among the weapons and roared with anger, calling Vaul a cheat and crying out for revenge.

Following this episode the Dream of Asuryan tells how Khaine and Vaul fight each other, and how Vaul reforges the unfinished sword to use against his enemy. After a series of battles Vaul is finally caught by Khaine who cripples him and chains the Smith God to his own anvil. Vaul's Sword then passes into the hands of the mortal hero Eldanesh, who finally confronts Khaine and is torn apart and killed.

Asuryan was so appalled by the murder of Eldanesh that he cursed Khaine and made his hands drip eternally with the blood of Eldanesh so that everyone would remember what he had done. The sword then passed through the hands of Eldanesh's descendants until it was finally lost in the Sea of Broken Tears by Inriam the Young.

SPIRIT STONES

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Spirit stones are glassy spheres which are warm to the touch. They respond to the psychic emanations of anyone who holds them, glowing brightly in the hands of a mighty Bonesinger, blue if touched by a Farseer, and red or orange if handled by a Warlock. All of these are types of Eldar Seer - the name given to Eldar who have been trained to use their psychic powers.

A spirit stone is a tool which allows a Bonesinger to draw raw energy from the warp and shape it into matter. The matter created in this way is called Wraithbone, and it can be psychically teased and manipulated by the Bonesinger into almost any form he wishes. Wraithbone is extremely tough and resilient. It forms the backbone of spacecraft and large structures as well as countless smaller items. Nor is Wraithbone used only for utilitarian artefacts like spacecraft, it is also used to create sculptural works of art.

Because Wraithbone is a solidified form of warp energy it has several special properties. It never really loses its physical connection to the warp, so that in a sense part of it remains in the warp at all times. As a result Wraithbone can channel psychic energy much as an electric cable carries current. At the same time it also contains psychic forces and can shield the forces it contains from other psychic energy.

PSYCHIC ENGINEERING

The Eldar use Wraithbone to make the skeletal cores of their buildings and spacecraft. Much as the skeleton of an animal provides a framework for its fleshy tissue, so the Wraithbone skeleton of an Eldar spacecraft is a living core around which its functional structures are arranged.

The Wraithbone not only gives the construction is rigidity, but also provides channels for psychic energy. This facilitates internal communication between systems, transmits power, and enables the craft to act as an organically integrated whole. In this way the Wraithbone skeleton not only performs the mechanical tasks which a bony skeleton would perform in an animal, but also the role of the nervous system and blood stream too.

The Wraithbone core of a spacecraft is surrounded by a structure which is literally grown into the required shapes. This is accomplished by a special class of Eldar called Bonesingers. These Bonesingers use their psychomorphic talents to accelerate the formation of psychotropic crystals around the Wraithbone. They then shape the resulting mass into fibrous bulkheads, supporting walls, floors, and conduits. The resulting shell completely surrounds the Wraithbone core and forms the hull and major internal divisions of the spacecraft. The same process is used to make any large structure including vehicles, but spacecraft are typical works of Eldar psychic engineering and serve as a good example of the process.

Once the Bonesingers have laid the basic structure over a Wraithbone core, the spacecraft is ready to be fitted out. Individual systems can be either fabricated on board the ship by psychomorphism or made elsewhere and installed http://www.criticalhit.co.uk/w40krp/WD127_Eldar.shtml (5 of 20) [25/05/2002 15:49:45] Eldar (WD127)

subsequently. Most of the craft's operating systems are connected directly to the Wraithbone core. The many thousands of systems draw power through the Wraithbone and are constantly monitored and ultimately controlled through it.

Because of the unique practices of Eldar psychic engineering, any Eldar construction, whether building, vehicle or spacecraft, resonates with sympathetic psychic energy. The Wraithbone core provides a psychic channel through which an Eldar can evaluate and control various mechanical functions. This is the basis on which Eldar technology is achieved. Although it is very different from the simple mechanical processes used by humans, individual devices and structures usually look similar to comparable human artefacts. As a general rule, Eldar artefacts have an organic, flowing appearance and tend to lack hard angular edges.

ELDAR RUNES

Wraithbone is also used to make small but psychically potent items including runes. Eldar runes are complex interwoven shapes each of which has its own distinct pattern. Because they are made of Wraithbone the runes retain a connection with the warp, and have the ability to both direct and contain psychic energy.

Small runes are cast upon the ground by Eldar Seers who interpret the pattern and the proximity of one rune to another in order to divine the future. The runes are vital to every Seer because they enable him to focus and direct psychic energy, and by concentrating on a particular rune he can evoke a specific psychic power.

The runes used by Bonesingers function as templates or patterns for the various devices or structures which they grow from psychotropic crystals. The runes also have a protective function which is important to all Eldar Seers. Because the runes are made from Wraithbone, which is itself impervious to external psychic energy, they act as simple fuses. If a Seer draws too heavily upon his psychic energies, or if malign forces attempt to reach him while he is in a trance, then the runes will be destroyed severing the psychic connection between the Eldar and the warp. Were it not for the runes it is doubtful that the Eldar could use their psychic powers at all, as they would soon fall prey to the malicious entities of the warp.

THE FALL OF THE ELDAR

Over ten thousand years ago the Eldar race suffered the greatest tragedy ever to befall a major intelligent race. The Eldar civilisation was at its height and spanned a significant portion of the galaxy. Their worlds were places of great beauty and peace, paradises of personal contentment and cultural achievement. However, all this was to end in a cataclysm of destruction which was to wipe out the inter- planetary civilisation of the Eldar at a single stroke. This cataclysm is known simply as the Fall.

All Eldar tend towards extremes of emotion and intellect so that the temptation to http://www.criticalhit.co.uk/w40krp/WD127_Eldar.shtml (6 of 20) [25/05/2002 15:49:45] Eldar (WD127)

pursue a life of pleasure, art, and intellectual gratification is very great. Even before the Fall the majority of Eldar recognised these temptations and fought against them, refusing to be drawn into the inescapable pleasures which their sensibilities and culture afforded.

However, the very act of fighting against their own nature had an unbalancing effect upon their minds. Hysteria, insanity and a multitude of racial psychoses began to affect almost the entire population. Some Eldar gave in to their hedonistic impulses, joining exotic cults in their pursuit for novel experiences, esoteric knowledge and sensual excess. As these cults proliferated, Eldar society became increasingly divided. Foreseeing the collapse of their civilisation, some Eldar began a series of mass migrations to newly seeded planets where they planned to set up utopian societies free from the taint of hedonism. These Eldar called their migrations the Exodus, and referred to themselves as Exodites. Many early Exodites were wiped out by marauding Orks or became embroiled in the eternal wars of humans, but some were successful. These Exodites eventually founded a second generation of frontier civilisations based around a core of noble houses. Their descendants still rule these worlds after ten thousand years and are known as the Eldar Knights.

Between the survivalist Exodites and the uncaring pleasure seekers were Eldar who were still mentally stable, and who remained behind in the hope that they could help restore order to their civilisation. They became increasingly few in number until even they realised their dream of recovery was hopeless. Eventually even these few die-hards were forced to abandon their homes as the whole Eldar civilisation fell apart in an apocalypse of destruction and madness. The last of the true Eldar eventually deserted their planets on board the few remaining spacecraft, beginning a new phase of Eldar civilisation - the age of spaceborne travel and the Craftworlds. The creatures that screamed and cackled over the ruins of the Eldar worlds could no longer be called Eldar.

SLAANESH

The warp is an alternative universe inhabited entirely by psychic energy generated by the thoughts, emotions and mental life of the inhabitants of the material universe including the Eldar. These thoughts and emotions cannot die, they are eternal, so that over the ages they accrue and become stronger as they are reinforced by the similar thoughts and experiences of others. Eventually, a single idea or emotion can become so powerful within the warp that it attains a consciousness of its own and becomes a daemon or a god. These daemonic entities are known as Chaos Powers. The most powerful of these are the four Great Powers Khorne the god of war, bloodshed and anger; Tzeentch the god of change, plots and intrigue; Nurgle the god of plagues and morbidity; and Slaanesh, the god of pleasure and personal gratification. Slaanesh is particularly associated with the Eldar, and only came into being with their final Fall. Prior to this time Slaanesh was growing in power but not fully conscious - rather like a sleeping monster bellowing and kicking in its dream- disturbed sleep.

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As the Eldar pursued their road to destruction so their emotional life degenerated into the reckless pursuit of pleasure, exotic experience and intellectual indulgence. The mental energies released into the warp as a result coagulated into an entity, an entity which was potentially very powerful but which was not yet fully conscious. This was, of course, the entity called Slaanesh. Although Slaanesh was not yet fully conscious some Eldar had already begun to worship the god's sleeping form. For centuries the Eldar had predicted the Coming of the Lord of Pleasure, so that many had come to disbelieve the prophets and their endless tales of doom. As the disturbed dreams of Slaanesh began to infiltrate the psychic minds of the Eldar, so their degeneration accelerated apace, further feeding Slaanesh in the warp, and creating an unbreakable cycle of doom. While there were Eldar sane enough to be appalled by the degeneration of their race, their horror kept Slaanesh from achieving full consciousness.

When the cataclysm finally came there were few sane Eldar left on their home planets, only millions of millions of squawking, insane creatures crying and squealing with self-inflicted torment. The quickly-accelerating decline of the Eldar had fed the energy of Slaanesh until the god was ready to burst into consciousness, like a mighty dam about to break and release immeasurable flood waters.

As the few remaining sane Eldar fled aboard the flotillas of trading ships Slaanesh finally awoke. With a scream the god was shaken to consciousness and the other three Chaos Powers were driven scattered through the warp by the waking terror of Slaanesh like ships before a storm. The energy of that scream swept across the entire galaxy, and blew through the minds of psykers everywhere, destroying them in untold millions. Where the energy was concentrated most, in the area where the Eldar home planets were, the boundaries between the warp and real space were torn apart.

The intermixing of the two realities wiped out most of the inhabitants of the Eldar planets and formed the areas of warp real-space overlap the largest of which is now known as the Eye of Terror. Those Eldar who had succumbed to the temptations of pleasure were particularly vulnerable. Other Eldar, those who had resisted the decline of their civilisation, were better protected. Even so, many billions died even as they fled in the giant trading ships, but some survived - protected by their mental resilience or by the psychically impervious Wraithbone structure of the spacecraft themselves.

THE ELDAR AND DEATH

The Fall was to have a further terrible result for the Eldar race, for their natural psychic natures made them especially vulnerable to the predations of daemonic creatures and especially to the newly awaked Slaanesh. As the representation of the Eldar mind, Slaanesh is able to gather up the psychic energy of Eldar as it flees their dying bodies. This means that when an Eldar dies the eternal psychic part of him, his soul, is immediately consumed by Slaanesh. Needless to say, this evokes great horror in the Eldar who will go to any means to avoid this fate. http://www.criticalhit.co.uk/w40krp/WD127_Eldar.shtml (8 of 20) [25/05/2002 15:49:45] Eldar (WD127)

In order to save their souls from destruction by Slaanesh, every Eldar wears a small spirit stone called a Waystone. If the Eldar dies his psychic self is absorbed by the Waystone. The Waystone can then be taken back to the Eldar's own Craftworld and embedded into the Wraithbone core where it will grow into a larger spirit stone. Once the spirit stone is implanted, the soul of the Eldar can travel freely through the Wraithbone, mingling with other Eldar souls and forming part of the communal spirit of the Craftworld itself. All the souls contained within a Craftworld are collectively known as the Infinity Circuit. Individual Eldar souls can enter specific parts of the Craftworld to provide the energy and controlling intelligence which is needed by many Eldar Technical devices. Other souls can leave the Infinity Circuit for a short while by entering Waystones which are then placed within robot bodies. The soul contained in the Waystone animates the robot body and enables the dead Eldar to move about the Craftworld and even fight alongside the living in the form of Wraithguard.

THE SURVIVAL OF THE ELDAR

The Eldar are fully aware of their extreme predicament. From an early age they are taught about the tragedy of their race, and how their eternal souls face extinction due to the predations of Slaanesh. Their numbers are now a tiny fraction of the teeming billions which once spread across the universe. Now the Eldar race maintains its grip upon existence only because of a grim determination to survive. That determination is fuelled by an awareness of their past failing to control their own nature leading to the creation of their greatest enemy Slaanesh.

Because of their vulnerability to Slaanesh the Eldar have developed ways of protecting themselves when they use their natural psychic powers The most important of these is the development of the Eldar Path - a social learning system which restricts the abilities and experiences an Eldar is subject to until such time as he is mentally strong enough to face them. Another important development is the use of runes to protect the principle psychic members of the race - the Seers.

The Eldar nurture a dream in which they confront Slaanesh in the warp, and overthrow their great enemy, freeing themselves from the constraints his existence places upon them and safeguarding the survival of their souls in the warp. Although the Eldar souls preserved in the Infinity Circuits of the Craftworlds can muster only a tiny amount of energy compared to that of Slaanesh, the Eldar hope that one day there will be enough souls to unite to fight and overthrow Slaanesh. It is a faint hope, but the only hope for the Eldar who must otherwise face the eternal threat of their own racial psyche.

THE CRAFTWORLDS

During their heyday the Eldar travelled the galaxy in vast trading ships called Craftworlds. These trading Craftworlds were whole self-contained communities housing hundreds of Eldar families. A typical trading mission might take the Craftworld away from its home planet for centuries, travelling thousands of light http://www.criticalhit.co.uk/w40krp/WD127_Eldar.shtml (9 of 20) [25/05/2002 15:49:45] Eldar (WD127)

years beyond Eldar space before returning home. These Craftworlds developed a strong sense of independence, so that they were for the most part unaffected by the general malaise of Eldar society. Because a Craftworld might return to its home planet only three or four times in a thousand years, the decline of their civilisation was all the more apparent to them, whilst those who remained behind grew accustomed to the slow degeneration and so failed to heed the danger signs.

In the final weeks leading to the Fall, the returning Craftworld crews found their worlds in ruins. They rescued those of their kind who were still sane, and fled into the deeps of space through the rapidly collapsing warp tunnel network. Many Craftworlds lingered too long in attempting to rescue their kinsmen. Finding themselves in orbit at the moment of the Fall they were either destroyed by the psychic overspill or sucked through into the warp and consumed by Slaanesh.

Craftworlds travel through space via a system of warp tunnels which stretch through the galaxy. Long ago the Eldar learned how to make these holes through the warp which link two fixed places. It is likely that originally nearly all Eldar planets and Craftworlds were interconnected by warp tunnels. However, during the Fall a great part of the network was destroyed so that travel is no longer as easy as it once was. Some tunnels were attacked and destroyed by daemonic intrusions from the warp - their entrances had to be sealed or destroyed to keep Chaos from swallowing entire Craftworlds. Other tunnels simply collapsed or the places they led to were destroyed or desolated. Today the tunnel network still connects Craftworlds to each other and to millions of places throughout the galaxy but there are significant gaps in the system, and some Craftworlds are completely isolated. Because of the partial breakdown of their warp tunnel network, the Eldar find it impossible or extremely difficult to reach certain parts of the galaxy.

Since the Fall the original Craftworlds have grown considerably in size, so that they are now ten or a hundred times larger than the original trading ships which lie at their cores. Because they have expanded steadily over the years many are at least partially ruinous and have zones which await reclamation or very old zones which are largely uninhabited.

Each Craftworld is a self-contained biosystem, with zones which contain forests and natural flora as well as urbanised areas. These natural zones act as green lungs, furnishing a breathable atmosphere and providing renewable resources for the Eldar. Vast Space Docks are located on the outside of the Craftworld housing fleets of spacecraft. These Fleets carry the Eldar armies through the warp tunnels which connect the Craftworld to the rest of the galaxy.

Each Craftworld is independent and conducts its own affairs and wages its own wars. Craftworlds do sometimes ally together to face a common threat, or to achieve a common objective, but such alliances are usually temporary and have no lasting significance. Of course, all Eldar are united by a common culture and racial identity, but that means little when it comes to defending the interests of their own particular Craftworld. Wars between one Craftworld and another are certainly not uncommon. Such wars are almost always fought over a locally disputed world, http://www.criticalhit.co.uk/w40krp/WD127_Eldar.shtml (10 of 20) [25/05/2002 15:49:45] Eldar (WD127)

or colonising and mining interests. Such conflicts grow out of local disputes, and are usually resolved within a short time. For one Craftworld to actually assault and attempt the destruction of another would be regarded as a terribly wasteful and purposeless enterprise. Although such calamitous events have happened in the past they are not common.

CRAFTWORLD COLONIES

Since the Fall, the Eldar Craftworlds have established many colonies of their own. These colonies are not independent, but remain a part of their society, and provide troops and raw materials for the home Craftworld. Colony planets are connected to their Craftworlds by means of warp tunnels. The number of colony planets associated with a Craftworld is tremendously variable, some have hundreds while others have only one or two. Most have about a dozen. These colonies are quite distinct from the earlier phase of colonisation by Exodites prior to the fall. The Eldar Knights, as the Exodites call themselves, remain fiercely independent. Although they trade and sometimes aid the Craftworlds they conduct their societies along entirely different lines, regarding the Craftworld civilisations as being dangerously close to the old Eldar ways which led to their downfall.

THE ELDAR AT WAR

Although each Craftworld is a completely independent and self-contained realm, Eldar society is remarkably constant from one Craftworld to the next. Some Craftworlds, however, have unique variations. THE ELDAR PATH

Eldar enjoy a naturally long life-span and can live for a thousand years or more. During this time, almost all of them pass through a series of distinct lifestyle stages, dramatically changing their social role at irregular intervals. For example, an Eldar might be a technician for a few decades before he adopts another role and becomes a warrior, following which he might choose to become a galactic trader or a colonist. Each new role does not totally replace those that went before, but merely adds to the Eldar's accumulated experience. As Eldar pass through these different stages they explore the many aspects of their own character. An Eldar of a thousand years or more will have usually experienced lots of different roles and attained a very sophisticated understanding of the universe.

This cyclical process is called the Eldar Path. As a social institution it evolved during the time of the decline and fall of the Eldar, when their ancient society began to break apart and the whole race seemed doomed. The fall of the Eldar was due to the intensity of the Eldar character and mind. Their heightened sensibilities offered an opportunity for intellectual and emotional gratification far beyond the sluggish human comprehension. It was uncontrolled self gratification which created the Chaos Power Slaanesh and which subsequently destroyed the old Eldar civilisation. The Eldar Path was envisaged as a way of allowing every http://www.criticalhit.co.uk/w40krp/WD127_Eldar.shtml (11 of 20) [25/05/2002 15:49:45] Eldar (WD127)

Eldar to live within their full emotional and intellectual capacity in a safely controlled and progressive manner.

By concentrating on only one facet of their complex and overwhelming character at a time, the Eldar are free to explore that area in depth without dangers of distraction. As total awareness of each facet is achieved, the Eldar move to another, thus building a deeper understanding of the universe and their own capabilities. As an Eldar grows older and his comprehension of his own nature deepens, a wider range of more challenging roles becomes available to him. One of these is the role of Warlock - Eldar who open up their psychic minds and learn to control the forces of the warp itself. One of the most demanding of all roles is that of Warrior - the Warrior Path as this facet is called. An Eldar who embarks upon the Warrior Path chooses one of the many different Warrior Aspects, each of which is characterised by a different school of martial combat, distinctive armour, special weapons and tactics.

ASPECT WARRIORS

Most Eldar follow the Path of the Warrior at some time or other during their lives. Both male and female Eldar move along the Eldar Path in the way described, so Warriors are equally likely to be male or female. An Eldar entering the Aspect of a Warrior assumes one of several distinct and quite separate aspects of the Warrior Path.

Each of the Warrior Aspects represents one facet, or aspect, of the Eldar god of war known as the Bloody Handed God. In the Eldar tongue this god is called the Kaela Mensha Khaine, which translates roughly as Bloody Handed Khaine; the word Khaine signifying the essence of murder. The Bloody Handed God embodies the destructive impulse which underlies the Eldar psyche.

The Eldar Path is designed to steer the Eldar away from this dark, self-destructive side of their character. By assuming one of the many aspects of the Bloody Handed God, an Aspect Warrior faces and learns to live with the inner terror which his own potential for destructive violence evokes inside him.

When an Eldar becomes an Aspect Warrior he does not cease to utilise the facets of his character which he has already developed through his progress along the Eldar Path. Indeed, he deliberately continues to pursue the arts of peace, and will typically keep on practicing and perfecting his own artistic talents. Thus Aspect Warriors form a community of practising artists, poets, orators, dancers, and musicians. This is a strong contrast between their role as fighting warriors, as indeed it is meant to be.

Because Eldar perceive everything so much more sharply than humans, the passionate excitement of fighting and killing is too much for them to tolerate for long periods at a time. Should an Eldar spend too long actively fighting in the guise of an Aspect Warrior he may find it hard, if not impossible, to ever leave the Warrior Path. http://www.criticalhit.co.uk/w40krp/WD127_Eldar.shtml (12 of 20) [25/05/2002 15:49:45] Eldar (WD127)

In order to counter-balance his life as a fighter, the Aspect Warrior deliberately continues to cultivate the opposite side of his nature. To demark his fighting self from his true self, he carefully cultivates a separate distinct warrior personality, embodied within the armoured fighting suit of the Aspect Warrior. Only when he wears the suit does he becomes an Aspect of the Bloody Handed God - the terrible destructive impulse of the Eldar psyche.

The donning of the war suit is an act of special significance because it symbolises the sharp division between the Eldar in normal life and the same Eldar as an Aspect Warrior. It takes several hours to perform the ancient ceremonies designed to enable the Warrior to put his own personality aside and adopt an Aspect of the War God. In his guise of Aspect Warrior he feels no guilt, remorse or pity. It is as if he were another person entirely while he wears the masked suit. When he puts the suit aside and returns to his normal life he does so in the knowledge that no matter what violent or murderous things he has done he remains untainted by them.

THE MANY ASPECTS OF THE WARRIOR

There are many different Aspects of the Bloody Handed God, each emphasising some facet of the War God's murderous character. Some of these are particular to certain Craftworlds, but the following six Aspects are common to almost all Craftworlds and account for the majority of Aspect Warriors. Their appearance, battlefield roles, and tactical preferences are described in detail in the lists that follow. Other Aspects are not covered in this list, but remain to be described in later articles.

● Dire Avengers ● Howling Banshees ● Striking Scorpions ● Swooping Hawks ● Fire Dragons ● Dark Reapers

The special armour and weapons of each Aspect are kept in shrines dedicated to the Bloody Handed God. Each shrine is tended by one or more Eldar who have passed from being ordinary Aspect Warriors to become Exarchs. The same suits and equipment are used year after year, passing from one Aspect Warrior to another.

EXARCHS

Although Eldar accept that the Path of the Warrior is an essential and natural part of their nature, the blood-drenched Aspect Warrior still evokes extreme feelings of horror and repugnance which are hard for humans to fully understand. If ordinary Aspect Warriors elicit such feelings, at least it is understood that they will one day http://www.criticalhit.co.uk/w40krp/WD127_Eldar.shtml (13 of 20) [25/05/2002 15:49:45] Eldar (WD127)

enter another cycle and put aside the warrior's suit for the final time.

Not all Eldar manage to pass beyond the Path of the Warrior. Some are unable to resist the passionate lure of battle and develop an unquenchable lust for bloodletting. They become trapped in the role they have chosen, unable to escape from the Aspects of the War God they represent. These Eldar are called Exarchs. They are regarded with a disturbing mixture of awe and revulsion.

Exarchs are held in awe because they single-mindedly pursue a side of their nature which most Eldar fear to even contemplate. On the other hand they are pitied because they have deserted the Eldar Path with its promise of new experience and constant development in favour of a life of bloodshed and battle. Perhaps, most horrifying of all to the Eldar mind, is the knowledge that every one of them holds the potential to become an Exarch, to lose their way along the Eldar Path and become addicted to their own lust for blood and death which only being an Exarch can truly satisfy.

Although only a few Eldar become trapped in the Aspect of the Warrior, it is not unknown for others to desert the Eldar Path for one reason or another. The intensely capable Eldar mind sometimes rebels against the highly structured delineation of achievement which the Eldar Path offers. Others find they are insufficiently prepared for a role they have chosen and they become so obsessed by it that they can never leave. Without the protection of the Eldar Path individuals are likely to be driven crazy and eventually succumb to self-destructive urges. The Eldar Harlequins are one specific example of individuals who have left the Eldar Path. The Exarchs are another form of this same universal peril - although in this case they have a special place within society. The worst fate of all is known as the Path of Damnation - but of this aberration no Eldar will speak and so almost nothing is known. Regarding this and many other subtleties of the Eldar Path we shall have much to say in the future.

EXARCHS AND THEIR WARRIOR ASPECTS

Exarchs sometimes remain trapped within the Path of the Warrior but continue to cycle from one Aspect to another. When they go to war this enables them to wear one of two or more armoured suits representing the different Aspects they have undertaken. Similarly, they choose weaponry appropriate to any of these Aspects. Exarchs who continue to cycle in this manner are sometimes called the Lost Warriors - or Menshad Korum - which roughly translates as, hunters in pursuit of themselves'.

In most cases however, Exarchs cease to change their Warrior Aspect once they become Exarchs, although they may pass through several cycles as different Aspect Warriors before they are finally trapped by the Warrior Path. The Eldar then becomes an Exarch of his final Warrior Aspect, a Fire Dragon Warrior can thus become a Fire Dragon Exarch, or a Dire Avenger Warrior a Dire Avenger Exarch. He still retains all the battle-skills he has learned in any previous Warrior Aspects, so Exarchs tend to have a broader understanding of the Path of the http://www.criticalhit.co.uk/w40krp/WD127_Eldar.shtml (14 of 20) [25/05/2002 15:49:45] Eldar (WD127)

Warrior than ordinary Aspect Warriors.

When he becomes an Exarch the Eldar assumes one of the ancient names which reflects his particular Aspect. For example, Horned Serpent, Gleaming Scale, and Slicing Fang are all names which have been assumed by Fire Dragon Exarchs. These names are particular to specific Craftworlds and specific shrines to the War God within each Craftworld.

Only one Exarch can bear a particular name at once. The name is associated with a set of Exarch armour which the Exarch wears in battle. Only if the Exarch is killed can another Aspect Warrior take the same armoured suit and name. Although the same suit is thereby worn by many Exarchs over thousands of years, the result is to continue the legendary life of the single heroic identity represented by that suit and name. This assumption of a ancient heroic identity emphasises the break with the Eldar's old life and the Eldar Path.

The Exarch's fighting suit is an elaborate and superior version of that worn by the ordinary members of his Warrior Aspect. Their very age means that they preserve much ancient workmanship, long-abandoned decorative styles, and various emblems and ornamentation which may now mean nothing to a typical Eldar.

Worked into the suit is a spirit-stone containing the spirit of the very first hero to have worn it, the Eldar whose name all subsequent Exarchs have perpetuated. When the Exarch enters the suit it is this spirit which merges with his own, adding its own accumulated memories and experiences to his. This enables the Eldar to understand much about the ancient weaponry and armour he is using, as well as giving him general knowledge about the distant times when the hero was alive. In this way, the Exarch is initiated into one of the most closely guarded of all Eldar secrets - the origin of the Exarchs during the time of the fall of the Eldar itself.

EXARCHS AND THE SHRINES OF THE WAR GOD

When Exarchs are not fighting they tend the shrines of the Bloody Handed God. Each Warrior Aspect usually has a single shrine on the Craftworld. Some Craftworlds have more than one shrine to a particular Aspect, others may lack an Aspect altogether. There are therefore six shrines on a typical Craftworld - a Dire Avenger shrine, a Howling Banshee shrine, a Stinging Scorpion shrine, and so on.

These shrines are not just holy places, they are also armouries and places where the warriors learn martial arts and complete their weapon training. It is to these shrines that the Exarchs and Aspect Warriors gather when they are called to war, where they undergo the ritual transformation which culminates in the assumption of their warrior identities The Exarchs are priests of the Bloody Handed God but they are also armourers and instructors who are responsible for maintaining the shrine's war gear and training the Aspect Warriors.

AVATARS

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When Kaela Mensha Khaine, the Bloody Handed God of the Eldar, fought with Slaanesh the Lord of Pleasure, he was quickly overwhelmed and his energy captured by the newborn God. For the Bloody Handed God was as much a part of Slaanesh as of Khorne - being a product of that part of the Eldar nature which finds gratification in murder and pleasure in bloody violence. Khorne the Blood God, the Patron of War, Murder and Battle, roared with rage to discover one of his own taken from him in this way. Then Khorne and Slaanesh clashed headlong, the Blood God fighting to recover the portion of his power that had been robbed from him, Slaanesh driven by his uncontrollable hunger to consume everything in his path. The Bloody Handed God of the Eldar was tossed this way and that, at first grasped by Slaanesh, then tugged back into the compass of Khorne.

Eventually the rage of the Blood God and the passion of the Lord of Pleasure were exhausted, and the boundaries between them were established. Like a leaf in the eye of a hurricane, Kaela Mensha Khaine fell among the calm, down through the Realm of Chaos and into the material universe. As he entered the material universe he divided into many shards of energy, scattering his power so that neither Khorne or Slaanesh could ever find him again. Each shard entered the body of an Eldar, filling the body with his own mind, possessing it, so that it became a virtually indestructible blood-lusting murderer - the material manifestation of the Bloody Handed God. These are the Avatars of the Bloody Handed God.

THE THRONE OF THE WAR GOD

At the core of every Craftworld is a sealed chamber. Inside this chamber, upon a throne of smouldering iron, sits an Avatar of the Bloody Handed God. The Avatar is as still as a statue of ancient metal, pitted with age and encrusted with the patina of corrosion. His eyes reveal only an empty darkness as if his whole body were a hollow metal shell. The chamber is built of gleaming wraithbone whose skeletal structure stretches throughout the entire Craftworld, its strands connecting every part of the Craftworld to the throne.

When the Eldar prepare for war the metal body of the Avatar begins to glow as the heat of his fiery blood is kindled. His metal heart begins to quicken and his iron flesh starts to pulse with life. Liquid iron boils through his veins, and his whole body crackles and hisses like a furnace. When he stirs upon his throne Exarchs and Aspect Warriors all over the Craftworld feel the vibrations reverberate through the gleaming threads of wraithbone which spread like naked ribs throughout its caverns and chambers. Recognising the Avatar's battle-call, the Exarchs and Aspect Warriors hurry to the shrines of the War God to begin the rituals of preparation.

As the Avatar's first stirrings are felt, the oldest Exarchs - one from each of the principal shrines on the Craftworld - gather outside the chamber and begin the ritual of Awakening. They wear their ritual masks and armour. They are accompanied by another Exarch called the Young King. The Young King is selected every year by the ritual divination of the Craftworld's Farseers - the http://www.criticalhit.co.uk/w40krp/WD127_Eldar.shtml (16 of 20) [25/05/2002 15:49:45] Eldar (WD127)

psykers who guide the Craftworld's political decisions. The position is held only for one year, after which the Exarch steps down and another Young King is elected. The Awakening ceremony begins as the Young King is ritually disrobed and his body painted in blood with the runes of Kaela Mensha Khaine - weaving shapes that evoke the annual orbit of the sun, its rise in the solar dawn and its inevitable autumnal fall. With due ceremony the Exarchs bring the ritual regalia of the Avatar from its place in the various shrines of the War God, and present it to the Young King. Across his shoulders is draped the long mantle fastened by its golden pin. In his right hand he carries the long dark weapon of the Avatar - the Siun Daellae - the Doom that Wails. Into his hand is pressed the Cup of Criel - the bloody cup containing blood drawn from his own body.

The six Exarchs, the Young King, and a huge choir of Eldar Seers position themselves outside the massive bronze doors of the throne room, watching as its ancient metal grows hotter and starts to glow with a ruddy light. Behind them the Seer Choir sings the Hymn of Blood and the Exarchs take up its cry. From within the chamber come sounds of splintering metal and cracking flame. Very slowly the bronze doors begin to open. The interior is filled with brightness, in the very centre of which is the iron throne and, sat upon it, the Avatar himself, a great dark shadow amongst the unbearable light. The Young King steps inside as the Hymn of Blood reaches a crescendo of ritualised screams, seemingly random, but actually as carefully orchestrated and rehearsed as the rest of the ceremony. Slowly and deliberately the brazen doors close.

The music and the singing cease and the noises within the chamber become dull and bass like the sound of distant thunder. The Exarchs join hands forming a continuous circuit and begin their vigil. Groups of Exarchs take it in turns to maintain a continuous humming chant. Sometimes they must wait for several days, but usually an hour or two elapses before the Avatar awakes. He awakes without any warning. Suddenly there is a loud inhuman scream and the bronze doors are thrown aside by an explosion of energy and light. The Exarchs struggle against the hurricane of force trying desperately to remain on their feet and maintain their closed circle. The Avatar walks from his throne and at that moment in shrines throughout the Craftworld the Aspect Warriors don their helmets in the culmination of a ritual that has paralleled that before the throne room.

THE AVATAR WALKS

The Avatar's previously empty shell is now filled with a powerful energy. His eyes glow like coals and as he moves his whole surface crackles and spits like smouldering metal. Molten iron flows through his veins and bubbles of fiery ichor burst and solidify upon his skin. Dark tendrils of smoke and flying cinder enwreathe him. Mixed with the hot smell of brazure and coal is the unmistakable taint of blood. He wears the mantle fastened upon his shoulder with its dagger-pin. His long powerful arms are covered with blood up to his elbows. Thick red blood oozes from his hands and drips from his fingers and leaving steaming red droplets behind him. In his right hand he carries the Doom that Wails. The runes etched upon it appear to writhe and struggle inside the weapon, as if tortured by the heat http://www.criticalhit.co.uk/w40krp/WD127_Eldar.shtml (17 of 20) [25/05/2002 15:49:45] Eldar (WD127)

of the Avatar's bloody grasp. Of the Young King there remains no trace - unless it is the sickly seeping blood that drips from the Avatar's gory arms.

The Avatar's outer shell resembles a suit of war armour and is encrusted with individual spirit-stones which pulsate with vermilion light. These contain the spirits of all the Young Kings that have ever entered the chamber. The personalities and memories these spirit-stones contain fortify the Avatar and enable him to call upon the experiences of the Young Kings themselves. In a sense, therefore, Exarchs who become Avatars never die - they are united with the Avatar himself and continue to live in him forever.

SEERS

All Eldar are incredibly sensitive to psychic energies and can manipulate these energies to a certain extent. However, every Eldar fully realises the inherent dangers of using psychic power without the preparation of proper training and experience. Uncontrolled psychic emanations can attract daemons and cause rifts in the warp through which malevolent forces move into the material universe. Because of this most Eldar deliberately choose to suppress any psychic tendencies they have. Only Eldar who have passed through many stages of the Eldar Path are likely to feel sufficiently confident of their mastery over their own minds to develop their psychic powers in an open way. These Eldar are known as Seers and they are said to follow the Path of the Seer or the Witch Path.

Seers learn how to develop their powers by means of special Seer Runes. These runic shapes are made from wraithbone and are usually kept in a special bag or case. Sets of Runes may be thousands of years old, and are passed on from one Seer to another, often with the addition of new Runes invented by his predecessor. Seers also wear spirit-stones containing the dead spirits of Eldar Seers. These are the Seer's spirit-guides - their purpose is to guide him along the Path of the Seer and protect him from the dangers of the warp. It is these spirits which gather the power of the warp and channel it through the Runes to provide his psychic energy. In this way the Runes and spirit-stones act as psychic Fuses, protecting the vulnerable Eldar mind from the awesome power of the warp.

Every Seer explores his psychic potential in his own way. Some learn how to manipulate objects by kinetic forces, for example, and use these powers to create living symphonies of shape and movement. Some learn how to use empathic powers to heal or council others. The range of abilities is vast and will depend to a large extent on the roles already explored along the Eldar Path. An Eldar who has enjoyed a career as an engineer, for example, may learn how to apply his psychic skills to the structuring and arrangement of matter into buildings or bridges.

WARLOCKS

The vast majority of Seers are unable to develop their powers in any militaristically useful way, and their powers are wholly restricted to peaceful or artistic purposes. http://www.criticalhit.co.uk/w40krp/WD127_Eldar.shtml (18 of 20) [25/05/2002 15:49:45] Eldar (WD127)

These individuals can still fight in the Guardian Squads, but their abilities are not used in anger any more than are the abilities of other Eldar pursuing a career on the Eldar Path. However, Seers who have previously fought as Aspect Warriors can and do fight on the battlefield and are known as Warlocks. Because of their experiences as Aspect Warriors, they are able to develop combative psychic powers. Not all Seers who have been Aspect Warriors choose to develop this side of their nature. Indeed, many Seers regard it as a potentially dangerous and slightly unhealthy thing to do so.

When the Avatar stirs upon his throne and the Aspect Warriors make for their shrines to take up their battle gear, a Seer can also go to the shrine of his old Warrior Aspect. Although no longer treading the Warrior Path, he will be welcomed as a brother and invited to join in the ritual. He does not put on the weapons or armour of the Aspect Warrior, but when the time comes to put on masks, he is offered a special Warlock mask from the shrine. If he feels able to fight he accepts the mask and in doing so he recreates the two-fold division of his mind into self and warrior. He can only do this because he has already undergone the training necessary as an Aspect Warrior. He can always refuse the mask in the final event and his doing so brings no shame upon him.

Warlocks wear Rune Armour consisting of breast-plates, bangles, and other ornaments made from wraithbone. These tunic shapes are interwoven with spirit- stones, creating an energised psychic field which protects the Warlock from harm.

FARSEERS

After a number of years Seers usually pass on to some other life to continue their exploration of the rich possibilities of the Eldar Path. However, a Seer can give up the endless cycle of the Eldar Path and instead become a Farseer. Once an Eldar becomes a Farseer he is trapped upon the Witch Path and unable to change his future role. He uses his remaining years to learn and explore more about psychic power. Farseers spend much of their time casting the Seer Runes and making endless calculations and prognostications, trying to guide the fortunes of the Craftworld and anticipate any future difficulties. Because the calculations of the Farseers may be based upon predicted events happening hundreds of years in the future, their immediate effect is rather hard to determine. However, the Eldar consider Farseers to be a vital part of their Craftworld, basing all of their political decisions around their predictions.

The Eldar Army is sometimes accompanied by a single Farseer - more cannot be spared from their task of guiding the future of the Craftworld. Their powers are greater even that those of the Warlocks but are mostly concentrated on casting the Seer Runes to determine courses of action which will be most fortunate for the army.

OTHER PATHS

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The Paths of the Warrior and Seer are just two of the many roles which Eldar can assume during their lives. Some of these roles are quite clearly defined, with traditions and ritualised behaviour patterns of their own. Others are less structured and therefore offer less guidance - they allow a certain amount of freedom and rely on the inner strength that the Eldar has already attained. These roles allow the Eldar to fulfil the functions of technicians, civil administrators, fabricators, colonists, traders, explorers, and so on. However, we are not immediately concerned with these other Eldar as their part on the battlefield is not directly linked to their place upon the Eldar Path. Regardless of their current vocation, all Eldar are trained to take their position in the Eldar armies when they are needed. They serve in the Guardians as combat troops, weapon crews, drivers, technicians, and in all the other functions which are necessary to any lighting force. If danger is sufficiently pressing, every Eldar on a Craftworld can pick up a gun and rally to his or her designated Guardian unit.

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Home : Appendix : Eversor Assassins by Ian Pickstock (White Dwarf 191) EVERSOR ASSASSINS

OFFICIO ASSASSINORUM

The Officio Assassinorum is one of the most ancient and secret organisations within the Imperium. It is answerable only to the High Lords of Terra, one of whom is the Grand Master of Assassins himself. The Officio Assassinorum is divided into many different temples, each of which practises and perfects its own special methods of assassination. There are many such temples, some of which are known and others that remain completely secret. An example of this is the Culexus temple with its horrifying psychic assassins. By contrast, the methods of the Eversor temple are neither subtle nor concealed and their Assassins are known and feared across the galaxy.

The Eversor is possibly the most gruesome of the many temples of the Officio Assassinorum. The Eversor specialise in shock and terror tactics, instilling fear of Imperial retribution into the hearts and minds of all who hold positions of power. Eversor Assassins are primarily used against rebel governors who have plans to move against the Imperium with a large armed force of renegades. Rather than meet this threat with a huge and costly war that will use up precious resources and probably leave whole planets ravaged, the High Lords will sanction the use of an Eversor Assassin. An Eversor rarely has just a single target. His mission will be to rip the heart out of the rebel operation, wreaking havoc and destruction. Such brutality ensures that the renegades are totally cleansed and that no would-be successors may take over. The enemy are utterly destroyed forever by the Eversor's unstoppable attack.

EVERSOR TEMPLE

In order to fulfil these gruelling objectives, the Eversor temple trains its Assassins to be utterly ruthless and completely dedicated to the Imperium. Using specialised knowledge of genetics and human biology, every single Eversor Assassin is engineered to be a super-human killing machine, their bodies driven beyond normal human capabilities by genetic alterations and advanced bionics. In addition, the Eversor temple has developed a range of combat drugs to alter the

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Assassin's state of mind to that of a psychopath, and push his bio-enhanced body to its absolute limit.

Each Eversor Assassin develops hyper-immuno systems to counter the toxins in the many drugs used by the temple. However, a large number of the drugs are also highly addictive. Without them the Assassin will almost certainly die, with them the Assassin is turned into an unstoppable killing machine. The inevitable result of this is that the Assassin becomes addicted to the killing itself! The only way they can be kept under control is to keep the Eversor Assassins in cryo- suspension until they are required for a mission. Each Eversor Assassin is stored in a cryo-crypt on board one of the many secret spaceships that the Eversor temple have scattered across the Imperium. These ships maintain a constant state of alert, waiting only for orders from the High Lords of Terra to unleash their deadly cargoes.

When an Eversor is selected for a mission he is transferred from the cryo-crypt to a special drop pod, where neuro links feed the details of the mission to him while he remains in cryosuspension. The pod is launched at the target planet, as remote links with the space-ship reanimate the Assassin and ready his finely-tuned body with all he needs to complete the mission. When the pod impacts, the Assassin will be fully awake and ready to begin his grim task. He will be totally unaware of the time spent in cryo-suspension - he might have spent years or even centuries in a frozen state, but to the assassin the time gap between the end of the last mission and the start of the next will be mere moments. He will be psyched up and ready to satiate his desire to slaughter the enemies of the Imperium. Cutting a swathe of destruction through the heart of the enemy, the Eversor's assault is so swift and ruthless that his foes are rarely aware that they are under attack until the doors of their sanctuary are torn off their hinges - by which time it's far too late!

BIO-KILLERS

Recruits for the Eversor temple are invariably chosen from the youngest of the available novitiates. This is because only a body which isn't fully developed is able to accept the many genetic alterations that the novitiate will undergo. The process of becoming an Eversor Assassin is arduous and long, the extensive testing, genetic manipulation and drugs turning each Assassin into a living, breathing experiment. At first, results from training exercises are assessed to determine which alterations would be most suitable. After that the real experiments begin...

The masters of the Eversor temple and the Medicus Adepts are constantly developing and adapting a special programme of genetics, bioimplants and chemical boosters to enhance the Assassin's body far beyond what a normal human could achieve. The Medicus Adepts make the most of these adaptations when an Assassin is chosen for the Eversor temple.

The novitiate Assassin undergoes endo-skeletal restructuring, increasing his stamina and aerobic performance and allowing him to fight for days without tiring or the need for rest. Muscular hypertrophy enables the Assassin to explode in a http://www.criticalhit.co.uk/w40krp/WD191_Eversor_Assassin.shtml (2 of 3) [25/05/2002 15:49:54] Eversor Assassins (WD191)

fury of hyperactivity, speeding up his cerebral functions and combat reflexes. In order to cope with these changes the Assassin is given a second heart. Not only does this give the Assassin extra survivability should one heart be damaged in combat, but when the Assassin is really driving his body to the limits, both hearts can kick in. This ensures that he can maintain the excessively high heart-rate demanded by his enhanced biochemical body, without seizing up.

If the trainee's body survives all of the implants and modifications then the novitiate's cerebral cortex is also enhanced. The brain is fitted with genetically coded lobo-chips. These chips amplify the Assassin's state of mind, turning a mere dislike for the enemy into raging hatred, or the wish to serve the Imperium into determination to complete his mission at any cost. Adrenal ducts are implanted, speeding up the brain's higher functions, and allowing the Assassin to make complex calculations and tactical decisions in seconds. The adrenal ducts are also able to feed the brain, allowing the Assassin to work briefly in a hard vacuum.

The process of turning a normal human being into a bio-enhanced killing machine is not without its dangers. Many Assassins have died on the operating table or, more often, from some unforeseen side-effect of their many complex bio- enhancements. A lot of the side effects are known to the Medicus Adepts and can be countered by glandular implants that constantly feed the necessary counter- active agents into the Assassin. However, every Eversor Assassin is fatally flawed by his inability to totally stabilise his body. Whilst the Eversor lives he can keep everything under control using his hyper-immuno system and advanced cerebral cortex. These enable him to constantly re-immunise himself and maintain safe levels and combinations of chemicals within his body. However, should the Assassin's hearts stop or his brain fail, the chemical concoctions inside him will react at a rapidly accelerating rate. As the dead Assassin's control over his body deteriorates, he spontaneously combusts with quite horrifyingly explosive results!

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Home : Appendix : Fabius Bile by Andy Chambers (White Dwarf 200) FABIUS BILE

Fabius Bile has travelled the galaxy more widely than any other lord of the Traitor Legions. On Dimmamar he is known as the Chem-master, on Arden IX and in the Bray system he is called Manflayer, to the wretched tribes living among ravaged hives of Paramar V he is the Clonelord. He calls himself "Primogenitor", claiming that he has unlocked the secrets of the Emperor's work in the creation of the Primarchs and the first Space Marines.

Bile's alchemical knowledge and skills at genetic manipulation can be attested to by every planet he has had contact with, for he has left a trail of foul deviants and twisted abominations wherever his ships have landed. His name has become a curse to the Adeptus of Earth as his pollution of mankind's gene-pool has become ever more apparent. The populations of whole worlds have ad to be wiped out by the Adeptus Astartes as they attempt to purge Bile's creations with fire and sword. Mostly they find once-civilised planets populated by ragged hordes of debased, shambolic monsters.

However, in several battles the Emperor's Space Marines have encountered fierce resistance from a hardened cadre of enhanced humans that fight with the strength and cunning of devils. These altered spawn of Bile's experimentation exhibit strength, speed and intelligence many times higher than the human norm and are depraved, psychotic killers. These are Bile's proudest creations, the pinnacle of his arts, the New Man he would see spread throughout the galaxy: fickle, selfish, obsessive, aggressive, treacherous, murderous. Each of man's worst traits has been bred into these creatures and married with the psychology of a tyrant and the strength of a madman. Even the Inquisition do not know how many of these abominations have escaped into the galaxy, but they do know they are almost impossible to locate until their incipient psychosis sends them on a manic killing spree.

Bile is a renegade even from his own Legion. He held the position of Lieutenant Commander of the Emperor's Children at the time of the Heresy. The Emperor's Children invaded Earth with Horus but took little direct part in the fighting around the Imperial palace. Instead, they descended upon the civilian population of the Administratum, the complex infrastructure of clerks, bureaucrats, curators and http://www.criticalhit.co.uk/w40krp/WD200_Fabius_Bile.shtml (1 of 3) [25/05/2002 15:50:00] Fabius Bile (WD200)

menials who coordinated the efforts of the far flung Imperium. Whole families of staid scribes and haughty prefects fleeing the battle zone were hunted down by the Emperor's Children and incarcerated in dreadful conditions. More than a million prisoners were rendered down to supply an array of stimulants and intoxicants for the corrupt renegades as they sought ever wilder pleasures.

Perhaps it was at this time that Fabius Bile started along the dark pathway which would bring such woe to whole planetary populations. He was certainly foremost in experimenting on living prisoners, keeping them alive in their torment for weeks at a time. Even amidst the carnage of the Heresy his fascination was with life, not death. Bile aided the Emperor's Children as they slipped further into the embrace of Slaanesh, altering their brain chemistry to sharpen their senses and connecting their pleasure centres to their nervous system so that any stimulus would bring them unholy joy. But as the Emperor's Children lost themselves in sensuality Bile moved further and further from them.

Bile left Earth before Horus' defeat, accompanied by a handful of altered followers. He moved through the war-tom Imperium from planet to planet, system to system offering his assistance to the rebel forces in exchange for prisoners, genetic samples or ancient technical libra. Many ambitious planetary overlords came to rue the day they joined their fates with Fabius Bile as his atrocities and acts of mass genocide often repelled even their own supporters. Nonetheless, the assistance that Bile could offer was potent indeed. His serums transformed mediocre defence troopers into ravening super-soldiers, or he could use the black technology of cloning to mobilise thousands of "perfect warriors" within a matter of months.

But all the spawn of Bile's experiments could not hold back the furious tide of loyalists that boiled outward from ravaged Terra. Retribution finally caught Bile in the Arden system, where he was supporting the excesses of the renegade Lord Tyrell in exchange for foetal material. The Adeptus Astartes plummeted down upon the corrupted world of Arden IX like fiery angels of vengeance. The flesh refineries and cloning vats burned in a single night before the righteous fury of Space Marines of the Salamanders Chapter and Bile had to flee once more. This time be barely escaped with his own life as his ship was crippled by an Imperial Gothic class cruiser as it fled into the dubious safety of the warp.

Like much of the flotsam of warp space, Bile's vessel was drawn into the Eye of Terror. He drifted there for an age until by chance, or design of some dark god, his ship was caught in the gravity well of an ancient Daemon World. Once it had been one of the planets which harboured the brilliant, scintillating civilisation of the Eldar before their spectacular fall from grace. Now it was a World of twisted darkness and crawling madness and here Bile made his new, warped home.

He soon discovered that the Traitor Legions in the Eye of Terror had desperate need of his services: they needed clone warriors and slaves by the score, but most of all they needed the precious gene-seed organs to create more Space Marines so that they could attack the Imperium with renewed vigour. Fabius Bile negotiated http://www.criticalhit.co.uk/w40krp/WD200_Fabius_Bile.shtml (2 of 3) [25/05/2002 15:50:00] Fabius Bile (WD200)

a delicate position with the Traitor Legions. They each needed his services, but he refused to aid any one Legion more than any other. In this way his safety has, thus far, been assured.

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Home : Appendix : Genestealers by Paul Murphy (White Dwarf 114,115) GENESTEALERS

The Genestealers are a race of aliens from another galaxy who seek to conquer the Imperium from within. They infiltrate a planet, infecting citizens with their genetic material, causing their children to be born Genestealer-Human hybrids. A Stealer and its victims form a secret cult on the planet, wherein the Stealer's monstrous progeny can mature in safety and secrecy, until they are in a position to challenge the planet's rulers.

These cults seek to gain control over the host planet subtly, through hidden manipulation of the populace and subversion of the planetary government. However, they can put a potent force into battle if threatened. The Stealer cults sometimes form alliances with other cults, and they can be found fighting alongside Chaos or Vampire cults or warbands - or, if it suits their purpose, against them.

The Genestealers are among the most unusual of creatures Humanity has yet encountered, combining extraordinary intelligence and subtlety of mind with remarkable strength and quickness of body. Their torsos and extremities are protected by a deep blue carapace. Their sinewy muscles are purple-red. They are bipedal, standing in a perpetual crouch atop hooved feet, and they have two sets of arms, one equipped with Human-like hands, one with powerful ripping claws. The Genestealers' hairless heads are bulbous in shape, coloured the same deep purple-red as their muscles, with the creatures' fang-filled mouths and hypnotic eyes at the front.

Genestealers are stronger and hardier than Men, able to withstand even the most hostile environments - including hard vacuum - unprotected. They live for centuries.

REPRODUCTION CYCLE OF THE GENESTEALERS

The Genestealers' method of reproduction is as alien as their appearance. There are no male or female Genestealers: the Stealers do not mate with each other; they do not bear their own young. Instead, the Stealers infect' members of other races with their genetic material.

Genestealers are equipped with oviposters, or egg-layers, in their tongues. They have the ability to mesmerise their victims with their gaze, in much the way a snake can paralyse a bird with terror. Once the victim is subdued, the Stealer pierces the victim with its tongue, which deposits an egg beneath the skin.

The Stealer's egg never hatches - in fact, 'egg' is something of a misnomer; it is more like a cancer than an egg. When implanted, the egg begins to alter the host's genetic structure, cell by cell, wreaking particular damage to the victim's reproductive system. The victim shows little outward sign of the infection - in fact, he

http://www.criticalhit.co.uk/w40krp/WD114_Genestealers.shtml (1 of 9) [25/05/2002 15:50:15] Genestealers (WD114,115) gains some of the Stealer's remarkable strength, resilience, and longevity, becoming healthier than he was before. However, the damage is horribly evident in the victim's children.

When someone infected by a Stealer mates, his offspring are hybrids - part Human, part Stealer, with the Stealer traits predominating. Once mature, these hybrids infect other Humans with eggs: their children are also hybrids, though they will look more like normal Humans.

Perhaps the most horrifying aspect of the entire cycle is that the Human hosts appear not to notice - or care - that their children are monsters. The parents love and cherish the creatures, above and beyond even normal parental affection. Whether this is because of some power of the child or because the parents are psychically dominated by the purestrain Genestealer is unknown.

Once the Genestealers begin to infiltrate and infect a new race, that race's days are clearly numbered. A single Genestealer can infect hundreds; their children can infect millions. Unless the infection is spotted early and ruthlessly countered, in short centuries the original race is all but extinct. This makes the Genestealers terrible, implacable enemies - they must constantly seek out new races to conquer, or their race will perish with their victims.

GENESTEALERS AND TECHNOLOGY

Though equipped with flexible, sensitive hands, purestrain Genestealers are mentally incapable of using even the simplest of tools and weapons. Apparently, the very concept of manipulating their environment through tools is entirely alien to their psychology, and they are not able to comprehend the workings of the lever, the spear or the blaster. This is extremely fortunate for the Imperium, for in every other way they are deadly warriors.

However, their hybrid children are not so limited. The first generation tends to have the same mental shortcomings as pure Stealers, but further generations - where the Human genes apparently have more influence - gain some of Man's facility with tools and weapons. Though not technological innovators, these later hybrids can use equipment others have designed and built.

The cycle of infection continues until about the fourth generation, when the hybrids are all but indistinguishable from purestrain Humans. The fourth generation hybrids have no oviposters and mate in the normal Human fashion, but they may spawn Humans, hybrids, or purestrain Genestealers.

SPACE HULKS

Space hulks are massive, derelict vessels, locked in a strange, eternal voyage through the warp. These mysterious vessels appear only very rarely in Imperial space - and they bring either great wealth or great calamity to those who find them.

Very little is known about the warp. Some studies were undertaken during the Dark Ages of Technology, but most of the knowledge was lost in the Age of Strife, or suppressed by the Ordo Malleus in the years since. However, it is known that there are currents and eddies in the warp, which can trap a vessel in warpspace forever, or turn it from its course and deposit it back in realspace light years - or centuries - from its intended destination.

The vessels known as space hulks suffer a different, and in many ways, much more unpleasant, fate. Space hulks have been wrenched from their course, and drift helplessly through warpspace, travelling wherever the http://www.criticalhit.co.uk/w40krp/WD114_Genestealers.shtml (2 of 9) [25/05/2002 15:50:15] Genestealers (WD114,115) currents take them. They may stay locked in warpspace for centuries, or drop back into realspace minutes after entering the warp.

It is impossible to determine where or when - or if - a hulk will return to real space, and even the psychic Astropaths are unable to influence or predict the hulk's voyage. Once the hulk is returned to realspace, it is not free. Minutes, hours, days, or years later, it will be sucked back into the warp, to endure another uncertain, endless voyage.

Passengers trapped aboard a drifting face slow death by starvation - or quick death by madness. Possibly the most unfortunate are those whose vessels have efficient life-support systems: they may linger for centuries.

There appears to be some kind of pattern to the arrival and departure of space hulks, and periodically, two or more appear in realspace at the same place and time. If one is empty and dead and the other inhabited, the crew of the inhabited vessel scavenges the other for metal, energy, and spare parts, seeking to repair their own dying ship or expand their living space by binding the two vessels together. If both ships are occupied, the crews may fight savagely to take each other's vessel. Over the millennia, the patchwork vessels attain huge size.

It is impossible to predict when a hulk will re-enter the warp, so anyone who boards them risks eternal prison. However, there are many who are willing to take that risk. Some hulks have been in existence since the Dark Age of Technology or even earlier - though their original inhabitants are long dead, these vessels are treasure-houses of lost technology, containing secrets which could bring unimaginable wealth to anyone who dares plunder them.

Genestealers use this to their great advantage in the war against Man. They have boarded a number of space hulks, accompanied by their hybrid children. The hybrids construct cryogenic suspension chambers for the pure Stealers - though hardy and long-lived, even the Stealers cannot survive for centuries in the awful cold and vacuum of space.

Once the cryogenic chambers are complete, the hybrids depart. The purestrain Genestealers sleep, and the hulk continues its eternal voyage. Though it may take centuries, eventually - inevitably - some day the space hulk will reappear in populated space, to be discovered and boarded by foolhardy treasure-hunters.

When the space hulk is boarded, sensors are triggered, awakening the sleeping Genestealers. The boarding party is attacked, overwhelmed, infected - and then released. Several Stealers accompany the party back to their ship, infecting the ship's crew as well, and then hiding themselves in the ship's holds.

Psychically controlled by the Stealers, the ship's crew have little or no memory of the attack, and may not be aware that they have been infected or that they are carrying Stealers. When the ship reaches a Human-held planet, an implanted crewman departs, accompanied by a Genestealer. The vessel becomes a plague carrier, bringing its cargo of death and despair to each planet it visits.

Once on the planet, the Stealer goes into hiding, and the crewman under his control begins to form a cult.

GENESTEALER CULTS

There are many cults scattered throughout the Imperium. In an age where psychic power is strong, when Daemons and monsters stalk the galaxy, and the powers that be ruthlessly suppress all knowledge of these

http://www.criticalhit.co.uk/w40krp/WD114_Genestealers.shtml (3 of 9) [25/05/2002 15:50:15] Genestealers (WD114,115) things, it is inevitable that the foolish, or curious, or power-hungry will seek this knowledge on their own. Such people often form religions, secret societies or hidden enclaves where they can experiment, plot, or worship far from the prying eyes of the Inquisition.

Some of these cults are harmless, run by religious quacks or charlatans; some are much more sinister. It is rumoured that there are millions of Chaos cults scattered throughout the Imperium, as well as other groups dedicated to the Emperor's downfall - including Genestealer cults.

When they arrive on a Human planet, the Genestealer and its Human thrall go as far away as possible from civilisation, settling in the most remote and desolate part of the planet - either in the far wilderness or deep in the bowels of the abandoned inner city. The Genestealer begins to prey on the Humans around him; those he infects join his cult. The children of the infected Humans (Human-Stealer hybrids) are kept well hidden from prying eyes.

A Genestealer cult usually masquerades as a new religion, with the Stealer's thrall as titular head. In outward appearance the religion is completely harmless, and often laudable, promoting hard work, cherishing the young and respecting the old, and encouraging extreme modesty (most of the priests and priestesses go about completely robed at all times). The religious message is simple, usually foretelling the coming arrival of the Blessed Children, who will lead their parents to eternal bliss.

As it grows in power and influence, the religion attracts genuine converts, who have no idea of the sinister cult hiding behind it. Eventually, these dupes are initiated into the deeper mysteries of the faith - and infected themselves.

Though Genestealers are driven by a ferocious and all but uncontrollable need to infect victims to ensure the survival of their species, the pure Stealer restrains itself and its progeny from infecting too many Humans too fast, recognizing that the religion's too-rapid growth might arouse the suspicion of the Imperial Inquisition.

The years pass, and eventually the third and fourth generation hybrids are born. Some are virtually indistinguishable from untainted Humans. It is at this point that the cult begins to spread its power across the planet. The titular head of the religion, the original crewmember infected by the Stealer, is removed, and his place is taken by a fourth generation hybrid. The hybrid, having some of the Genestealers' hypnotic powers, literally mesmerises those who see him, gaining new and even more fanatical members for the cult.

Other fourth generation hybrids leave the close protection of the cult and, masquerading as diplomats, religious missionaries, merchants, or other travellers, spread the infection across the planet, and throughout the Imperium.

Once the fourth generation is born, virtually the only way to stop the infection is to sterilize the entire planet, killing every living thing on it.

GENESTEALER CULTS IN BATTLE

When a Genestealer fights, it does so as a wild beast - rending its opponents with its powerful claws, tearing at them with its razor-sharp teeth.

A Stealer is all but unstoppable in close combat; even a man protected by Tactical Dreadnought Armour is no match. Thus, close combat is at the heart of a Genestealer cult's battle tactics - a massive wave assault

http://www.criticalhit.co.uk/w40krp/WD114_Genestealers.shtml (4 of 9) [25/05/2002 15:50:15] Genestealers (WD114,115) of Stealers, hybrids, and Human fanatics. If the attackers reach the enemy's position, the enemy is almost certainly doomed.

In battle, the cult is led by its Magus - a fourth generation hybrid who is the figurehead leader of the cult. The purestrain Genestealer continues to advise the Magus, but it leaves the actual generalship to someone who is better able to understand the opponent's weaponry.

The Magus and Genestealer are accompanied by the core of the cult - the coven, containing most of the early-generation hybrids and a small number of Humans armed with ranged weapons. The coven takes no part in the early stages of the battle, merely directing the other troops, providing a rallying point, and awaiting the moment to spring.

The cult probably won't have a good deal of ranged weaponry at its disposal - the Genestealer is indifferent to such things and they are often difficult for any but legitimate military forces to attain.

Whatever ranged weapons the cult has are concentrated in a single unit. This unit takes up a good defensive position, attempting to engage the enemy's ranged weapons, pinning them down and drawing fire away from the coven's shock troops.

The bulk of the cult's fanatic Human members are provided with close assault weapons - short-range guns, if available, rocks, clubs, swords, and the like. Forming up in massive waves, they rush out onto the field, screaming wildly, firing indiscriminately, and waving the cult's battle banner. This has two purposes: to work them up into an even greater frenzy, and to frighten and demoralize the enemy. They advance mindlessly, taking no notice of casualties - the only way to stop them is to kill them all.

When the enemy is demoralized or the battle hangs in the balance, the coven itself enters the fray. Moving close behind the fanatics, drawing protection from enemy fire by the seething mass of frenzied Humanity, the Magus, the purestrain Stealer and the early hybrids move in for the kill. When the fanatics have reached the enemy lines, the coven springs into action, ripping their opponents apart in an orgy of blood and destruction.

Of course, specific details vary from battle to battle. The cult may have auxiliary troops from allied Chaos cults or other Genestealer cults; rogue psykers or Beastmen may be fighting alongside the cult for their own purposes; the cultists may be mounted on horseback or within an armoured vehicle; the Magus may be possessed by a Daemon (an awesome combination indeed!). But whatever the circumstances, the overall tactics remain the same: get in close and tear the enemy apart.

Few can face the awesome might of a Genestealer cult at war. If discipline is at all weak, if they waver for even a moment, they are surely doomed.

GENESTEALER PHYSIOLOGY

Purestrain Genestealers can only reproduce by infecting a victim with their genetic material. The gene-host survives as a healthy Human being, but, upon becoming a parent, the gene-host's firstborn child is indelibly marked by the gene-infection. Once the child matures into a Human-Genestealer Hybrid, it can pass the infection on to other Humans, whose firstborn will also be born as Hybrids. It is only the firstborn child of infected parents that is a Human-Genestealer Hybrid; later offspring will always be normal Humans.

The first generation Hybrids closely resemble purestrain Genestealers. But, with each new generation of

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Hybrids, Genestealer traits give way to Human traits, until fourth generation Hybrids arc all but indistinguishable from untainted Humans. However, a Hybrid will always display the Genestealer's primal instincts; these always remain in their genetic structure, and - no matter how Human in appearance - a Hybrid belongs to the Genestealer brood.

Purestrain Genestealers are totally incapable of passing as Human. Their multiple arms, bulbous heads, glaring eyes, and animal crouch give them away; no amount of clothing and make-up can disguise such characteristics. However, later generations, particularly the third and fourth, become more humanoid in appearance. Indeed, many Genestealers of advanced generations can appear as Humans at first glance, especially if wearing concealing clothing. However, as their sharp teeth and hypnotic eyes are somewhat of a giveaway, they tend to avoid speaking to strangers or looking at people straight in the face.

It follows that, in many ways, the later generation Hybrids are the most dangerous - they can move freely among Humans, passing on their terrible disease unnoticed.

Due to the sheer number of Humans throughout the Imperium they are the race most commonly affected by Genestealers. Nevertheless, there is no reason why any other race cannot be infected; Ork-Genestealer Hybrids are perfectly possible - indeed many exist. The appearance of such Hybrids would, of course, depend on the parent race, and they would show different physical characteristics than a Human- Genestealer crossbreed.

GENESTEALER AND HYBRID PHYSICAL CHARACTERISTICS

By infecting a victim with its genetic material, a Genestealer passes on some of its physical characteristics to the victim's first offspring. In the first generation, this gives rise to a Hybrid with a number of Genestealer traits. Through successive generations of Hybrids these traits become less extreme, until in the fourth generation the Hybrids can pass as normal Humans.

Each physical characteristic goes through certain distinct stages.

The Head

Although Genestealer Hybrids gradually lose their long bulbous craniums as the generations progress, their hypnotic, staring eyes remain; their appearance often gives away a Hybrid who otherwise looks quite Human. In the same way, fangs become shorter in later generations although all the Hybrids retain vicious sharp teeth.

The Carapace

Purestrain Genestealers have a tough, armoured carapace with a horny spinal ridge, and raised ligatures running along their limbs. They are also bent over in a perpetual crouch, as if waiting to spring, making them appear much shorter than their true height. Later Hybrids lose the carapace, and attain a more upright stance as the spine straightens out to accommodate a more Human hip structure.

The Arms

Purestrain Genestealers have four arms - a pair with hands from their midsection, and a pair with powerful claws mounted at their shoulders with which they attack. Later Hybrids lose one or both of the clawed arms, leaving only those with hands, and their hands become more able to handle manipulative tasks of an

http://www.criticalhit.co.uk/w40krp/WD114_Genestealers.shtml (6 of 9) [25/05/2002 15:50:15] Genestealers (WD114,115) intricate nature.

The Legs

Throughout the successive generations, the Hybrids lose the long, powerful legs typical of the Purestrain Genestealers and acquire normal Human legs.

The Purestrain and Hybrid Characteristics table summarises the physical form of the Genestealer and its descendants.

Hypnotic Psi Generation Head Body Legs Arms Fangs Claws Ovipositor Telepathy Gaze Powers Purestrain Purestrain Carapace Purestrain 4 Yes 2 Yes Yes Yes No First Bulbous Carapace Long 3-4 Yes 1-2 Yes Yes Yes No Second Bulbous Carapace Long 3 Yes 1 Yes Yes Yes No 50% Third Bulbous Crouched Humanoid 2-3 No 0-1 Yes Yes Yes Chance Fourth Humanoid Humanoid Humanoid 2 No No No Yes Yes Yes Later The firstborn of a fourth generation Hybrid is a Purestrain.

GENESTEALERS IN COMBAT

Purestrain Genestealers and first generation Hybrids are extremely fast and agile when on the attack.

Purestrain Genestealers and first generation Hybrids can deliver a powerful and destructive blow with their claws, and have a considerably longer reach than most Humans or later generation Hybrids.

The Genestealer Kiss

Purestrain and early generation Hybrids have an ovipositor in their throat which is used to implant the Stealer gene into their victims.

After being implanted with the Stealer gene, the victim immediately collapses in a coma and is unable to do anything. The victim recovers after a few days and appears completely unharmed, if somewhat dazed and with no conscious memory of the Genestealer attack. There are no outward signs that the victim is host to the Stealer gene.

Obviously, a Genestealer intent on passing its genetic material on to a victim will make no further attacks, or do any harm to the victim, once the implant attack is successful. In addition, other Genestealers can identify unconscious gene hosts and will not harm them.

Third generation Hybrids have a 50% chance of having an ovipositor. If they do not possess one, they are neuter Hybrids or Drones, and are unable to mate at all (although, with the appropriate surgical equipment, they can pass on the Stealer gene by injecting a victim with their blood).

Fourth generation Hybrids always lack the ovipositor and can only mate in the normal Human manner.

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Purestrain Genestealers are unable to use Human weaponry; their thought processes and aggressive instincts are entirely alien, and they rely instead on their own natural forms of attack. However, later generation Hybrids are sufficiently Human to be able to understand and manipulate weaponry designed for Human hands, eyes and minds.

Psychology

Purestrain Genestealers and all Hybrids are immune to the effects of psychology.

PSYCHIC ABILITIES

Both Purestrain Genestealers and Hybrids possess two innate traits that are similar in operation to psychic abilities: their Hypnotic Gaze allows them to paralyse foes prior to the implantation of the Stealer gene, while Brood Telepathy allows them to transmit and receive messages.

Psychic Hybrids

Purestrain Genestealers and first and second generation Hybrids have no psychic powers except for their innate abilities, Hypnotic Gaze and Brood Telepathy. Third and fourth generation Hybrids, however, will often have additional psychic powers. Inherited psychic traits passed on from infected psykers in the Hybrid's ancestory may become apparent in the near-Human third and fourth generation Hybrids.

Purestrains and Hybrids can recognise Human psykers when they find them. Genestealers are attracted to psykers, and share none of the normal Human's prejudices against them, simply regarding them as exceptionally advanced specimens of the race. Consequently, the psykers in a community are amongst the first to be infected by the Stealer gene. This means that Human psychic traits will pass into the gene pool of the Hybrid brood, to be inherited by later generations. Thus, by the third and fourth generations, the Hybrids can develop full psychic powers in addition to possessing the two innate abilities of Genestealers.

Psychic Hybrids tap raw psychic energy emenating from the primitive Genestealer Power that exists in the warp - the shadow image of the will to survive' of the Genestealer species. Psychic Hybrids who worship a Chaos Power may of course draw psychic energy from their patron, thus tainting their simple Genestealer souls. GENESTEALER INVASION FORCE

The ultimate origin of Genestealers remains unknown, but at any given time there are many broods of Genestealers scattered throughout the universe - either existing parasitically in a host society, dominating a subdued race, or on the move to found a new colony.

It is those broods that are at the expansion stage in the cycle of infestation and conquest, those who require new hosts to breed with, that become a Genestealer Invasion Force.

The reason why the brood has to move on is explained by a summary of its breeding cycle. The first stage is the infection of the original host by a Purestrain Genestealer. Subsequently, this infected gene-host goes on to form a family, from which his first offspring is a first generation Hybrid. This Hybrid then infects more Human hosts, who in turn engender second generation Hybrids - and so the process goes on, progressing geometrically. http://www.criticalhit.co.uk/w40krp/WD114_Genestealers.shtml (8 of 9) [25/05/2002 15:50:15] Genestealers (WD114,115)

After four generations of infected hosts (taking less than a century), a brood made up hybrids of various generations has arisen. The Human members' kin, the parents and untainted siblings, feel very intense bonds towards their Hybrid relations, even though they are deformed. Thus, the entire extended family forms a close-knit clan, the head of which will be the Purestrain progenitor of all the brood, known as the Patriarch.

Once it has become big enough, the clan will strive for dominance within the host society, initiating Chaos worship if it encounters difficulty, to harness power to assist in the struggle. The clan thus becomes a cult.

The fourth generation Hybrids within the clan will go on to found families like normal Humans, with their firstborn being Purestrain Genestealers. Because Hybrids live for Human lifetimes however, and because Purestrains are immortal, the early Hybrids in the brood will die out, leaving an increasing number of Purestrain Genestealers.

Once a whole new generation of Purestrains has grown to maturity, the brood-cycle is almost complete. It is now time for the Purestrain brood, led by their Patriarch, to find a new host with which to continue the cycle, and to found a new colony. In this way, with each Purestrain potentially the Patriarch of a future brood - indeed, it becomes one as soon as it breeds - the Genestealer race expands throughout the universe.

Because they require new genetic material, the Patriarch of each brood and his Purestrain descendants, along with the remaining later generation Hybrids, will either trek to another settlement, city or region, or embark on a captured starship or space hulk to travel to another planet. In the latter case, the Hybrids serve the brood by operating the controls of the spacecraft. Eventually, all of the Hybrids die off, leaving only the Patriarch and the Purestrains.

Once the brood encounters a new intelligent race, the cycle can begin again. They may either overwhelm and infect those who investigate their spacecraft, or transport an advance party on to the hosts' ship or planet. The advance party has the task of overwhelming local defences and any opposition they encounter to prepare the way for the rest of the brood. It is this advance party that is the Genestealer Invasion Force.

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Home : Appendix : Harlequins by Graeme Davis (White Dwarf 105) HARLEQUINS

Hrythar had seen a Harlequin troupe only once before - as a child several decades ago - but now he had been chosen as Iavair, to welcome the Masque of the Dance Without End to Saim Hann craft-world. He fought down tension as the warpgate opened and two dozen figures stepped out of the shifting, coruscating colours. It was said that Harlequins could smell fear, and as the spokesman for his craft- world, it was not seemly to show any.

The newcomers' appearance certainly lived up to the stories. Three little knots of troupers each manhandled a trunk like a garishly-coloured coffin, which hovered just above the deck on suspensors. Three skull-masked margorach Death Jesters glided forward with their great reapers and flame lances on their backs, moving automatically towards the chamber's cardinal defence points. Four esdainn Warlocks strolled forward in a group, their masks bobbing in an animated discussion that had evidently begun on the other side of the warpgate. The athair - the Avatars, who played the Laughing god in the masque - and led each troupe in battle - emerged last, the fixed ironic half-smiles on their masks seeming to comment on what had come before.

"Lavair." said one of these. It was a statement, not a question. Hrythar struggled to seem relaxed and slightly offhand, as courtesy demanded.

"Hrytbar Dreamweave," he answered. "Saim-Hann is gladdened by your presence."

"Dreamweave," the voice was rich and even. despite the mask's distortion, "A fortunate name." Unsure whether this was compliment or mockery Hrythar held an expression of bland courtesy. Inclining his head to the Avatar, he turned to lead the Harlequins to the quarters set aside for them. Even though he concentrated on his movements as he walked, beside their fluid. gliding figures he felt clumsy as an Ork. He burned to ask if and when the masque would perform, but it was for them to say. and for none to ask.

The Harlequins (Eldar: Rillietann) are a uniquely Eldar social and military institution - a caste of fighters and entertainers who exist beyond conventional http://www.criticalhit.co.uk/w40krp/WD105_Harlequins.shtml (1 of 14) [25/05/2002 15:50:30] Harlequins (WD105)

Eldar social structure. They owe no allegiance to any craft-world or other Eldar community and travel amongst Eldar - and other races - at will.

The Harlequins see no distinction between art and war, and their outlook can best be explained by reference to the legend of the Fall of the Eldar; one of their self- appointed duties is to keep this legend alive through their performances.

The central figure of Harlequin belief is the Cegorach - the Great Harlequin, also known as the Great , the First Fool or the Laughing god. According to legend, this deity survived the Fall because his mocking nature distanced him from the corruption and decadence that became Slaanesh. The Great Harlequin is the only authority that the Harlequins recognise. There are stories about Harlequins and other Eldar who have met the Laughing god in the guise of a Harlequin without realising his identity until afterwards.

Harlequins travel constantly, presenting entertainments based on Eldar tradition and centred on the body of lore which has sprung up around the Laughing god. They have been known to stage their dance-dramas for Humans and other non- Eldar, since they believe that the Fall of the Eldar holds a lesson from which all races may benefit.

As well as being entertainers, Eldar Harlequins are the deadliest fighters of their race. In battle, they use their acrobatic skills and a range of specialist equipment to devastating effect. Among many of the less intelligent races they are regarded as wizards, malevolent warp entities, or worse.

Harlequins are thought to wear their masks at all times. Their clothing is tight-fitting and brightly-coloured, with bold stripes, zigzags, spots, checks and other colourful designs. Multiple belts, studs, straps, buckles, scarves and other adornments are common, and the symbol of the masque is often incorporated into the clothing design. Death Jesters are an exception to this practice, preferring to wear predominantly black clothing, often with white skull and bone designs.

A device known as a holo-suit, dathedi shield (dathedi: "between colours"), or visual disruption field, is incorporated into each Harlequin's body-suit; projecting a holographic field around the wearer's body. This produces various costume effects in performance, and operates in battle like a programmable form of cameleoline, breaking up the Harlequin's outline. Refractor and conversion fields are also widely used as well. In addition the Death Jesters commonly wear carapace and other armour types.

To enhance their speed and agility, Harlequins are equipped with suspensor belts known as Flip Belts, Inertia Pivots or geirgilath (Eldar: "belt of speed"). These devices allow the Harlequins to pivot effortlessly about hip-level, and permit undiminished use of their spectacular acrobatic abilities even when encumbered with battle-gear. Harlequins use a range of specialist equipment (described in detail below), as well as conventional kit.

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Vehicles attached to a Harlequin force are brightly painted in the same patterns as the Harlequins themselves, and festooned with flags and bunting - a strangely cheerful sight on the battlefield. It is also common for Harlequin vehicles to be equipped with visual disruption fields.

A hush descended as the performance began.

The first work was performed by a single troupe. It was one of the many stories about the Great Harlequin, the Harlequins' only master. The Warlock stood to one side, his dathedi suit cycling through the shifting reds, greens and golds of the Storyteller as he wove a commentary with the projectors of light, sound. psychic impulse and programmed hallucinogen from the creidann unit on his back. The Avatar danced the part of the Laughing god. with his suit projecting the ever- changing lozenge pattern of the Great Harlequin.

Death entered, his suit cycling through the decomposition of a corpse from flesh to bone to dust to nothingness and back again. Troupers danced around him, falling at his touch. The Laughing god danced around the outside.

Suddenly, the performance stopped. The High Avatar of the Dance Without End walked to the front of the stage, and looked out into the audience. Then he bowed - a bow of courtesy to a superior.

The audience sat in stunned silence. Then one figure rose.

Those few who recognised him knew him only as an undistinguished Infinity Matrix technician. He had lived on Saim-Hann for over a century; humbly tending the circuitry that maintained the countless Ancestors as the spirit in the body of the great ship. Now the High Avatar of a Harlequin masque had bowed to him. He nodded - curtly, as to a subordinate - and walked toward the stage.

"Saim-Hann is fortunate." The High Avatar s voice seemed uncomfortably loud after the silence. "We shall perform The Dance."

Harlequin Organisation

Harlequins are organised into two basic units: the troupe and the masque. A masque is composed of a number of troupes plus certain additional personalities.

Avatars (Eldar: athair) are the officers of the Harlequins; each troupe is led by an Avatar. In performance, the Avatar dances the part of the Laughing god.

Some Avatars wear long coats to indicate their rank. They are usually armed with two close combat weapons (one of which is often a shuriken pistol), and equipped with visual disruption and conversion fields. In addition, some Avatars may have psychic abilities. Occasionally, an Avatar may be armed with vortex grenades, delivering them by running forwards alone while the rest of the troupe supplies covering fire. http://www.criticalhit.co.uk/w40krp/WD105_Harlequins.shtml (3 of 14) [25/05/2002 15:50:30] Harlequins (WD105)

The Avatars of some Harlequin troupes carry a number of lightweight batons, which unfold into a flag bearing the symbol of their masque. This is commonly left as a calling card' after the destruction of enemy units and installations.

Troupers (rillietann) form the backbone of a Harlequin force. In performance they dance the chorus roles, and in battle they form the rank and file of the Harlequin troupe - if such a term is appropriate to the unique structure of Harlequin troupes.

Typical equipment for a trouper consists of two close combat weapons (one of which is often the shuriken pistol), a visual disruption field and a refractor field.

Warlocks (esdainn) are specialist psykers. While other personalities may or may not have psychic powers, the Warlocks contribute most to the psychic capacity of Harlequin force. Many Warlocks favour masks which do not feature a face design.

In performance, the Warlock takes the roles of the Wizard and the Storyteller, and adds to the performance by using his psychic powers and the release of programmed hallucinogen from the creidann mini grenade launcher strapped to his back. In battle, this is used as a conventional grenade launcher laying down a pattern of grenade fire to cover the Harlequin advance into close combat. Blind, hallucinogen, scare, smoke and stasis grenades are particularly favoured. Vortex grenades may be used in spectacular solo attacks.

Apart from the mini grenade launcher Warlocks and Avatar are equipped in similar fashion - with two close combat weapons, a visual disruption field and a conversion field Some Warlocks have been known to have a Gyrinx for a companion.

Death Jesters, or Death-heads (margorach), are heavy weapons specialists who tend to stand somewhat aloof from other Harlequins - and even from each other. They a renowned for their morbid and ironic sense of humour something not normally considered an Eldar trait. On the battlefield, they stand off from the rest of a Harlequin force firing their heavy weapons in support. Their costumes and equipment nearly always feature skulls, bones and other symbols of death, and the death's-head mask has almost become a uniform for them.

In performance, the Death Jester dances the role of Death and performs daring stunts of escapology and risk - 'dicing with Death', as they are fond of saying. In battle, the Death Jester delivers his punchline with las-cannon and shuriken cannon. Carapace armour, enhanced by visual disruption as conversion fields, is worn. The encumbrance of the equipment is countered by their Flip Belts. They have bet known to use vortex grenades.

The High Avatar (ardathair) is the leader of the masque. He takes the role of the Laughing god only when the whole masque is involved in a performance, while Avatars from the individual troupes play lesser deities and other mythological roles. http://www.criticalhit.co.uk/w40krp/WD105_Harlequins.shtml (4 of 14) [25/05/2002 15:50:30] Harlequins (WD105)

High Avatars dress and behave in the same way as lesser Avatars, but they show a distinct preference for face-designs on their masks, especially the smiling face of the Laughing god, a snarling face of daemonic aspect, or a beautiful but impassive Eldar face.

The High Warlock (athesdan) is the overall commander of a masque's Warlocks, and may over-rule commands issued to Warlocks by their Avatars; this rarely happens in practice. It is not unknown for a High Warlock to take the Warlocks from the troupes and form them into a separate unit under his (or her) own command. The High Warlock advises the High Avatar on all psychic matters.

In performance, the High Warlock leads and co-ordinates the other Warlocks as they play the role of a supporting chorus to his Storyteller; in battle, the High Warlock may coordinate their grenade barrages, or act as a completely independent personality.

Mimes (distaur) are under the direct command of the Master Mime, instead of being allocated to individual troupes. In performance, the Mimes play mystical and daemonic roles, using movement and gesture only. Even in everyday life, the Mimes speak little, communicating among themselves by lambruith, their system of hand-signals.

It is customary for Mimes to go in advance of a masque or troupe to announce their arrival. Frequently they simply appear on a craft-world or elsewhere, without anyone knowing when or how they arrived. This skill is also used in warfare - the oft-repeated stories of enemy commanders suddenly and unaccountably finding a Harlequin 'calling card' in their command centres are typical examples of the tactics Mimes use to undermine enemy morale. Infiltration and assassination are their speciality.

The Master Mime (athistaur) commands the Mimes of his or her masque, and advises the High Avatar on all matters of espionage, infiltration and politics. In performance, the Master Mime joins the other Mimes, generally playing the most prominent and demanding Daemon or mystic role.

Solitaires (arebennian) are outside the masque, and roam the universe alone, occasionally joining a masque for a single performance or battle as the fancy takes them. They are the only Harlequins who can play the role of Slaanesh in the great Harlequin masterwork known as The Dance; various stories exist of other Harlequins who have tried, and been driven mad by the experience. They almost always fight as Individuals.

Among the Eldar it is said that Solitaires are Harlequins who have been touched directly by the Great Harlequin, and have his insight into the fall of the race and the nature of the universe. A Solitaire may live unknown among Eldar (or even members of another race) for years or decades, and there are many rumours and folk-tales telling of Eldar who have met a Solitaire, and realised later that this was http://www.criticalhit.co.uk/w40krp/WD105_Harlequins.shtml (5 of 14) [25/05/2002 15:50:30] Harlequins (WD105)

the Great Harlequin himself. Solitaires represent the very pinnacle of the Harlequin ideal, and are formidable foes.

The message flashed around the craft-world at the speed of thought. All normal functions were suspended. and every Eldar on Saim-Hann came to the talaclu hall. Even the Ancestors in the Infinity Matrix watched through the craft-world's internal sensors. At least once in their lives every Eldar should witness The Dance - the greatest of the Harlequins' works. retelling the story of the fall of the Old Race - and keep the lessons of the Fall alive in the spirits of the survivors. But The Dance is rarely performed. since the key part cannot be danced by any member of a masque. Only the mystic Solitaires - those touched by the Laughing god himself, who pass unrecognised as whim or design moves them - only these may dance the part of Slaanesh.

The nine troupers bounded into the centre of the stage, their dathedi suits projecting a weaving pattern of colours as they danced the part of the Old Race. The four Warlocks took up positions around the outside: emotions were monitored, amplified and returned by their equipment as the Eldar lived the fall of their ancestors: felt their joys, their prides, their petty rivalries and their driving passions. Three Avatars danced the parts of the Fallen gods, leaping, cartwheeling and somersaulting around and among the dancers of the Old Race.

The dancers of the Old Race became wilder; their passions stronger and their joys more extreme, more menacing. They came together like a whirlpool. and broke upon something unseen - hurled back as the Solitaire leaped into view, somersaulting from his unseen entrance to the centre of the dancers.

An involuntary shock ran through the audience at the sight of the allegorical figure of the Chaos god Slaanesh. His Suit projected a constantly-writhing mass of figures in attitudes of decadent pleasure.

From behind Slaanesh. seven figures appeared one by one to mingle with the Old Race. First came the four Mimes. passing their sensual and disturbing movements to the other dancers as the Daemons they represented had spread the corruption of Slaanesh. One by one, the dancers of the Old Race began to project the pattern of writhing figures on their suits. Next came three dark figures: the Death Jesters' suits displayed skeletons as they leaped and slew dragging the inert forms of the Fallen gods to the feet of Slaanesh. As the last fell, a psychic scream from the Warlocks echoed through the minds of the audience. It shifted and writhed like the patterns on the dancers' suits, gradually coalescing into a chilling, gibbering laugh of madness, corruption and depravity.

But in the laugh there was another voice. A clearer laugh, an ironic laugh. A laugh which laughs because it chooses not to weep.

Then, at one side of the stage, the High Avatar entered. His suit projected the ever- shifting multicoloured lozenges of the Laughing god as he strolled casually onstage, still laughing at the cosmic folly of the Fallen. He looked at the triumphant http://www.criticalhit.co.uk/w40krp/WD105_Harlequins.shtml (6 of 14) [25/05/2002 15:50:30] Harlequins (WD105)

form of Slaanesh atop the mound of writhing dancers, and he laughed. He looked at the Mime-Daemons and the Death Jesters as they bore down upon him. And he laughed.

For a moment, he could not be seen among the press of Slaanesh's minions, but with a cry he flew above their heads. tumbling in flight to land facing them. As they turned he leaped again: two figures dropped as he touched them, and five more clawed the empty air as he somersaulted across the stage.

His laugh now was one of glee as he leaped and tumbled, evading the hunters and turning now and then to strike back. He picked up the body of a Death Jester and hurled it at the figure of Slaanesh, who reeled slightly at the impact. With a wild cry the Great Harlequin leaped forward, pulled a single dancer from the feet of Slaanesh. and withdrew. At his touch, the writhing figures on the dancer's suit dissolved into the lozenge pattern. and the dancer also began to laugh as he danced the dance of the Harlequin. The two of them put the remaining Daemons to flight, and as last fell. Slaanesh joined the battle.

The confrontation between Slaanesh and the Great Harlequin seemed to go on for ever. Other dancers melted from the stage as the two figures leaped, cartwheeled and somersaulted around each other. Slowly, in the background. the Mime- Daemons and the Harlequin troupers took up the dance, reflecting the movements of the two principals in perfect unison.

The Dance ended abruptly, with the struggle unresolved.

It was indeed the Dance Without End. The hall was quiet.

The dancers left the stage. The audience sat stunned.

THE FALL OF THE ELDAR

Before the rise of the Imperium or even the emergence of Mankind into the galaxy, the Eldar had established a mighty civilisation that spanned many planetary systems. Their huge citiships and craft-worlds, vast ornate palaces floating between star systems, traded new knowledge and goods. Learning, enlightenment and reason flourished. The Eldar enriched the galaxy and looked for new worlds to make their own and new challenges to meet.

One challenge they took up was the complete mastery of warp-gate technology. The Eldar adopted, refined and perfected the ancient Slann knowledge of the warp and its movements. They established a network of wormhole tunnels through warp space, linking gates aboard their craft-worlds, planets and smaller spaceships. It was possible for an Eldar to walk from one planet to another, across hundreds or thousands of light-years of real space. The warp-gates bound the Eldar together as a single civilisation, stretching across space and, it was theorised, backwards and forwards in time. The Eldar fearful of the consequences, never experimented

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with the temporal aspect of the warp-gates.

Their studies did, however, bring them an understanding of the link between the warp and psychic power. In making this conceptual leap the Eldar also discovered the power of Chaos, in all its seductive glory. The Eldar, for all their apparent culture, had never encountered its like. Some turned from the warp with disgust when the corrupting nature of Chaos and its effects on reality became evident, but others responded with new vigour. The manifestations of Chaos - insanity, wickedness, and depravity - spread like wildfire through the Eldar, and was carried further by tainted individuals with access to the warp-gates. In the space of a single generation, the Eldar paused in their quest for enlightenment and chose the darker path into the service of Chaos.

Eldar who remained untouched by Chaos, retreated to the citiships and the larger craft-worlds. The insanity of Chaos had no foothold or appeal aboard the vast ships. The warp-gates to the infected Eldar worlds were closed and locked. The citiships were absorbed into the larger craft-worlds, and all drifted into the depths of space, lifeboats and seedpods of civilisation.

The rest of their race sank wholeheartedly into the dark worship of the Chaos gods. A racial madness had taken hold throughout Eldar space, and the insanity had only one end. In a mindless psychic orgy every Eldar planet perished in a single night. The death screams of the Eldar echoed across the warp. On every planet Eldar corpses twitched In the mindless dance of Chaos and crumbled to dust. Worlds were laid waste in moments. The Eldar race were sucked into the warp.

The dead Eldar, however, were not gone. Their spirits had merged with the warp in a horrifying manner. Their death-shout became a howl of joy and release. Slaanesh, the Lord of Pleasure, god of unbridled depravity was born from the dark side of the Eldar nature. The psychic pain of the Eldar's racial death and Slaanesh's birth convulsed the warp; the warp storms around Earth were blown away, and warpspace itself rippled into new patterns.

The last of the Eldar drifted into the long night between the stars. The racial memory of their former glory and nobility sustained them, while the downfall of the race filled them with bitterness. They had come face-to-face with their darkest desires and had been found wanting.

For them, Mankind is a reminder of what happened long ago. Humanity is treading the same path towards the darkness of Chaos, a crude mirror of the Eldar's own disgrace. They are burdened by racial shame for the weakness of their failed ancestors. The bright, hopeful universe is a place of stark, gibbering horror, and the Eldar fell when confronted with this truth. Surviving Eldar have grown since then, accepting and holding in check the Chaos that lurks within their hearts, a delicate balancing act that they seem to have mastered at last.

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itself in any form. All the signs are there to be read: humanity's moral leprosy of Chaos worship, its rising number of emergent psykers, its lust for universal power, and its fragile, falling Emperor...

The Black Library

Much of the Eldar's ancient knowledge and culture was lost during the flight from Chaos. The craft-worlds became the sole repository of Eldar wisdom, and this fragmented as the Eldar nations drifted apart. Craft-worlds were lost over the millennia, and knowledge vanished with them.

A single source of Eldar knowledge has remained untouched and inviolate since the Fall. Aboard a dark craft-world, far beyond the boundaries of the Imperium, is the Black Library of Chaos. Here are collected all the tomes, books and codices describing the Eldar studies of the warp. The forbidden lore of the Black Library describes the blandishments, influences, forms, creatures, perils, promises and horrors of Chaos. Enclosed within a nearly impenetrable psychic barrier, the Black Library is watched and maintained by its Guardian-Scribes; they collate and transcribe the knowledge of the Library a task that they have carried since the Fall of the Eldar. They also maintain a hawk-like watch over their charges, the books; dreadful repositories of secret powers and must be monitored at all times.

The existence of the Library is known to only a few, and entry is allowed to even fewer individuals. The Library's 'mind' defends itself against the weak who would misuse its knowledge by refusing entry to all except those who have acknowledged and tempered the Chaos within themselves. The immature, who are still vulnerable to the promises and seductions of Chaos, find that they are unable to pass through its gateway. As a result few have seen within the Library or read any of its books. Only two groups come and go at will: the Human Illuminati and the Solitaires of the Eldar Harlequins. The Guardian-scribes rarely leave once they have entered.

HARLEQUINS IN COMBAT

Sathbuinn Surefire stood over the holo, one hand stroking his chin reflectively. He was forced to admit that the Human commander was unusually imaginative for his race - counter-thrusts in three places with Dreadnoughts, robots and Ogryn power squads were complicating the pattern considerably. He knew that the longer this took, the greater the likelihood of Space Marine reinforcements arriving. He cursed the thought as a bright red spark winked into life on the orbital display.

"Make our visitors known," he said into his comlink, "that their welcome may be fitting."

"The Masque of the Shadow Weavers waits at your door."

Sathbuinn turned sharply. He had not even heard the stranger appear.

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"The Talaihin Reavers are gladdened by your presence," he answered formally. He had seen Harlequins in performance twice before, but never had he been privileged to watch them in battle. And now an entire masque was placing itself under his command.., he checked himself: Harlequins acknowledge no commander but the Laughing god. Rather, the masque was consenting to fight alongside his troops.

The stranger's dathedi mask projected a silently-laughing face as he pressed a sequence of buttons on his communicator. Then he left the command bunker as silently as he had entered. Sathbuinn followed him, not knowing quite what to expect.

Outside, heavy shelling had taken its toll. Sathbuinn saw - far more graphically than the holo could have told him - that the position was deteriorating. The Ogryns had been destroyed and the robots contained, but a few Dreadnoughts had broken through. Human troops had poured after them, and it looked like the tables might be turned on the attacking Eldar.

In the rough courtyard between the semi-ruined buildings, the air began to shimmer, as if from a heat-haze. The shimmering became a weaving, slightly sickening pattern of colour, and from out of the colours stepped the Masque of the Shadow Weavers, Sathbuinn had difficulty distinguishing them until they were well clear of the teleport zone, since their suits were already projecting the whirling, splintering disruptive camouflage programs that served the Harlequins as battle- array. He bowed as the High Avatar approached him, force-sword in hand.

"The Talaihin Reavers are gladdened," he repeated. "You will view the stage?" The impassively half-smiling mask nodded once, and Sathbuinn led the way to the control bunker.

Sergeant Farmer moved D squad forward behind the Dreadnoughts. The Eldar were effectively pinned down by a curtain of fire, but this advance across open ground wasn't going to be any picnic.

"Stay close. Use the Dreads - they're the only cover we've got."

"Brother Sergeant? I thought I saw something moving out there."

"What and where?"

"Three-ten. Maybe five hundred. Don't know what, just movement."

"Get a grip. What'd it look like?"

"I saw something, too, Brother Sergeant. Zero-fifteen, about four-fifty. Just a blur

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of colour, then it vanished."

"Must be halluc. Respirator check, sound off."

"Adley - check."

"Boldren - check."

"Dorridge - "

The lead Dreadnought disappeared briefly in a flash of energy. As Farmer's photochrom visor darkened in response, he saw it slew round drunkenly into one of its fellows.

"DOWN!"

"I saw it again! Just before the Dread got hit! It was - "

BRRADOOMM!!

"Saw what. Fielding?"

"Just for a moment - Eldar with some kind of heavy weapon, zero fifteen, about two-fifty! Then it blurred again!"

"There's more. Two hundred and closing!"

"Where? I don't see - AAAAAAHHHGGGGHHHH!"

NEW EQUIPMENT

Harlequin Mask

The Harlequins are distinguished by their face-masks or agaith (Eldar: "false face"), which they are said never to take off. Avatars generally have snarling or laughing masks, Warlocks often favour blank or abstract masks, Death Jesters invariably wear skull-faced masks and those worn by troupers can vary widely. The differences are purely superficial, however, since all Harlequin masks have a number of common functions, acting as a respirator with auto-sense and an infra- vision visor.

Avatars are equipped with the so-called Rictus Mask (Eldar: maratbag "face of death"); this is fitted with a small holoprojector which is programmed to replay the death-throes of every opponent the Harlequin has ever killed, over and over again in a continuous cycle. This has the effect of making the Harlequin cause fear in all hand-to-hand combat opponents. http://www.criticalhit.co.uk/w40krp/WD105_Harlequins.shtml (11 of 14) [25/05/2002 15:50:30] Harlequins (WD105)

Monofilament Injector - "The Harlequins' Kiss"

Also known as the brathu-angau (Eldar: "kiss of doom") or Sting, this terrifying weapon is the Harlequins' trademark. It consists of a slim tube, generally strapped to the back of the forearm, which fires a long stream of monofilament wire. After a successful hand-to-hand combat hit against an opponent, the wire streams out of the kiss' and into the victim's body, where its twisting and coiling quickly reduces bones and organs to the consistency of soup. Less intelligent races such as Orkoids often believe the Harlequins to be malevolent warp creatures or worse.

Shuriken Cannon

The shuriken cannon or buanna (Eldar: "reaper") is a heavy version of the devastating shuriken catapult, and is another heavy weapon favoured by the Death Jesters. Its enormous rate of fire makes it particularly feared.

In addition to normal shuriken ammunition, the shuriken cannon can fire the terrible bio-explosive shurikens (see below). The nature of these projectiles makes individual loading necessary.

Mini-Grenade Launcher

The mini-grenade launcher or creidann (Eldar: "belief- maker") is a piece of special equipment used by Warlock characters. Essentially it is a light grenade launcher worn like a backpack. It projects grenades over the user's shoulders while leaving both hands free to use other weapons. Like other grenade launchers, it can fire indirectly.

In performance, it is used to provide special effects using a mixture of light, sound, and programmed hallucinogen grenades. In battle, it can fire grenades of any type.

HoIo-Suit

The holo-suit, dathedi (Eldar: "between colours"), visual disruption field, jigsaw shield or domino shield, is a form of programmable hologram field, used extensively by Harlequins both for themselves and their vehicles. Every Harlequin is equipped with a holo-suit, which projects costume effects in performance, and has a number of uses in battle.

When its wearer is in motion, the field breaks up the outline of the figure, using an enhanced form of disruptive camouflage. To the observer, the Harlequin appears to explode into a cloud of tiny, multicoloured fragments every time he moves, and when he remains stationary the fragments coalesce into a solid figure, like the pieces of a jigsaw. The greater the speed of movement, the greater the disruption of the image, and the wider the dispersion of the cloud-fragments. The suit also has a cameleoline emulation program, which is activated whenever the Harlequin

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is stationary: the total effect is of a blurring cloud of colour, fading to nothing when it stops.

Bio-Explosive Shurikens

The bio-shuriken or marsgrech (Eldar: "screaming death") is a special ammunition type for the shuriken cannon. It has earned a terrible reputation among many races for its spectacular and deadly effect; among the many names it has been given are Screamers, Screaming Bug, Gut Blower and Bomb Serum.

Each bio-explosive shuriken consists of a shaped energy field containing a small amount of a genetically-tailored serum. They must be loaded individually, so a shuriken cannon loses its following-fire capability when using this type of ammunition.

Lathrangil stood beside the smoking wreckage, grinning broadly beneath his mask. The spirit of the Great Harlequin ran like fire through his veins, keening in his head with a wild and irresistible music.

The Humans had no chance. Their lumpen and unlovely Dreadnoughts had been destroyed by the Shadow Weavers' Death Jesters and their great shuriken cannon, and the troupers hadn't even been spotted until they were almost upon their quarry.

The first troupe had already destroyed one Human squad, and even he could barely see them as they leaped toward another, dathedi patterns breaking up their outlines until they looked like rainbow streaks of light.

The second troupe had just made contact - as he watched, the Avatar impaled their officer with his Harlequins' Kiss. The Human stared stupidly for a moment, and then collapsed, as boneless as a jellyfish, with only his skin to hold him together. One Human trooper stood his ground. desperately filling the air with laser- fire against the half-seen attackers. The approaching Harlequin seemed to flow over and around the bolts, stepping and bending as casually as a technician crosses a drive-room's pipes and cables. A final leaping somersault, the flash of a chainsword, and it was over.

The third troupe was a few dozen paces ahead, making for the low command bunker. He motioned the others forward - the High Warlock acknowledged with a flash-pattern from his faceless mask, and the three Mimes moved to the fore.

The creidann grenade launchers of the two Warlocks laid down patterns of smoke and hallucinogen as the Shadow Weavers broke into a loping run. A couple of the Humans began to wail and thrash as their respirators failed them. Lathrangil killed two others in passing - a kick sent one off-balance. and he fell into Lathrangil's force sword. His companion flew backwards under a hail of shuriken. He reached the bunker just as the third trouper's Death Jester finished vaporising the door. To one side, a trouper punched his Kiss through an observation slit, and behalf- heard http://www.criticalhit.co.uk/w40krp/WD105_Harlequins.shtml (13 of 14) [25/05/2002 15:50:30] Harlequins (WD105)

the scream, bubbling, and silence.

The Human commander had just begun to turn as Lathrangil felled the remaining guard and raised his shuriken pistol. The commanders laspistol was half-drawn when Lathrangil's finger caressed the trigger.

Then he laughed and bounded back across the battlefield, somersaulting for the joy of it.

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http://www.criticalhit.co.uk/w40krp/WD105_Harlequins.shtml (14 of 14) [25/05/2002 15:50:30] Horus Heresy (WD161) Warhammer FRP - Warhammer 40k - Forums - White Dwarf - Email - Store

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Home : Appendix : Horus Heresy by Jervis Johnson & Bill King (White Dwarf 161) HORUS HERESY

On the thirteenth of Secundus, 30,014, the bombardment began. From orbit the Warmaster's ships laid down an unrelenting barrage of missiles and deadly energy beams. The aim was to cripple the defences around the Emperor's Palace and make possible a massive invasion of Earth. The lunar bases had already fallen and the defending fleets had been scattered. On Mars, as across the entire vast lmperium, bitter civil war raged.

On countless worlds blood-mad warriors clashed. Some had pledged loyalty to the Emperor. Others had sworn fealty to Warmaster Horus, and, through him, to the dark powers of Chaos. The Emperor's realm was in turmoil and some of the greatest battles in human history were being fought. On the hive-world of Thranx over a million warriors died in a single day on the killing fields of Perdagor. On the blazing deserts of Tallarn, at the Ka'an Salient, fifty thousand tanks clashed in the greatest armoured action of all time. During the spacedrop on Vanaheim three hive-cities were depopulated by rebel forces as a warning against resistance and still the defenders fought to the last man.

Like a cancer the Heresy infected the entire structure of the Imperium. Everywhere brave men gave up their lives to try and excise that cancer.

It was on Earth, at the very heart of humanity's realm, that the fate of the galaxy was to be decided. In those last days, the sky was black with dust clouds and the earth was split by gigantic fissures. Tectonic plates shifted under the stress of the bombardment. Mountain chains shivered and seas evaporated and became salty deserts. Rains of blood and ash dripped from the dark sky. Everywhere oracles muttered evil portents and men went mad with fear.

Hideously twisted ships full of the lost and the damned hung in orbit over the ravaged world. Shielded from the devastation by the cunningly wrought defences of the Adeptus Mechanicus a pitiful few stood ready to repel the invaders.

The embattled remnants of the Emperor's army were desperately trying to hold out until reinforcements arrived. The Emperor himself oversaw the defence of his fortress-palace, personally commanding the Adeptus Custodes, his elite guard. He http://www.criticalhit.co.uk/w40krp/WD161_Horus_Heresy.shtml (1 of 9) [25/05/2002 15:50:41] Horus Heresy (WD161)

was accompanied by Sanguinius, white-pinioned Primarch of the Blood Angels and his Chapter of Space Marines. In the palace grounds stood the stalwart Adeptus Arbites.

The palace was not the only bastion of resistance. There were others; each an awesome fortified city filled with dauntless soldiers. Beneath their Fortress Monastery, grim-visaged Rogal Dorn led the stern Imperial Fists in final prayers. Within the armoured factory complexes of the Adeptus Mechanicus, tech-priests put aside their tools and girded on the fearsome weapons of their order. In the rubble of burned-out hab-areas Primarch Jhagatai Khan mustered the White Scars, the Chapter of Space Marines he had personally instructed in the art of lightning warfare. Three full Titan legions stood ready to defend their Emperor.

As the earth shuddered under the bombardment, tank divisions roared across the tortured landscape to take up their position against the coming invasion. Brave men checked their weapons and offered up last prayers. Defence lasers swivelled to face the turbulent threatening sky. Suddenly, the night was streaked by the plasma contrails of drop-pods. Within the Emperor's halls even the Space Marines shuddered knowing that they would soon confront their lost and damned brethren. The terrifying prospect of facing those corrupt Primarchs who had sold their souls to Chaos filled every man's mind with indescribable horror and dread.

The pods touched ground and from them erupted the mightiest champions of Chaos, the renegade Space Marines of the lost Chapters. These were no longer the fine human warriors of legend but twisted creatures, bodies warped by the energies of Chaos, minds twisted by their devotion to the dark powers. If what had happened to the Space Marines was bad then what had happened to their Primarchs was worse. They had been created higher in the Emperor's esteem and had fallen further. None of their former comrades would have recognised them - they had been transformed into creatures both daemonic and exultant.

Mighty Angron bellowed orders to his blood-drinking followers, the World Eaters. Brandishing his great runesword he led them against the defenders of Eternity Wall Space Port. Around his red-armoured followers bolter shots whined. Unflinchingly they advanced, determined to spill blood for the Blood God.

Mortarion's soft-spoken command the Death Guard emerrged silently from the festering cocoons of their drop-pods and advanced on their terror-stricken foes. The dread runes on Mortarion's scythe glittered eerily in the night as he gestured for them to advance.

Magnus the Red glared triumphantly about him with his one watchful eye before ordering the mage-warriors of the Thousand Sons to cast their spells of doom. A hail of deadly bolter shells cut down dozens of the Emperor's Children. Undeterred, the wounded howled with pleasure at the experience and chanted the praises of their Primarch Fulgrim. The Renegade Space Marines surged forward to carve a path through their foes.

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Perhaps some defenders went mad with fear. Perhaps the corruption of Chaos ran deeper than anyone suspected. Perhaps some were foolish enough to think that they could negotiate with the ultimate enemy. Whatever the reason one last vile treachery was to take place. Many units of the Imperial army that had pledged loyalty to the Emperor turned blasphemer even as the Traitor Space Marines made their drop. It was almost as if it were a pre-arranged signal. In one of the basest acts of betrayal in humanity's history they turned their weapons on their brother warriors and cut them down like dogs. Thus did the Lions Gate Space Port fall to the rebels. As the heretics chanted and howled their mad prayers, the air shimmered and slavering daemons emerged from the warp to spread terror and dismay.

Then indeed did it seem to the defenders that they were living in the last days of mankind. Huge bat-winged Bloodthirsters swept triumphantly across the weeping skies. Clawed Keepers of Secrets danced lasciviously on piles of corpses. Great Unclean Ones chuckled as they lumbered through the ruined streets spreading trails of filth and slime and disease. Enigmatic Lords of Change perched atop the towers and statues and supervised the coming of Chaos to the heart of the world.

Mighty ships began the descent from orbit, hoping to overwhelm the defenders by sheer weight of numbers. Unlike the drop-pods these presented fine targets for the weapons of the defenders. And thus did the battle for Earth begin in earnest.

Defence lasers blasted many renegade ships from the sky, sending thousands of tons of fused metal death raining down onto the ground below. One giant craft span out of control and crashed into a hab-unit, killing a hundred thousand people. Another was welded to the ground, disgorging its passengers into a lake of bubbling tar and plas-crete. The vessel of the Warped Dogs was vaporised and that Titan Legion's name passed into history.

As quickly as they disembarked the Traitors surged forth from the space ports to besiege the bastions of the defenders. Their first objective was to silence the defence lasers inflicting such casualties on their comrades. The rebels were met by a wave of Imperial defenders, desperate men who knew that they were giving their lives for their home and their Emperor.

In the tightly packed streets around the space ports the fighting was close and deadly. Bolters chattered and missile launchers delivered cargoes of death from building to nearby building. Traitor tanks rumbled through the avenues, turrets swivelling to bring weapons to bear on the hastily improvised barricades of their former comrades.

Soon the defenders of Eternity Wall Space Port had been swept aside by the merciless assault and the hordes of the Warmaster were in total possession of the spacefield. More and more intricately wrought drop-ships descended from orbit. They towered over the landing ground like nightmare skyscrapers. The dark runes on their sides glowed evilly in the gloom. Hundred-metre high doors opened in their kilometre-long sides. From their red depths Titans ten times the height of a http://www.criticalhit.co.uk/w40krp/WD161_Horus_Heresy.shtml (3 of 9) [25/05/2002 15:50:41] Horus Heresy (WD161)

man emerged. They were warped giants; the armour of their carapace fused and moulded into new shapes by the power of Chaos. Within them were men melded to their machines. Some of the hideous Titans had strange and potent weapons, others were a bizarre hybrid of the organic and the machine. Metal tentacles lashed, spiked tails whipped back and forth. Engines roared like the voices of angry beasts. Banners fluttering, the Titans of Storm Lords and the Flaming Skulls legions marched forth. At Lions Gate Space Port the traitors welcomed the towering black war engines of the Khornate host. Minotaurs and trolls and cultists seethed like angry ants around their bases.

Reinforced by this fresh wave of troops the hordes of Horus swept on, driving through the exhausted and demoralised Imperial troops to the very walls of the Emperor's palace. Khornate warriors mounted on bestial daemonic Juggers raced towards the marble and steel outer ring. Hordes of horn-headed Tzeentchian disc riders soared on the wind, bolts of mystic power erupting from their clenched fists to the defenders. Slaaneshi beast riders swept aside the Imperial Guard infantry and reached the Saturnine Gate.

Round the walls bitter fighting ensued as the lmperials sallied forth, trying to drive the attackers back before the main body of the assaulting troops arrived. Men died in their thousands. From pillbox emplacements in the palace walls Imperial gun crews rained death down on the relentless attackers. Again and again the streets outside the palace were swept clear of heretics. Again and again new foes stepped forward to take their place.

Now indeed it seemed the tide of battle had turned against the Emperor. The space ports were firmly in the grasp of the minions of the Warmaster. Hundreds of thousands of troops poured down from orbit. Goat-headed beastmen, gibbering mutants and hideous amorphous Chaos Spawn surged out of the dread ships. Under the banner of the great eye, the sign of Horus, the lackeys of the four Great Powers of Chaos marched united. Mounted on Rhinos, lurking within mighty Behemoths and clinging to the sides of gigantic war-engines they made their way en masse to the Emperor's palace.

Looking down on the seething sea of foulness the defenders' hearts went cold. Mingling with the daemons and the mad-eyed cultists, the trolls and the beastmen they could see heretical Space Marines and traitor Guardsmen. These were people they might have once fought alongside, who had once been as loyal to the Emperor as themselves. They looked upon a dark mirror of their souls. Down there they could see martial honour become berserk madness, human cleverness become sly treachery, hope become foulness and love become abominable lust. The brave men on the walls knew that there was no way out. Here they must stand and fight and die. There would be no mercy from those below. This was a war where there could be no honourable peace. It was destroy or be destroyed.

For a moment all was silence, then Angron strode forth. In his brazen voice he demanded that the loyalists surrender. He told them that their cause was hopeless, that they faced a foe who could not be defeated. They were cut off, http://www.criticalhit.co.uk/w40krp/WD161_Horus_Heresy.shtml (4 of 9) [25/05/2002 15:50:41] Horus Heresy (WD161)

outnumbered, and defending a ruler too weak to be worthy of their loyalty. In that moment the men on the walls felt their resolve weaken. Looking at the transformed face of the Primarch who had been one of the Emperor's finest warriors, they saw an invincible, relentless foe backed by a numberless horde and all the daemonic might of Chaos.

There was a clamour on the walls as Sanguinius and the Blood Angels arrived. Standing on the wall, the angel-winged man glared on Angron with angry contempt. For long moments their gazes locked. Each Primarch seemed to be measuring the other, searching for chinks in the armour, for any sign of weakness and lack of resolve. Who knows what they saw there? Perhaps they communicated telepathically, brother Primarch to brother Primarch. The truth will never be known. Eventually Angron turned and walked back to his lines. He told his troops that there would be no surrender; they should kill everyone they found within the palace. No stone should be left upon stone.

With a roar the horde advanced towards the walls. Great Lords of Battle lurched forward on iron wheels, crushing anything in their way, unloading racks of missiles and turning the area on the top of the walls into blazing storms of death. Doom burners sent tongues of superheated metal licking out at the emplacements. Molten brass filtered through the windows and scalded those inside. Multi-tracked Cauldrons of Blood squirted jets of obscene daemonic ichor onto the defenders. Enormous fleshhounds of Khorne loped forward in their wake. Titans armed with specially constructed siege weapons lumbered into position. Battle cruisers dropped megatons of explosive death onto the defenders.

Every loyal warrior knew that he was already dead; that there was no way he could survive the coming of the daemonic army. The soldiers fought with the desperate ferocity of hopeless men, firing until their weapons were empty, snatching up the bolters of the fallen, and facing monsters with the butts of their guns when all ammunition was exhausted. Three times the horde managed to scale the walls, and three times it was driven off by the valiant efforts of Sanguinius and the Blood Angels. Wearily the Primarch marshalled the defenders, rallying the broken, speaking words of comfort to the mortally wounded, fighting with cold, implacable fury when he was called upon to do so. Slowly though, despite his efforts, the Chaos forces managed to erode the defence. They seemed numberless as the grains of sand on a sea shore and Horns spent their lives carelessly.

Outside the walls Imperial forces frantically raced from their bastions to try and relieve the palace. Titan legions boldly cut their way towards the centre of the rebel army. The Whitescars harried its flanks. No attempt to break the rebel line succeeded. Breaking through that blood-mad horde was a near impossible task. All four of the daemonic Primarchs inspired their followers to feats of fiendish bravery. For every Chaos warrior who died it seemed two more stood ready to take his place.

In orbit the Warmaster watched approvingly. If the palace fell and the Emperor http://www.criticalhit.co.uk/w40krp/WD161_Horus_Heresy.shtml (5 of 9) [25/05/2002 15:50:41] Horus Heresy (WD161)

died loyalist legions across the galaxy would lose heart and the war would be over. Without the psychic shield of the Emperor's power, humanity would swiftly fall prey to Chaos. Horus would stand triumphant amid the rubble of humanity's greatest empire. He would become a new and angry god. If he did not win soon reinforcements would filter in from the corners of the Imperium, and his attack would falter. For the Warmaster this was the desperate ultimate gamble. Everything was staked on this attack. It had to succeed, and at that moment it looked as if it might.

Day by day the siege wore on, casualties rose from the thousands to tens of thousands to hundreds of thousands. Bodies had to be bulldozed from the accessways to the Saturnine Gate by war machines. Chaos Titans blazed at the walls, specially constructed missiles ripping great chunks from the masonry. The Titans of the Fire Wasps answered their fire with volcano cannons. The smell of burning flesh filled the air as the corpses of the dead were incinerated in funeral pyres a hundred foot high. Obscene ash parched the throats of the defenders. The World Eaters built a pyramid of scorched skulls sixty foot high in Temple Square. By night the chants of degenerate cultists echoed through the streets and daemons flitted among the ruins of Earth.

Slowly, foot by torturous foot, the defenders were forced back. The great walls of the palace were riddled with hundreds of kilometres of bulkheads and corridor. Within this maze bitter hand to hand fighting ensued till entire sections of passage were filled with bloated corpses. Feeling progress was too slow, Horus ordered the Titans of the Death's Head Legion to demolish entire sections of the wall. Despite taking tremendous casualties the great Warlord Titans broke through, and the forces of the Warmaster flooded into the palace grounds.

While all this was taking place Jhagatai Khan had implemented a change of plan. Rather than throwing away his forces against the near invincible bulk of the main Chaos army he launched a lightning raid against Lions Gate Space Port. This night attack was spearheaded by the shaven-headed warriors of the Whitescars, who led the remnants of the 1st Tank Division and elements of the surviving Guard armies against the surprised heretics. Khan threw a defensive perimeter around the space port and held it against all counter-attacks. The flow of men and materials towards the palace was halved at a stroke.

This success gave heart to the defenders. They swiftly attempted to seize Eternity Wall Space Port but here the forces of the Warmaster were better prepared. The attackers were ambushed and driven back by traitors. Horus knew it was imperative to keep his beachhead secure. The final push on the inner palace had begun.

The battle raged across the grounds of the Inner Gardens. What had once been a vast parkland was swiftly turned into a killing ground. Men used statues for cover and monuments for bunkers. Blood swirled in the waters of the ornamental lakes. Groves of ancient redwoods burned. The smell of the burning mingled with the acrid odours of weapons and engines and death. Red-eyed, snatching sleep when http://www.criticalhit.co.uk/w40krp/WD161_Horus_Heresy.shtml (6 of 9) [25/05/2002 15:50:41] Horus Heresy (WD161)

they could, both sides fought a total war. Trenches were hurriedly excavated in the meadows. Snipers killed men as they tried to sip brackish water from the ruined fountains.

Both sides fought with unimaginable naked ferocity. Both sides sensed the end was near.

Eventually Sanguinius was forced to retreat to within the palace itself, personally holding the Ultimate Gate against the oncoming horde while the last of his wounded men was carried through. Just as the giant ceramite gate was about to close a Bloodthirster of Khorne leapt upon him. The daemon's huge talons closed around his throat. Sanguinius took to the air. Angel and daemon wrestled over the waning armies. Both sides halted for a moment to watch the titanic struggle. It was a conflict such as has been rarely seen two beings of awesome power wrestled.

Sanguinius was weary and near the end of his strength and the daemon gouged great wounds in his flesh. The heretical throng roared its approval as the Primarch was cast to the ground, the impact splintering the granite. For a moment the Primarch lay still and a groan rose from the Blood Angels, the daemon stood over him and howled in exultation. Then slowly and painfully the Blood Angel rose and seized the creature, raised it high and broke its back across his knee. Then with a halo of power playing round his head he tossed its broken carcass back amid its followers. They beat their chests and rent their hair and wailed in dismay as the Ultimate Gate shut.

The great Sky Fortress bore Rogal Dorn and the remnants of the Imperial Fists to the inner palace. The loyal old general was determined to stand and die with his Emperor in the final hour. The Sky Fortress raced away from the palace in a desperate attempt to reach Jhagatai Khan and return him to the palace. It was destroyed by a blaze of fire from the Death's Heads Titan Legions. Even in death its commander wrought havoc on the enemy, bringing the crippled vehicle down into the centre of the Chaos Horde. It seemed as if a new sun was born on Earth as the plasma reactor exploded, blasting out a crater three kilometres across. Those within the palace knew they were cut off; now they were truly alone. Only a miracle could save them.

Now the final siege began. Through great breaches in the outer walls more and more armaments and reinforcements were brought to bear. The Warmaster himself prepared to teleport down to the surface and supervise the destruction of his former lord. Then a daemon from the Warp whispered to him the words that he had dreaded.

A loyalist fleet under Leman Russ and Lion'el Johnson bearing a fresh army of Space Wolves and Dark Angels was only hours away. It would take days to break humanity's last citadel, even with Horns leading his troops. It seemed that time had run out for the Warmaster, that his gamble had failed.

Horus was first among the fallen, with the power of a god and the cunning of a http://www.criticalhit.co.uk/w40krp/WD161_Horus_Heresy.shtml (7 of 9) [25/05/2002 15:50:41] Horus Heresy (WD161)

daemon. He resolved to try one final desperate gambit. He could still kill the Emperor. He ordered all comm-net communications blocked so that the defenders would get no word from their rescuers and then he used his psychic powers to the full to prevent the Emperor becoming aware of this. Finally he dropped the shields of his command ship. It was an invitation and a personal challenge that he knew the Emperor could not resist. He was being offered a chance finally to smite the foe who had harried him for so long.

The Emperor rose to the challenge, and he and his surviving Primarchs teleported aboard the Warmaster's battle barge. Horus used his powers to separate the Emperor from his loyal followers. The loyalists were transported to different spots within his hideously altered ship. Sanguinius he had brought directly to his throne room. In his evil cunning the Warmaster offered the Blood Angel a chance to switch sides, reasoning that the winged Primarch's followers would be useful when the Space Wolves and the Dark Angels arrived.

Sanguinius refused. Horus grew wrathful and attacked him. At the peak of his powers the Blood Angel would have been no match for the Warmaster and now, sorely wounded and weary he had no chance at all. Horus strangled him with his bare hands before the throne the Powers of Chaos had gifted him with.

The Emperor found Horus shortly after this and what happened next is the subject of legend. The two mightiest beings in the history of mankind clashed. They met blade to blade, power to power, mind to mind and tested sinew and psychic power to the ultimate.

Behind Horus was the massed power of the Chaos Gods. The Emperor stood alone and still he triumphed, although he was terribly wounded in the process.

The psychic shock wave of the Warmaster's passing rippled outward through the warp. On Earth, daemons screamed and vanished, and the rebel Primarchs stood dumbfounded. It was their leader, not their enemy's, who was dead and they knew it. With the one who had raised the banner of rebellion dead, there was nothing to hold the rebels together. They were demoralised and dismayed. When word of the oncoming Imperial fleet reached them they knew that they must flee.

Within the perimeter of Lions Gate Space Port, Jhagatai Khan and the handful of unwounded Whitescars watched in amazement as the horde halted in confusion then retreated. Angron, Fulgrim, Magnus the Red and Mortarion led their men to their ships and departed, leaving the deluded, traitorous followers of Chaos to their fate. As he stepped aboard his ship Angron turned and shook his fist at the glittering dome of the Imperial palace that had proved just out of his taloned reach. Then he shrugged; he and his fellow rebels had all eternity to seek revenge. The Battle for Earth was effectively over. The Horns Heresy was ended.

Rogal Dorn found the Emperor's broken body in the ruins of the Warmaster's throne room. Through mangled lips the Emperor whispered instructions for the creation of his golden throne. Dorn smiled, for while the Emperor still lived there http://www.criticalhit.co.uk/w40krp/WD161_Horus_Heresy.shtml (8 of 9) [25/05/2002 15:50:41] Horus Heresy (WD161)

was still hope. The old general returned to Earth. There was much to be done.

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http://www.criticalhit.co.uk/w40krp/WD161_Horus_Heresy.shtml (9 of 9) [25/05/2002 15:50:41] Knights (WD126) Warhammer FRP - Warhammer 40k - Forums - White Dwarf - Email - Store

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Home : Appendix : Knights by Andy Chambers (White Dwarf 126) KNIGHTS

Knights are fast-moving powerful war machines, thirty to forty feet tall and controlled by a single warrior, that fight on the battlefields of the Horus Heresy in the service of both Eldar and Human armies. Recruited from feral worlds where lesser versions of these machines are used to herd mighty Megasaurs, Knights take to the field of war alongside other members of their noble families. With their devastating visor-mounted psychic and shock lances, the mere gaze of a Knight can bring death to its enemies.

THE BIRTH OF THE ELDAR KNIGHTS

Long before the Dark Age of Technology, numerous barren as planets were visited by Eldar seed ships. These inhospitable worlds were prepared for the long process of terraforming and then seeded with the essential ingredients to sustain of life. The Eldar plan was to create new worlds to colonize in thousands of years time. These worlds were known to the Eldar as Lilaethan or Maiden Worlds.

As their civilisation neared its collapse, a number of Eldar groups denounced the easy decadence offered by Chaos and abandoned the homeworlds in a series of migrations they called the Exodus, referring to themselves as Exodites. These groups travelled far away and colonized the Lilaethan, determined to escape the terrible fall of their a race that they had foreseen. On their arrival, the Exodites split into individual clans each led by a warrior elite.

Those who joined the Exodus came from all levels of Eldar society but were united in their determination and powerful will to survive. The Exodites were a group which had long been aware of the dangers of indulgence and hedonism; by choice, they selected worlds where their life would be hard so as to avoid the trap of sloth. To a great extent, this suppressed the natural Eldar character of intense emotion and intellect, and did indeed save them from the Fall. Among the Exodites, the intensity of the Eldar nature is expressed as a powerful loyalty to their individual clans and a strong determination to achieve their objectives.

The struggle for survival on these worlds was indeed grim. To enable them to deal with the harsh conditions, the Exodites converted the sleek war machines they had http://www.criticalhit.co.uk/w40krp/WD126_knights.shtml (1 of 7) [25/05/2002 15:50:57] Knights (WD126)

brought with them into tall walkers which they piloted across their new planets, tending the virgin worlds. The ruling warrior Elite gradually developed a system of status and honour which brought about the society now known as the Eldar Knights. Dwelling in tall keeps, the Knights strove to hasten the planets' evolution and bring life and order out of the primeval maelstrom.

After the Eldar Fall, the craftworlds sought out the colonists to offer them a place on board. The Exodites coldly told their craftworld brethren that they preferred to stay where life was simple if harsh, and the dangers were obvious. Though the craftworlds and Exodite colonies trade with one another, the Exodites still maintain that the easy lifestyle on the craftworlds is dangerously close to that which brought the downfall of their race.

In order to produce the food necessary to trade with the craftworlds, the oceans of the planets were seeded with algae to form vast floating weed beds. These weed beds and the lush vegetation of the primitive jungles provided nourishment for docile brontosaurus-like herd beasts called Megasaurs created by the Knights through cloning and genetic engineering. The Megasaurs in turn provided protein- rich food for the craftworlds. The herds were shepherded by the Knights in their machine-bodies, protecting the Megasaurs from predators and moving them from place to place to feed. On occasion, the Knights of different clans would clash over watering rights or border disputes, though combat took an almost ritualised form intended more to hone the Knights' skills than bring about bloodshed.

THE COMING OF MEN

During the Dark Age of Technology, scouts from Earth travelled far through the galaxy seeking planets to be used as agricultural worlds to provide food for the huge hiveworlds of Humanity. They copied the farming techniques used by the Eldar Knights already living on some of the worlds discovered. In a period referred to by the Exodites as The Coming of Men, the Eldar and Human colonists clashed in a series of bloody wars as the Eldar Knights sought to protect their homes from the interlopers.

When these planets were cut off in the Age of Strife, they became feral worlds. A warrior aristocracy grew up on the Human worlds, mimicking the lifestyle of the Eldar clans. On many worlds, the Eldar clans resurged to win back the lands they had lost and settled into a pattern of battling and raiding both against the Humans and each other. The wealth of the noble Human houses and Eldar clans was based on their herds and much herd-raiding went on. The herds were greatly reduced in size, but, as the only readily available food source, were just as important.

While the Eldar shared their duties equally throughout the clan, the Human nobility enforced a feudal system on those below them. A sub-class of Drovers looked after the herds, as the nobles would not soil their hands with such work. The Drovers' walkers were not, by law, armed with weapons even though they lived in constant danger from raiders and predators. This ensured that the Drovers had to http://www.criticalhit.co.uk/w40krp/WD126_knights.shtml (2 of 7) [25/05/2002 15:50:57] Knights (WD126)

rely on the Knights of the nobility for protection and nullified any chance of revolt.

As well as the nobles, each house could field large numbers of men at arms, either mounted on horses or on foot. These were equipped much like Planetary Defence Force and Imperial Guard units elsewhere in the Imperium, though with not nearly as many heavy weapons. When the nobles grew too old to carry on fighting in the harry and slash of raiding or the swirling melee of battle they would give their armour to their eldest son and take instead the armour of a Warden. Wardens formed the steadiest element within the noble houses, usually found defending the keep or protecting the Drovers.

On many of the worlds, groups of artificers and technicians became the most important of the nobles' subjects. They initially simply maintained the Knights for the nobles but soon learnt to speak with one voice, threatening to withdraw their services from any Lord who failed to take heed. They styled themselves as a priesthood for the half forgotten mysteries of technology and were called Sacristans. As their power grew, they arbitrated between the different houses to ensure they did not wipe one another out in bitter feuds. The ever-present dangers of their worlds meant the Knights could not survive wars of attrition and genocide, and this necessitated the use of chivalric values to settle disputes. Eventually the Sacristans on many worlds ritualised the virtues of Honour, Duty and Valour and passed on these traditions from generation to generation. With the acceptance of these values the nobles became known as The Chivalry.

In addition to the threat posed by hostile houses, the Chivalry had to fight constant battles against swift Carnosaurs which preyed upon the herds. Hunting the Carnosaurs honed their fighting skills to a deadly art, preparing them for the periods of violent warp activity which created monstrous mutated beasts. When such a beast was sighted, all the Chivalry would go on quests to seek out and destroy the creature before it tainted the land.

THE REDISCOVERY

Thousands of years later, the planets were brought back into the Imperium. When Rogue Trader Jeffers rediscovered the agriworlds he referred to their inhabitants as Knights, pointing out their many Knightly virtues as he emphasised the worlds' value to the Empire both as a massive food resource and as a source of born and bred warriors. The Administratum agreed with Jeffers' findings and quickly set about rediscovering the rest of the long-lost agriworlds. To their delight, they found that two in three of the originally settled worlds were still occupied by Humans working along very similar social lines. The remaining worlds were either occupied by both Eldar and Human Knights or held exclusively by clans of Eldar Knights with strong links to the craftworlds, trading natural raw materials for technology.

Often, a Knight world would be affiliated to a Titan forgeworld, producing food for it, while the Sacristans would come under the control of the Adeptus Mechanicus. Other Knight worlds were left with a large degree of autonomy, required only to produce food and obey the call to arms when given. http://www.criticalhit.co.uk/w40krp/WD126_knights.shtml (3 of 7) [25/05/2002 15:50:57] Knights (WD126)

The Imperial Cult was introduced in such a way that the Chivalry could be called on by the Empire to enter a crusade. Old rivalries forgotten, the Knights (especially younger ones) would form family units to fight with Titan Orders or the Imperial Guard.

Young Knights sometimes don't have their own armour, but train on that of their father. When fighting in a crusade they are given their own armour, built on a Titan forgeworld. Once they return home they are able to keep the armour and form their own house.

Thus units of Knights are often fielded by Titan Orders and the Imperial Guard. During the Horus Heresy, Knights fought on both sides - many of the agriworlds declared allegiance to Warmaster Horus and were only brought back into the Imperium after decades, even centuries, of terrible armed struggle.

Knights usually fight as single units from each house which means they are usually seen in large groups. After a period of time on crusade, the Chivalry can return home, well-rewarded with loot and new armour. Normally the Wardens stay on the homeworld to protect the keep but occasionally they have taken the field when required, more than compensating for their age with stoic tenacity.

In some cases, Knights bring units of men-at-arms with them. These are re- equipped by the Order or Regiment, often having their horses replaced with bikes. They act in close support of the Knight formations and as scouts for the Order.

KNIGHT SUITS

Knight suits are similar to Titans in that they are controlled through a direct mind link. Imperial Titans are imprinted with a feral personality, which must be dominated by the Princeps in order to control the machine. The Titan's personality is there to handle all the mundane tasks in operating such a machine, like balancing and walking, leaving the Princeps free to concentrate on more important things.

Eldar Knight suits contain a spirit stone which supplies the personality for the machine. When linked to the lone Eldar pilot, this lends Eldar Knights a fluid grace lacked by Human Knights. The spirit stones in Eldar Knights are often ancient artefacts dating back to the time of the Fall and contain the the souls of many long dead heroes. When an Eldar Knight links with his suit, he exchanges a portion of his consciousness with those in the stone. This makes Eldar Knights strange characters often speaking in archaic tongues and referring to past ages with unnerving familiarity.

Human Knight suits do not have a permanently imprinted personality. Instead the Knight sits in a throne, which is imprinted with aspects of his own personality. The throne is plugged in to the armoured Knight suit and may be transferred from one

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Knight suit to another, though this is a rare occurrence usually only undertaken if the old suit is damaged beyond repair or the Knight wishes to become a Warden, passing on his old Knight suit to a younger relation. Imprinting your personality on a throne is a lengthy, sometimes dangerous, business. It has become a rite of passage for young nobles - this is how they become an adult. When he is old enough, a noble son who wishes to become a Squire undertakes a vigil in the family's chapel or sacristy, remaining seated in the throne throughout the long night. He is surrounded by the ancient thrones and battle banners of his forefathers which are kept in the sacristy, reminding him of the long traditions of honour and chivalry he is expected to maintain. The imprinting process tends to exaggerate dominant aspects of the young noble's personality, especially with regard to the way he is feeling during his vigil. If he is scared, the personality imprint will always be scared, making the suit difficult to control in combat. If the noble is angry with someone (say a brother who made fun of the noble before his vigil) the personality imprint will always hate that person, even if the noble has got over it.

When a noble dies, his throne retains some of his character. Nobody else can use it to control the suit until they have overlaid their personality onto the throne. It is still possible, however, to communicate with the personalities in the throne. Thus they are often kept and placed in the family's sacristy, a direct link with the ancestors of a noble house. It is the height of dishonour to deny a family the opportunity to salvage the thrones of Knights who have fallen in battle and the family will go to any lengths to get them back.

Note that the unarmed suits used by herdsmen are not controlled in the same way. They have a simple mind-link like that used on a Dreadnought. This makes them slow, lumbering machines when compared to the sleek thoroughbreds used by the nobles. The Sentinel walker used by the Imperial Guard is in fact a copy of the tried and tested Drover suit adapted for combat with the addition of basic armament.

Though there are, many different designs of Knight suit, a common feature to all except Warden suits is the lance. The lance is a short ranged area weapon developed from devices used for herding Megasaurs. To affect the dull nervous systems of Megasaurs, lances needed to be very powerful. The war lances used by Knights in battle discharge all their tremendous power in a single cataclysmic blast, making them a weapon much feared by their opponents. The lance is always mounted in the Knights' visor, a practice that has given Knights a reputation of being able to kill with a single glance.

Knights are rapidly-moving war machines, able to advance swiftly across the battlefield, deploying their heavy firepower to devastating effect. They are frequently used to forge ahead of the main formation to spearhead an attack or secure an important position. During a battle, these highly-mobile hard-hitting units may be ordered to make flanking attacks, out-manoeuvring slower-moving enemy forces, and can be quickly redeployed whenever a new or unexpected threat is posed. http://www.criticalhit.co.uk/w40krp/WD126_knights.shtml (5 of 7) [25/05/2002 15:50:57] Knights (WD126)

There are three levels of status for Knights: Squire, Knight and Lord (Wardens of this status are known as Seneschals).

FORMATIONS

All Knights are organized into detachments of three or more machines. The Knights in each detachment belong to a single noble house, though it's possible that a large house may be represented by more than one detachment. In major battles it is not unknown for large houses to field up to thirty kinsmen, although six to eight is more usual. Though many of the houses have blood-ties extending back hundreds of years, there is much lingering distrust between the numerous houses. Thus, if Knights are fighting on both sides in a battle, all the Knights fighting together on one side will be allied or related houses battling out a bloodfeud against age-old enemies.

Human Knights are always fielded in detachments containing only one class of Knight. It is traditional for each household to use either Knight Paladins or Knight Lancers rather than a mix of the two, although large houses often fight with both classes in separate detachments. All the truly great noble houses, legendary names such as Hawkwood, Beaumaris, Arundel, Mortimer and Warwick, have the resources to call on Knights of any class: Paladins, Lancers and the stern, unflinching Wardens. Lesser families may only have a few Knight suits of a single class, worn by the finest of their warriors.

Eldar clans, on the other hand, frequently use a combination of two or three classes within the same detachment and aren't subject to the same restrictions as the Human households. The most common mix in Eldar detachments is Fire Gale and Towering Destroyer classes; if the detachment also includes Bright Stallion Knights, it means the Stallions can't make use of their superior speed.

HERALDRY

Eldar from the Lilaethan or Maiden Worlds paint their Knights in the clan's colours. Clan motifs and runes are added to both the Knight and its banners according to individual taste. The motifs of the Exodite clans are based on animals, each of which has a deep spiritual significance within the clan that uses it. The rank of the Eldar is shown by a strict colouring code: Lords have silver heads, Knights have bronze heads and Squires have gold heads.

Each of the Imperial noble houses that field Knights have a livery of two colours. They use these, with adapted Imperial heraldry, to denote rank. Squires use the basic livery colour (usually the colour that is dominant on the household's banner). Knights use the basic colour halved with the secondary colour, and Lords use the two colours in a quartered pattern. The actual areas painted in different colours varies from house to house and between the different designs of Knight, but the basic pattern is always retained. Wardens are usually coloured all white, with a single panel in their household colours in a pattern appropriate to their rank. http://www.criticalhit.co.uk/w40krp/WD126_knights.shtml (6 of 7) [25/05/2002 15:50:57] Knights (WD126)

Emblems on the war machines and their banners are adapted from the main household banners. These banners usually show a heroic ancestor in battle with a mythological monster as their central image. Campaign banners and emblems are often added while the Knights are on crusade with Imperial forces.

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Home : Appendix : Land Raider by Rick Priestley (White Dwarf 105) LAND RAIDER

From the beginning of time, man has believed that the stars control his fate. Through their movements, people have seen future events and intimations of the will of their gods. In the forty-first millennium, billions still watch the sky fearfully, searching for a portent of doom. But in this time, they have reason to fear. From the stars come ships, some to trade, many to wage war. Most feared of all are the ships of the Legiones Astartes, gravid with their cargo of death - the Land Raiders of the Space Marines, bursting upon the unsuspecting, roaring like thunder, burning all before them.

The Space Marines are rightly feared by ordinary folk, for their presence signifies death as surely as the plague bells of Phobos. The images of the Space Marines and the Land Raider Battle Tank are forever meshed in the popular imagination. In some cultures, the vehicles are portrayed as Chariots of Destruction ridden upon the solar winds by the Angels of Death, poised throughout the galaxy, ready to crush the serpent of Chaos.

Mysticism is an important part of everyday life in the Imperium. A twentieth century man might recognise in the Land Raider nothing more than a huge battle tank, a mere engine of war. But the men of the forty-first millennium are wiser. They know that every Land Raider has its own spirit, and its own destiny.

Whether a Land Raider is built in the Martian weapon-shops of the Adeptus Mechanicus or in the armouries of the Space Marines, its purity and spiritual welfare are given as much attention at every stage of construction as its mechanical aspects. A wildcat (or other locally-obtainable predator) is sacrificed within its ceramite framework. Armoured panels are inscribed with runes of protection as they are reverently bolted in place. Components are checked and blessed before assembly. As each Land Raider grinds towards the end of the production line, preparations are made for the Ceremony of Commission.

Land Raiders are delivered to the Space Marines, the Imperial Guard, the Inquisition, the Adeptus Arbites, to certain Rogue Traders and to other, more secret and obscure Imperial bodies. Space Marine Land Raiders are handed over to a Techmarine, or Frater Astrotechnicus to use the proper title. In other cases, it http://www.criticalhit.co.uk/w40krp/WD105_Land_Raider.shtml (1 of 3) [25/05/2002 15:51:05] Land Raider (WD105)

will be accompanied to its new home by an Adeptus Mechanicus Technomat - a human machine programmed with the knowledge required to service his charge. For many technicians, the commission represents the culmination of years of training; learning how to divine the runes of engineering, memorising the liturgy of maintenance, and studying the routine of service.

If a Marine Land Raider should be lost, its Techmarine offer prayers of mourning for its spirit. If a Techmarine is slain, hi Land Raider must be reconsecrated by one of his technical brethren. In the field, this is often done simply by taking ring bearing the vehicle's serial runes from the dead Techmarine, and the full reconsecration takes place later.

THE LAND RAIDER IN BATTLE

The Land Raider is ideally suited to the style of warfare favoured by Space Marines. Like the Marines themselves, the vehicle is capable of fighting in almost any environment. The Land Raider also offers protection and transport for a squad of troops, as well as carrying many of their supplies and backup equipment. On Death Worlds and in other harsh environments, the Land Raider becomes a vital life-support unit as well as a fighting machine.

In battle, the squad normally disembark, leaving the Land Raider and its Techmarine crew to fight independently. Its adaptability allows it to fight in a variety of roles. Where appropriate, a single Land Raider or a small group will be sent forward with troops in order to provide covering fire and support. On other occasions, Land Raiders from several companies are brought together into huge armoured formations, ready to do battle with enemy vehicles or defences.

Brother-Captain Fragman's eyes widened as the machine crested the rise behind the advancing Eldar. Once, it had clearly been a Land Raider, but now it was scarcely recognisable. Its codex-standard camouflage had been painted over with a garish array of stripes, dots and multicoloured lozenges, and gaily coloured bunting was festooned from every point. A huge banner bore the foul and decadent devices of a masque of Eldar Harlequins, and some of their blurred shapes could be seen dancing around the machine as is lumbered forward.

"Heresy!" he howled. "Abomination! Advance, Three Company. and take that vehicle! Honour the battle-gear of the dead it is written! Avenge this insult!"

The four las-cannon began to fire as a hundred Star Leopards broke into a charge. Many died, but they knew they could not all be stopped. The battle might be lost, but the insult would be avenged.

LAND RAIDER CAMO SCHEMES

Marines are warriors of a wholly practical devotional order. Whilst their endless liturgies and prayer may appear, to the uninitiated, to be mere superstition, they http://www.criticalhit.co.uk/w40krp/WD105_Land_Raider.shtml (2 of 3) [25/05/2002 15:51:05] Land Raider (WD105)

serve an important and real function. For example, while preserving the accumulated experience of millennia, the doctrinal lore of camouflage schemes is not so dogmatic as to prevent the adoption of appropriate or innovative colours and patterns where appropriate. So, while there are innumerable official or approved colour schemes, there are also many which have been evolved by individual chapters to meet their particular requirements in certain situations.

Some Marine chapters adhere rigidly to the traditional patterns. The chapter of the Red Scorpions not only sticks strictly to the lore of camouflage handed down from their original founding and embodied in the Codex Imperialis, but views any deviance from this practice as tantamount to heresy. This has led to the Red Scorpions actually refusing to fight alongside other Marine chapters on a number of occasions - one of the reasons why they were mostly confined to space lane duties during the Badab War. The Commanders of the Imperial Guard are less stringent about such things than Marines, and will sometimes design their own schemes for a specific campaign.

Wherever they may be serving, Land Raiders may sometimes appear garish in comparison to the camouflage schemes evolved for use in the limited range of combat environments offered by twentieth-century Earth. A Land Raider camouflaged for use in the spectacular cobalt chromate deserts of Galen V, for instance, would be highly conspicuous in a yellow-brown silicone oxide desert beneath Earth's yellow sun. Many schemes show no attempt at camouflage as such, but consist of solid heraldic colours proclaiming the identity of the occupants as surely as the shield of a medieval knight. Indeed, there are some Marine chapters whose tradition actually forbids the use of camouflage on the grounds that "the colours of cowardice" are wholly inappropriate to a true warrior. This attitude, although by no means rare amongst the Legiones Astartes, is not officially recognised and is not embodied within the ancient Codex lmperialis.

Most strange of all are the fully pictorial designs painted onto Land Raiders both by Marines and by the Imperial Guard. These take the form of actual paintings of battle scenes or of famous events in the history of the unit concerned. Although this is a spectacular example of vehicle decoration, machines rarely enter the battle zone wearing such lavish paint schemes.

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Home : Appendix : The Legion of the Damned by Rick Priestley (White Dwarf 99) THE LEGION OF THE DAMNED

In the year 963 of the current millennium, Space Marine chapter 'Fire Hawks' was ordered into the Crows World sub-sector. Crows World and adjacent planetary systems had fallen into anarchy following heavy raiding by Eldar Pirates. The Fire Hawks' intervention would drive the Eldar from the human worlds, restoring Imperial rule and teaching the alien invaders an important lesson. The entire chapter-fleet, including the chapter's mobile space-fortress, made a successful warp jump from the Piraeus system a mere 120 light years from Crows World. The five ships, over eight hundred brethren, and two thousand other personnel expected to reach Crows World within no more than 12 hours. They never arrived. Twenty years after the event the chapter was officially declared lost in the warp and presumed destroyed. The great Bell of Lost Souls tolled a thousand times, and it said that the Emperor himself ordered a Black Candle to be lit in the Adeptus Chapel of Fallen Heroes.

On 9667986.M41 a routine Imperial patrol passed through the Ork held system of Jakor-tal. The squadron uncovered altogether unexpected scenes of devastation. The limited facilities available to the patrol could uncover no clue to the identity of the attacking forces. The incident was noted and passed into the everlasting record of the Administratum.

A rash of similar incidents within the same and adjoining sectors soon began to arouse the interest of the Inquisition. Squadron commanders throughout these sectors were reinforced and ordered to double their routine patrols. The incidents continued apace, increasing rather than declining in frequency and destructiveness. Even so, no sign of the intruders was discovered for almost a year. Then, on 3628987. M41, a patrol ship in the Maran sub-sector narrowly avoided a collision with a space-craft at the Cift jump-point. The patrol ship was entering the Cift system as the unidentified craft was leaving. Alerted by the close encounter, the patrol crew scanned the entire jump-area and discovered two long cylindrical objects within the intruder's projected flight-path. These were hauled aboard and proved to be standard space-coffins without identification markings.

The coffins were shipped back to earth and opened by the Adeptus Mechanicus. The coffins themselves were identified as belonging to the Absolute, one of the http://www.criticalhit.co.uk/w40krp/WD099_Legion_of_the_Damned.shtml (1 of 4) [25/05/2002 15:51:21] The Legion of the Damned (WD99)

spacecraft from the vanished Fire Hawk fleet. Inside were the armoured remains of two Space Marines. The unconventional armour colours and unofficial insignia puzzled the investigators, but serial numbers tallied with equipment made by or issued to the Fire Hawks. The armoured suits were expected to house members of the lost chapter, and were carefully broken open. The bodies within were human, but further identification proved impossible due to their advanced state of decay.

The full truth would not emerge until almost a year later when a besieged Imperial research station received unexpected help. The garrison had been attacked suddenly by Ork pirates. After three hours of fighting the situation looked hopeless. Then, without warning, the Orks found themselves attacked in the rear. The ferocity of the fighting appalled even the station's defenders. Within half an hour, several hundred Orks had fallen to the mysterious, power-armoured figures. Then, as suddenly as they had appeared, the warriors vanished. This time they left behind a banner - the gnarled chapter flag of the Fire Hawks - and inscribed upon it was the motto In dedicato imperatum ultra articulo mortis (For the Emperor beyond the point of death). As well as the banner there was a recorder and sundry other sealed items. These were immediately shipped to Earth.

From the data contained in the recorder the Administratum was able to determine exactly what had happened to the lost chapter. Following their warp-jump the entire fleet had been caught within a warp-storm of terrific intensity. Stunned by the power of the warp, the chapter was forced to endure the attacks of powerful warp entities. Ship after ship was destroyed and absorbed into the fabric of the warp. Soon only one craft remained. By a daring warp-exit manoeuvre the craft burst out of warp-space, emerging far in the galactic east, thousands of light years off-course and beyond even the psychic light of the Emperor.

The original survivors numbered two hundred brethren. All gene-seed had been lost, all initiates killed, and most of the chapter's masters were gone. None of the ordinary human staff have survived at all. To make matters worse the brethren had changed. This change became more obvious over the next few months. Skins began to blacken and blister, flesh began to fester and putrefy. Slowly they began to die. Within days of the transition into normal space it became obvious that the

chapter had been exposed to some form of dangerous mutation or disease. It took many years to navigate a way back into the Imperium, during which time almost half the brethren succumbed to the malady. Those who remained were no longer sane. Pain and despair had driven even their hardened minds beyond the point of rationality. Doomed to agonising deaths, they gradually became obsessed with their fate. Now they only wanted to die. But they were still marines, still loyal to the Emperor and humanity. They would not die without a purpose.

So began the unstoppable war of the Legion of the Damned! The marines elected to remove all insignia from their armour. Instead their armour would be black, decorated by each brother with whatever emblems of death he chose (the accompanying illustrations show some typical variations). Most brothers employed a similar theme - skeletons, bones and skulls.

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All ranks and companies were abolished, most of the chapter's officers were already dead and the remaining warriors were too few to make up a fully functioning chapter hierarchy. All brothers were to be equal before death - levelled by the certainty of their assured extinction. The warriors decided to expend their lives attacking enemies wherever they could be found. The disease had robbed them of their sanity, but not their loyalty! And their condition gave them powers - powers that endow them with incredible fighting abilities.

The legion is not a part of any Imperial force, and employs an unusual modus operandi. Apart from driving them insane, the contagion heightens their psychic awareness considerably. One result of this is the way in which the legion selects and attacks targets. These matters are left entirely to the process of divination provided by the mystic Tarot of the Emperor. This tarot is supposedly bound within the psychic will of the Emperor and is used throughout the Imperium as both a pastime and a form of divination. It is an undeniable fact that attacks seem to fall in 'the right place at the right time'. The Legion of the Damned certainly believe themselves to be directed by the Emperor - and who is to argue!

As the fatal malady takes a firm hold, the victim begins to degenerate and putrefy. However, even as his body decays, he grows in supernatural vigour. Even though the marine's limbs become rotten and twisted he gains strength far beyond that of a normal marine. These powers heighten as the disease rages through the victim's body. At the moment of death, each brother reaches a peak in power, at which point the raw energies of the warp transmute the death throes of the doomed marine into a berserk orgy of destruction. Make no mistake - the Legion of the Damned may be few in numbers, but their powers are awesome!

Just as their bodies are changed by contact with the warp, so their minds are hardened too. Brethren are completely immune to all forms of psychic attack or interference. They cannot be affected by the special psychic attacks of warp- creatures - although they may be harmed physically by physical attacks that such creatures may have. Astral spectres and other immaterial creatures cannot harm them in any way.

The brethren have innate psychic abilities in the same way as a normal psyker.

ORGANISATION

The Legion has no formal organisation - it fights as a single body of troops. The only tactic possible to such a formation is to steam-roller over the enemy by a steady advance.

Facing death - the final equalizer - the marines' command decisions are made by collective divination. Devices, emblems and personal badges are applied over the armour by individuals; they are not indicative of rank or function.

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The vast stocks of weaponry available to the Fire Hawks were destroyed along with the rest of the fleet. The surviving brothers have only a limited range of weapons, and most are armed identically. Powered armour and weapons are of standard type.

BERSERK DEATH SPASM

The marines are rapidly approaching the moment when they will be claimed by the warp contagion. No-one knows when this be. The rigours of combat tend to initiate the final stages of the disease, warping more and more raw energy into the marine during his final moments.

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Home : Appendix : Medics by Rick Priestley and Graeme Davis (White Dwarf 102) MEDICS

The Marines tensed as they heard the faint hut unmistakable sound of an approaching Mole Mortar shell. Battle-brother Draeg was already moving before the earth began to bulge upwards - hurling himself flat onto the rising shell before his brothers even saw it. He was only fully aware of his action when his world exploded in white flame that hurled him down into darkness.

It was the feel of cold air on his face and the acrid smell of burnt flesh that revived him to a dim awareness. He struggled to ignore the pain of his shattered body and made his remaining eye focus on the figure that knelt beside him.

'Your wounds are too grave, brother.' He heard the Medic speak, as though from a great distance. 'Do you desire the Emperors Peace?' The Medic raised the carnifex, and Draeg was dimly aware of the click as the bolt was drawn back into the firing position. With what remained of his life. Draeg tried to speak. The Medic seemed to understand.

'The others? They are whole, Brother. You saved them. Your name is entered in the Book of Honour.'

Draeg nodded weakly. and closed his eye. His gene seed would return to the Chapter.

All Marines pick up a certain amount of medical knowledge during the course of their initiation into the Chapter, but only those who show an aptitude for such knowledge are chosen to study the sacred rites with the Chapter's surgeons. It must be stressed that Field Medics are primarily soldiers whose duties have been expanded to include the practise of medicine, rather than specialist surgeons who have been given military training. Such individuals are first and foremost warriors, and greatly honoured ones at that. Only champions and heroes are ever initiated into the ways of the Apothacarion - such is the importance of their duties. For it is the Medics who must maintain the bodies of their comrades, in a similar way to that in which members of the Adeptus Mechanicus service and maintain support equipment and vehicles. Without the selfless devotions of its Medics, the fighting forces of the Imperium would soon be eroded to the point where they were http://www.criticalhit.co.uk/w40krp/WD102_Medics.shtml (1 of 3) [25/05/2002 15:51:39] Medics (WD102)

incapable of fulfilling their duties.

The duty of the Medic, my Brethren, is a sacred one. We embody the Emperors divine will and his holy purpose. We bring death and we bring life. Let those true to Humanity's cause give thank for our work. Let the impure bow down before our swords.

Extract from an address on the completion of Medic training attributed to Surgeon- Commander Grigor Markhava. Widely distributed as an exemplary text after his heroic death during the storming of the Bourne slave-pits on Gabin 240 (2150982 .M41) when he gave his own blood to save the life of Lieutenant Commander Anders Belman at the height of the fighting.

It is possible that a casualty's injuries maybe so severe that he will succumb to them irrespective of the treatment available. In these cases, the Medic has the solemn duty of administering "the Emperor's Peace" - euthanasia - to those warriors who deserve it. The Medic's medi-pack includes a special humane-killer for this task, called a carnifex - a solid spring-loaded piston of metal. This is applied to the sufferer's temple, its powerful spring hurling the piston through the Marine's brain and killing him instantly. Any Marine suffering from a critical head or body wound may be despatched in this way if the player wishes (only the medic on the spot can judge whether a Marine is going to survive his wounds). The Medic achieves this automatically once in contact with the sufferer.

Another vitally important duty which the Medic must perform is the recovery of Progenoid glands from fallen battle brothers. As explained in White Dwarf 98, the recovery of the gene seed encoded within these glands is vitally important to a Chapter's survival and prosperity. Progenoids may be recovered at the same time that the carnifex is used.

Do not fail your Brothers. Though their bodies die, their spirit must return to the Chapter. That is your charge.

- Medic Credo

In Nostra Mantis - Progenies Futura

There was a slight sucking sound as the Progenoid was removed.

'Rejoice, Brother.' whispered the Medic. 'Your gene seed returns to the Chapter.'

Medics in the Army are no less honoured than their Marine counterparts. They are not concerned, of course, with the recovery of progenoid glands, and their training is somewhat less sophisticated, since their patients do not have the enhanced physiology of Marines. Nevertheless, they are always both heroic fighters and dedicated servants of their division. In recognition of the value of their services, Army Medics are often seconded to the Administratum after 20 years service.

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In addition to their medical duties, all Medics participate fully in combat, fighting to the best of their considerable abilities. They always operate as independent characters and are never attached to squads.

Marine Medics are often armed with chain swords and bolt guns or pistols, while those in the Army usually carry laspistols and chainswords. This is in addition to the standard equipment carried by the rest of the force with which they fight. All medics carry a standard medi-pack to allow them to perform the rites of diagnosis, and to administer drugs such as frenzon, etc.

The Medic ran the Medi-Pack's sensor over what remained of the Marine's leg.

+ + + EXTENSIVE FLESH LOSS + + + ARTERY SEVERED+ + + RETRIEVABLE

A fine probe slid smoothly from the pack, piercing the flesh just above the wound. The pumping blood turned from red, through orange to yellow, forming a crust which covered the wound completely. The crust hardened rapidly as the probe withdrew.

+ + + REPAIR COMPLETED + + +

To increase their mobility, Medics are often equipped with jump packs, or mounted on bikes. Additionally, the ubiquitous Rhino AFV is commonly fitted out as a mobile field medical station where more severe wounds may be treated. Such vehicles are, of course, clearly marked with the Imperial Medical symbol.

Regulation Battledress for Marine Medics is all white, apart from the helmet which retains appropriate Chapter colours, and the right shoulder pad bears the medical symbol. Some Chapters, however, use variations on this theme, e.g., Iron Hand Medics wear the normal Chapter colours - apart from the right arm, shoulder and medic- pack.

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http://www.criticalhit.co.uk/w40krp/WD102_Medics.shtml (3 of 3) [25/05/2002 15:51:39] The Mentor Legion (WD98) Warhammer FRP - Warhammer 40k - Forums - White Dwarf - Email - Store

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Home : Appendix : The Mentor Legion by Bryan Ansell, Alan Merrett and Paul Cockburn (White Dwarf 98) THE MENTOR LEGION

Commander Isiah studied the group of Marines at the far end of the great hall, their garish armour oddly fitting the gaily coloured light which poured through the stained glass arch of the chapel windows. They were deep in conversation and oblivious to his entrance.

Isiah walked forward and one of the five looked up.

'Ah, Commander Isiah, we were expecting you.' The five closed their conversation and faced the Commander, two of them grinning broadly, the others stern-faced and tight-lipped. Isiah tried hard not to be irritated by the lack of manners the five displayed, and the rather incourteous greeting he had received.

'You arrived early and I've been . . .detained,' he hissed.

'Well we're here now and would like to get started immediately, unless you've other plans?' The question was rhetorical. They all knew that Isiah wanted to get them onto Golance quickly.

'A shuttle has been fuelled and is awaiting you at port 6A.'

'That won't be needed Commander. We have our own transport. Just tell us where you want us to fight, we can handle the rest.'

Isiah was more than sure that they could. He'd been sure that they could handle the problem on Golance ever since he received news of the thought transmit. His Chapter was at its lowest ebb, unable after countless attacks, to rid the planet below of the pestilent Eldar scum who had gained control of the planet's secret arsenal. Already 350 men and officers of the Flesheaters Chapter of Space Marines had died at the hands of those vile, outlawed aliens. The arrival of these five warriors could soon change the course of the war, for they had been sent to him by the Mentor Legion in a deal that was eminently fair and honourable; Isiah receiving five soldiers of unparalleled skill for the course of this war, in return for simply giving them the experience of a real fight. http://www.criticalhit.co.uk/w40krp/WD098_Mentor_Legion.shtml (1 of 4) [25/05/2002 15:51:57] The Mentor Legion (WD98)

'I'd like you to join 8th Company on the Ashenplain of Rox and co-ordinate a full- scale assault on the arsenal's northern entrance. You'll have full air support and 115 fresh men. The aliens have concentrated their defences south of the plain and I'll be personally directing diversionary attacks against these.'

'Thank you Commander. Shall we be started?'

THE MENTOR LEGION

The Mentors are a relatively new Chapter. Formed in the Twenty-Sixth Founding, during the middle part of the current millennium, they received the number 888. This previously belonged to the Star Scorpions Chapter. The latter were a Chapter of the Twenty Fifth Founding and had the dual misfortune of producing redundant gene-seed and being utterly devastated by Warp entities when the Chapter's Fleet became trapped in Warp-space. The exact fate of the Scorpions is not known. However, the Emperor decreed that the chapter be considered dead.

The redundant gene-seed hampered Imperial efforts to rebuild the Scorpions Legion and eventually the Bio-engineers and Chem-architects of the Adeptus Mechanicus were forced to concede defeat. For a time it seemed that the number 888 would never be raised again, but some years later, a new Founding in the offing persuaded the Priesthood to revisit the chapter regalia. Thus the Mentors were born. They received the uniforms and number of the extinct chapter but instead of the redundant seed, they were given an entirely new generation of genetic material collated from the storage banks of the Earth laboratories.

The new chapter is highly unusual and their modus operandi is quite different from that of the bulk of the Legiones Astartes. The Mentors have an extraordinary capacity for learning, particularly of matters military. The chapter's main pursuit is therefore one of perfecting the fusion between science and art of war, and military technology. They do not engage in campaigns or wars as other chapters do, but instead 'loan' squads of Marines to other Imperial military bodies. Squads of Mentors may be found fighting alongside the Imperial Army or even other chapters

throughout the galaxy.

The Chapter is roughly organised in much the same fashion as the Ultra-Marines. However the bulk of the chapter are never seen, the location of their headquarters and Monastery-Retreat being an absolute secret. Only the very highest strata of the Priesthood are aware of its exact location. Here the Mentors perform their rigorous training and disciplining. The massed ranks of the chapter are exhaustively trained in the art of war and in the use of Imperial military hardware, both old and new - the Chapter acting as a test bed for the latest Imperial technology. While a large proportion of the chapter is permanently based at their secret HQ, the balance of the chapter are sent out on missions, including the elite Brethren.

The basic rationale behind squad loaning is that the Mentors are able to extract http://www.criticalhit.co.uk/w40krp/WD098_Mentor_Legion.shtml (2 of 4) [25/05/2002 15:51:57] The Mentor Legion (WD98)

the maximum amount of information regarding the fighting prowess and techniques of just about any Imperial military organisation. 'Loaned' squads returning to chapter HQ bring with them an invaluable record which is without parallel in the galaxy. The chapters and armies to whom these squads are sent benefit from having these superior warriors join them for a campaign or battle. An extra benefit to the Mentors is that they are also able to claim and maintain an honourable record of real combat experience. Even in the short period of the Chapter's existence, they have amassed an enviable Roll of Honour.

Another facet of the Mentors is the development and training of the chapter's Elite Cadre. It was originally envisaged that this would perform a number of important semi-military roles, from counter-terror operations to complex undercover missions. They would be the Imperium's ultimate human warriors, capable of dealing with any threat outside a normal chapter's area of expertise. This aim has not been fully realised as yet, but the Mentor Elite Cadre are even now amongst the very best that the Imperium can offer. They too are sent out to aid other Imperial military units in the pursuit of galactic security. The Elite Cadre are also frequently called upon by the Inquisition who recognise their superior skill at arms.

At any given time, the Mentors are likely to have as many as 25 Tactical squads out on-loan to other commands, and there are usually at least 10 squads of the Mentor Elite Cadre on missions. The rest of the chapter remains hidden, forever engrossed in the training and experimentation program.

Any army unit or chapter may include a single squad of the Mentor Chapter in their battle orders. This squad can be either one of the rank and file Mentor Tactical squads or may be a group of Mentor Elite Cadre.

MENTOR CHAPTER SQUAD COMPOSITION

The following units are all typical examples of squads sent out to other armies by the Mentors. The chapter itself will never put into battle. These units will only ever be found serving under other commands.

RANK AND FILE SQUADS

These are organised around the archetypal Imperial system of the ten man squad. In addition, they uphold the tradition of splitting into two groups of five men each when in battle. There is no Sergeant in the Mentor squad, as each man holds the same rank and any of the ten may be nominated the leader (or two leaders, if the squad splits into battle units of five).

ELITE CADRE

The Elite Cadre of the Mentor Chapter are the most advanced warriors of their kind in the galaxy. There are two ways Marine or Army commanders can employ them on the battlefield. First the cadre element may simply be used as a powerful http://www.criticalhit.co.uk/w40krp/WD098_Mentor_Legion.shtml (3 of 4) [25/05/2002 15:51:57] The Mentor Legion (WD98)

squad, gaining the benefits of the Targeting-Web facility and other special equipment; alternatively, the models may become leaders for other units. The latter is preferred by Army Commanders as the Elite Cadre make especially good leaders for units of normal warriors.

Each member of the Elite Cadre has the profile of a Marine Minor Hero. This represents the adaptability of the chapter's advanced training techniques. The models also have the powerful Targetting-Web, Timewarper, and Shift Field (see below) available to them, and all models are armed with Mentor Bolt guns. The Timewarper and Shift Field are individually carried items and must be assigned to particular models. These items can be used to enhance any unit joined by the Mentor carrying them.

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Home : Appendix : Mordian Iron Guard by Rick Priestley (White Dwarf 184) MORDIAN IRON GUARD

The Iron Guard are the champions of the Tetrarchy of Mordian, standing between the planet's continued survival and anarchy and destruction. Resplendant in their distinctive bright uniforms, they are instantly recognisable and form a loyal bastion against the encroachment of Chaos.

TREACHERY!

In the long and sinister annals of the Inquisition there are many tales of treachery and horror, of the destruction of worlds and the triumph of man's greed and foolishness. It is a record of human weakness and the power of the Dark Gods of Chaos.

Yet amongst that record of lost planets and mortal defeat there are a few stories of human victory rare cases where the daemonic army of Chaos has been turned aside at the moment of success and driven back into the void from which it came. One such place is Mordian - the World of Eternal Night.

MORDIAN

The Mordian day is the same length as the Mordian year, the small planet turning upon its axis once each time it completes a circle of its sun. As a consequence, one side of Mordian is constantly burned by the fierce heat of the sun, whilst the other side lies in eternal darkness. The scorched side is lifeless and barren, a desert of splintered rock and canyons where mighty armies clashed during the Age of Apostasy thousands of years ago. On Mordian, all life is on the dark side.

The slow revolution of Mordian does little to stir its thick atmosphere, so the weather is constantly hot and still with no natural breezes to move the oppressive air. In the sultry darkness the Mordians go about their daily lives. Ancient and ruinous cities sprawl across the planet's dark surface. Pyramidal, multi-levelled towers reach for the sky and rise like mountains towards space. Hundreds of millions of people exist upon a land surface barely one tenth the size of Earth.

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Mordian is a world that seethes with people, a crowded and dark world whose rulers, the Tetrarchs of Mordian, must fight a constant battle against anarchy. Only the most careful husbanding of Mordian's resources keeps its massive population alive. All food, all clothing, all essential resources and supplies are strictly controlled and rationed. This enables the Mordians to survive albeit with the utmost effort and in considerable impoverishment.

Such harsh and demanding conditions naturally breed discontent. Few people really understand the predicament they or their planet is in. Others care nothing for their fellow men and seek only to accrue personal wealth and power regardless of consequences. In the decaying, multi-levelled cities crime is rife. Gangsters and criminal warlords rule an underworld where life is cheap and where the desperate are merely pawns to be expended as their masters please.

THE IRON GUARD

The Mordian Iron Guard stands between order and anarchy. They are the champions of the Tetrarchy of Mordian, uniformed in bright colours and fiercely loyal to their cause. Their enemies are all those who would divert the scant resources of Mordian or threaten its continued existence. They fight a constant battle against the criminal warlords of the undercity, insane gangs of cannibals, and misguided rabblerousers who would sooner see universal destruction than endure the sacrifice necessary for the survival of the world.

The Iron Guard are ruthless in pursuit of their enemies. Their discipline is legendary and their training is as rigorous as possible. All who fight in the Iron Guard understand full well the horror that would engulf their world if they were to fail in their duty. Their loyalty and determination is all that keeps Mordian from plague, starvation and savagery.

THE CONSPIRACY OF CHAOS

The greatest threat to Mordian came one hot summer. The stifling heat was unusual even for Mordian. The planet seethed with unrest. Beneath the streets brooded a secret conspiracy that posed a threat far greater than any seen before. In the depths met a dark conclave, a group of men who knew the extent of Mordian's wealth and wanted it for themselves. Away from the sight of saner citizens they made their incantations and called upon the Dark Gods of Chaos.

A spell was begun. It is impossible to say how much innocent blood was spilled to fuel their sorcery, or what sinister pledges were made to their dark masters. Those that cast the spell sought only personal power. Their lust knew no bounds. They would destroy the planet itself if they had to. They cared no more for its teeming millions than did the Chaos Gods.

The summer grew hotter as the spell neared its completion. Many strange things were reported in the capital. The cannibal mobs and criminal gangs were restless. http://www.criticalhit.co.uk/w40krp/WD184_Mordian.shtml (2 of 5) [25/05/2002 15:52:07] Mordian Iron Guard (WD184)

Men saw winged monsters hovering in the city lights. People disappeared without trace.

A SKY OF FLAMES

At last the spell was complete and suddenly the world shook as its sky erupted into flame, and from the flame came the Warlords of Chaos itself. From the Eye of Terror distorted and ugly spacecraft soared into the Mordian skies to rain fire and destruction upon the world. Chaos Space Marines poured into the city slaying all around in a great and bloody sacrifice to their gods. Daemons stalked the burning towers and hunted the souls of those that fled from the devastation below.

From their dark hiding places the servants of Chaos crawled to bathe in the fire and terror of their world, confident of their master's favour now that their work was done.

CHAOS WAR

As the sky exploded into flame the Tetrarchs of Mordian ordered their Astropaths to send psychic calls for help. The power of Chaos was so strong that the Astropaths' minds melted with the effort. It was impossible for anyone to say whether the messages got through or if help was on its way.

Meanwhile, the Iron Guard fought a gallant resistance against the daemonic assault. Whilst lesser men fled in terror before the might of Chaos the Iron Guard stood their ground, pouring volley after volley into the enemy ranks. At last the Iron Guard Captains were forced to give the order to withdraw. Though their men would stand until the end they could achieve little against the hordes that opposed them. Reluctantly the Iron Guard regrouped around the capital, abandoning the rest of the planet to the enemy.

Whilst the forces of Chaos rampaged throughout Mordian the Iron Guard prepared the capital's defences. Every building became a fortress, every tower a strongpoint, and every street and plaza a killing-zone for the Iron Guard's carefully sighted weapons. At the centre lay the Tetrarchal Palace itself, from which the defence of the capital was co-ordinated.

When the attack began the Iron Guard was well prepared. Chaos Space Marines fell before their well disciplined fire as shot after shot struck their ranks. Channelled into well prepared fire traps the Chaos Marines were easily repelled, but far greater and more potent foes followed upon their heels.

ATTACK FROM THE DEPTHS

From the sewers and service ducts poured an army of those who had sold their souls to the Dark Gods. Clad in rags and armed with no more than iron bars and lengths of chain they threw themselves upon the defenders. Driven by their insane http://www.criticalhit.co.uk/w40krp/WD184_Mordian.shtml (3 of 5) [25/05/2002 15:52:07] Mordian Iron Guard (WD184)

devotion to Chaos they cared little if they lived or died, and thousands were cut down by the devastating weapons of the Iron Guard. Nonetheless, this attack from an unexpected source left the defenders unprepared for the next assault.

The forces of Chaos moved upon the Iron Guard with purpose. Daemons and Chaos Marines advanced as one. Bloodthirsters of Khorne roared a great challenge to chill mortal blood. Keepers of Secrets stalked the battlefield, slaying those that dared to look upon them with a withering glare. Whirling Horrors skipped and chattered in an eerie blur of incandescant power. It was a terrifying sight, yet the Iron Guard held firm before the onslaught though many paid the ultimate price for their devotion.

Street by street, building by building, the Iron Guard fell back into the heart of the city. Their lines drew tighter but refused to break, as attack after attack was repulsed. When losses grew too heavy to endure, or as positions were outflanked and became untenable, the Iron Guard withdrew to another line, always preserving what they could of their men and weapons. It was a battle fought with all the tactical brilliance and discipline the best Imperial troops could hope for. Yet it was a battle the Mordians could not win. Eventually they would have nowhere left to retreat to.

THE BATTLE FOR THE PALACE

At last the Iron Guard took position around the Tetrarchal Palace itself, the last strongpoint on the whole world. Behind hastily constructed defences the infantry waited for the inevitable attack. From the towers and ceremonial balconies the barrels of lascannons and other heavy weapons glinted in the light of the burning sky.

Suddenly the horde of Chaos was upon them, screaming and bellowing in its might. Greater Daemons of Nurgle strode clumsily amongst their minions, rising above them four or five times the height of a man, giants and lords of their foul kind.

The bloated daemons shuffled forward, putrid innards spilling over the ground, nauseous gasses bubbling from rents and tears in their leathery flesh. Beside them were the Chaos Space Marines of that pestilential God, their armour green and rancid with decay, their rank bodies stiff with disease. Before them came a black cloud of flies which buzzed about the Iron Guard, crawling into eyes and ears, and filling their mouths with black hairy bodies.

The Iron Guard's lasguns spat a volley of death into the screaming horde. Again the lasguns cracked with a single voice, as the Captains ordered shot after shot into the vile mass. From the Tetrarchal Palace came the chatter of autocannons, the angry scream of boltguns, and the piercing shriek of lascannons. With mechanical precision the weapon crews loaded and fired, loaded and fired, never stopping for one moment or breaking their routine. Deamon gore ran like a foul river in the once white square, but as one beast fell another twice as hideous http://www.criticalhit.co.uk/w40krp/WD184_Mordian.shtml (4 of 5) [25/05/2002 15:52:07] Mordian Iron Guard (WD184)

marched over its body towards the Iron Guard's position.

The Captains ordered their men back to the Palace steps and formed a firing line. Their discipline intact, the Iron Guard prepared for a single volley before the forces of Chaos fell upon them. Their final moment had come, though there were few left now to witness their inevitable defeat.

THE TIDE IS TURNED

Little could the defenders of Mordian know of the power or purposes of Chaos. How could they imagine, as the hordes of Chaos advanced upon them, that the Chaos gods' hold upon Mordian was but a tenuous one. The spell that brought them to mortal space and imbued the flesh of their servants with physical energy was almost spent. The fires that burned in the sky were growing dim and the bellows of daemons echoed shallowly in the air.

As the Iron Guard watched, their enemies dissolved before their eyes. The sky darkened to its customary blackness. In the dark the guiding lights of Imperial spacecraft glittered amongst the stars. The Iron Guard had won not just a battle, but the most precious thing of all - time. From beyond the orbit of Mordian Imperial psykers had wrought a counter spell to break the hold of Chaos. Whilst the Iron Guard fought upon the planet, a separate battle of wills had raged between mortals and gods. Only the Iron Guard's heroic resistance had given the psykers enough time to work their mystical abilities before the planet was won for Chaos for all time.

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Home : Appendix : Ogryns by Ivan Weeds and Graeme Davis (White Dwarf 110) OGRYNS

Ogryns are among the largest and most powerful of the Abhuman breeds yet discovered - only the Minotaurs, a strain of giant Beastman, can match them for sheer destructive power. The bulk of Ogryn worlds were originally prison planets, and when these worlds were brought back within the Imperium after the Age of Strife, the harsh planetary conditions were found to have wrought a particular pattern of changes upon the inhabitants.

Obviously, those planets which are selected for use as prison worlds have no better use to the Imperium; they are generally barren, and lacking in native food species. They are harsh environments, and those who survive there must be unusually resilient.

EVOLUTION AND PHYSIOLOGY

Ogryns evolved on planets with harsh environments, little food, and some hostile life-forms of animal and lower intelligence. The physical traits displayed by Ogryns are a direct response to environmental demands.

Firstly, their size and strength. Ogryns are generally half as tall again as the average Human. They are more heavily built, even in proportional terms, with a muscle mass to height ratio almost twice that of a Human. Their bones are heavy, and their skin is thick, with few sensory nerves.

This build is largely a response to hostile native life-forms; the Ogryn has become large enough to fight most native predators and win, using the improvised and primitive weapons which are the only defence available on a prison planet. It also suits the Ogryn for a predatory role, relying on size and strength to overcome prey.

Secondly, their digestive system. In response to the generally barren nature of their home planets, Ogryns have developed a digestive system which is capable of deriving nutrition from almost any organic substance. Their capacity for eating - far in excess of that of a normal Human - derives from the need to eat everything available when food is found, and store it against the long fast until more food is discovered. http://www.criticalhit.co.uk/w40krp/WD110_Ogryns.shtml (1 of 6) [25/05/2002 15:52:40] Ogryns (WD110)

Finally, their intelligence. On their home planets, the constant struggle to survive and find food leaves no time for any other activity, and the Ogryn brain has undergone a degree of atrophy. They are often thought of as stupid by normal Humans, and indeed their intelligence and reasoning capacity is lower. However, their brains are attuned to survival - fighting and eating - to such a perfect degree that, on their own terms, there are few races in the known galaxy that can match them.

APPEARANCE

The basic appearance of an Ogryn is that of an oversized and coarsely-formed Human. They stand 2.5-3 metres tall, and are very heavily built by Human standards. Limbs are short and heavy, and hands are large and clumsy-looking.

Ogryns have large heads - the thick bone of the skull often makes them look disproportionately large by Human standards - with heavy, prominent jaws. It is common for the lower canine teeth to grow into protruding tusks. Fighting is natural to Ogryns, and even the friendly altercations they have among themselves can lead to minor injuries. Ogryns are almost always heavily scarred, and broken teeth are common.

There is some variation on the basic Ogryn physique, according to homeworld. Ogryns from the planet Skraag (Imperial designation Beta-Entebes III) tend to be taller and rangier than other Ogryns, with a distinct yellow-brown tinge to their skin owing to the high concentration of volcanic sulphur dust in the atmosphere; they are also renowned for their highly distinctive smell. On the other hand, Ogryns from Ugglob (Imperial designation Dranno IV) are shorter and stockier, with larger heads. The high humidity of this planet's atmosphere has led to Ugglob Ogryns developing an astonishing range of warts and other fungal disorders.

The majority of Ogryns cultivate an appearance which is in keeping with the mediaeval level of technology of their homeworlds; skins, coarse cloth and chain mail armour are common, as is the practice of body-painting, tattooing, and ritual scarring. Hair varies in coarseness and colour, and many Ogryns are completely bald. Those who are chosen to lead Ogryn squads in the Imperial Guard often adopt military styles, with short hair, heavy boots and fatigue-style trousers. Some will have their unit badge tattooed onto their chests, along with victory and devotional symbols, such as Imperial eagles, skulls and crude copies of other Imperial insignia. Like other Imperial Guard troops, Ogryns are enthusiastic collectors of battle badges, but lacking helmets they often attach them directly to the thick bone of their skulls.

Ogryns have scant regard for hygiene by normal Human standards, and the phrase 'downwind of an Ogryn' is widely used to describe atmospheric contamination and other malodours. Most Ogryns are infested with parasites of various types and sizes, and certain species are actively cultivated as pets and

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emergency food stores. Some of these parasites are very large - the Scorathian Armpit Louse, for example, is the size of a Terran rat, and is bred and traded among the Ugglob Ogryns and others with whom they come into contact. Races and fights involving these creatures are a common off-duty pursuit, with up to a day's rations being bet on the outcome.

The Ogryns have been known to produce mutants - although some argue that they are mutants to begin with. On the basis of Imperial studies to date, the probability and extent of mutation appears to be almost exactly the same as that for normal Humans. It is rare in the extreme for an Ogryn to develop psychic powers.

OGRYNS AND THE IMPERIAL CULT

While the finer points of the Imperial cult probably escape most Ogryns, their devotion to the Emperor is beyond question. Ogryns in the Imperial Guard, in particular, have an almost childlike faith in the Emperor, perceiving him as an all- knowing, omnipresent force who watches their every move on the battlefield, handing down orders personally through the chain of command. The highest praise to an Ogryn is to tell him that the Emperor is pleased with him. Coupled with their natural love of fighting and contempt for pain and danger, this faith in the Emperor makes Imperial Guard Ogryns capable of apparently insane acts of bravery.

During the wars of the Horns Heresy, Ogryns served to great effect in the Imperial Guard forces of both sides. From the records that are still available, it seems that those who fought for Horus had been told that they were fighting for the Emperor, and that the Loyalists were in fact traitors.

Ogryns are particularly impressed by the Commissars of the Imperial Guard, whom they regard as being in constant touch with the Emperor himself. An Ogryn will always show a Commissar the utmost respect, enquiring endlessly about what the Emperor thought of various things the Ogryn has done and even offering the Commissar his own ration to gain favour.

While the Commissars normally confine their attention to the Human officers of an imperial Guard force, there have been occasions, in forces with a particularly strong Ogryn presence, when an Ogryn platoon has had a Commissar of its own. The presence of a Commissar will inspire Ogryns to outstanding acts of reckless courage and self-sacrifice - after all, as they reason, if they have a Commissar with them, then the Emperor must be watching them even harder than usual.

Some Imperial Guard Commissars have made a speciality of dealing with Ogryns, and have come to understand their psychology and motivations as much as any normal Human ever can. These so-called Ogryn Commissars' are sometimes regarded with disdain and suspicion by their fellows, who are suspicious of the Ogryn outlooks and mannerisms that they have acquired from their close contact with these huge Abhumans.

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Like other Abhuman breeds, Ogryns have been taken into the service of the Imperium, finding niches where their natural talents and tendencies may be put to the best use. In the case of Ogryns, this is almost exclusively in the Imperial Guard.

The Imperial Guard

Every inhabited world in the Imperium has to provide troops for the Imperial Guard, and the Ogryn homeworlds are no exception. Indeed, the lure of regular rations and adventure on worlds whose climates are seldom harsher than home is enough to keep millions of Ogryns flocking to join the Guard.

Ogryns generally prove to have an ideal temperament for service in the Imperial Guard. They keep to themselves for the most part, although they have a great respect for officers - and particularly Commissars - whom they see as close to the beloved Emperor. Ogryns have little in common with the other strains of Abhuman, but will co-operate with all other parts of the Imperial Guard. They can respect Beastmen for their ferocity and Squats for their hardiness, although they are never shy to point out their own superiority in both departments. Ogryns have mixed feelings about Ratlings; sniping is the lowest and most worthless form of warfare to the Ogryn mind, but on the other hand it can pay to keep on good terms with the supply and quartermaster staff, where many Ratlings serve.

Organisation

Ogryns do not follow the usual Imperial Guard practice of raising a whole Regiment from a single homeworld. Instead, they are attached to Guard Regiments of normal Humans, according to Administratum instructions. Imperial Guard Ogryn troops are invariably organised into squads of five, and all the Ogryn squads in an Imperial Guard Company are put in the field together, in the same way as a platoon of normal Human troops.

Each Ogryn squad has a Sergeant-Ogryn leader, who has been subjected to Adeptus Mechanicus brain-enhancement biochem, or BONE treatment (Biochemical Ogryn Neural Enhancement). Ogryn leaders are known as BONEheads, a title which they bear with considerable pride. BONEheads are able to be educated to a limited degree in small-unit tactics and the operation of equipment such as communicators and weapons like the ripper gun.

Within the Guard, Ogryns are restricted to their own squads, and do not normally rise above the rank of Sergeant. Even with BONE treatment, their minds are not suited to command of a force larger than a squad. Ogryns are sometimes modified into Servitors by the Adeptus Mechanicus, for tasks where their size is an advantage.

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Ogryns in the Imperial Guard are normally armed with the same primitive weapons that they use on their homeworlds. Large crushing and cleaving weapons such as maces, axes and even tree-trunk clubs are common.

They are trained in the use of grenades, but the normal grenade types are too small for their large, clumsy hands. Instead, they are issued with a specially- designed Ogryn frag grenade, which takes the form of a metal cylinder six to eight inchçs long and two to three inches in diameter, with a ring-pull arming mechanism at one end.

BONEheads may be issued with the Fragmentation Autogun (Ogryn), universally known as the Ripper Gun. This is a drum-fed, large-bore automatic shotgun firing heavy shot. Its limited range is no great disadvantage given the Ogryn preference for close assaults, and at short ranges its effects are devastating.

Armour varies widely. In general, the supply of advanced armour types in Ogryn sizes is limited, and most Imperial Guard Ogryns wear primitive armour brought with them from their homeworld. This is a mixture of chain, plate, and the hides of exceptionally resilient homeworld creatures, such as the Armidiliian Plate Lizard. Limited supplies of Ogryn-sized flak and mesh armour are available to some Imperial Guard Regiments, and this is generally issued only to BONEheads.

On the whole, Ogryns show a preference for armour which leaves the arms free to deliver 'a good, solid belt'.

Vehicles

For the most part, Ogryn platoons do not use vehicles, owing to their large size and incomplete grasp of technology. However, BONEheads do have the degree of intelligence required to drive a Rhino APC, and some units of the Imperial Guard have specially converted open-top Rhinos for transporting Ogryn squads.

Standards

Although they do not have Command Sections like other Guard troops, Ogryns often adopt unofficial standards of their own. These are usually carried by the Sergeant-Ogryn leading the platoon - and sometimes all the Ogryns in the platoon are fitted with back-banners. Banner designs vary widely. As well as copies of regimental standards, Ogryn banners may feature an image of the Emperor, portrayed as an Imperial Guard Commissar - a natural symbol of authority to the Ogryn mind. They also use tribal designs from their homeworlds.

In addition to their standards, Ogryns often mark successful battles or individual kills with tattoos, usually based on the symbols of their homeworld tribe. These may be simple stripes of colour, or small skulls, usually on the face or arms.

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Service Outside the Imperial Guard

The vast bulk of Ogryns in Imperial service belong to the Imperial Guard, but it is not unknown for them to serve in other capacities. Like other Imperial Guard troops, Ogryns can be seconded to the entourage of a Rogue Trader, wearing a tabard bearing the Rogue Trader's colours and emblem in addition to their normal clothing and armour.

On some Imperial worlds, Ogryns are drafted into the Adeptus Arbites, since their strength, ferocity and imposing bulk make them effective on a psychological level as well as in actual conflict. Often in such cases the mere presence of Ogryns can prevent trouble or bring it swiftly to an end.

Planetary governors and other dignitaries sometimes employ Ogryns as bodyguards, having found that a squad of these huge Abhumans at one's shoulder can add a certain amount of authority to one's commands. Certain Inquisitors, too, will travel with Ogryn servants; these individuals will normally have received BONE treatment.

RENEGADE OGRYNS

It is known, but rare, for Ogryns to take the field against the Imperium. The use of Ogryns by Imperial Guard units serving Horns has already been mentioned, and on rare occasions Ogryns will serve with pirate or rebel forces. Once Ogryns have been recruited into the Imperial Guard, however, their basic training and indoctrination fills them with a simple but unshakeable faith in the Emperor, and revolt is practically unknown.

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Home : Appendix : Orks by Bryan Ansell & Nigel Stillman (White Dwarf 123) ORKS

SOCIAL ORGANISATION

THE HOUSEHOLD

The Ork household is the basic element of the Orks' social organisation and the basic fighting unit of their armies. Every household has its most important or senior members - called Nobz. It also contains many more ordinary Orks - Da Boyz - plus maybe a few of the strange Oddboyz. Households also have plenty of Runtz - Gretchin and Snotling servants.

THE FAMILY

An Ork family is an extended social group that includes many Households. The leader of a family will be the top Nob of all the Households.

Each family has a heraldic symbol and a family name. If the family symbol is a totem beast, the name reflects some savage aspect of the animal, such as the Rabid Fangs, Venomous Bites, Raging Beasts, or Snarling Jaws. A few families have adopted or acquired newer names, such as the Blasting Bolters, Melta- Maniaks or Wicked Fire.

THE CLAN

An Ork clan includes many families. Each clan incorporates Nobz, Boyz and Oddboyz, and the Gretchin and Snotling Runtz but in differing proportions. These reflect the character and traditions of that clan. The six principle clans are briefly described below, though there are undoubtedly more.

The Goffs, a very militaristic clan, have many Nobz. These nobles form an arrogant military aristocracy within the clan. They also have the largest number of ultramilitaristic youngOrks, known as Stomiboyz, but few Runtherdz or Weirdboyz.

The Goffs are identified by their preference for black gear and the clan totem, http://www.criticalhit.co.uk/w40krp/WD123_Orks.shtml (1 of 7) [25/05/2002 15:52:47] Orks (WD123)

which is a black bull's head. This clan's favourite colours are black and red, and they prefer to decorate their clothes with chequer patterns or with a solid border in a contrasting colour. Very bright colours, war paint and tattoos are generally shunned. As in all the clans, Nobz often wear long coats decorated with glyphs. These can say virtually anything the Nob wants: his name, battle honours or favourite sayings and insults. Another common custom is to paint clan or family insignia on weapons and other property to show ownership.

Backplates are usually black, with the family number indicated by a coloured number rune. This is typical of the Goff's no-nonsense view of life. They say who they are in a straightforward and simple way. The head family replaces numerals with the clan's bulls-head symbol. Excessive decoration and bright colours are held to be highly unsuitable in the Goffs' eyes, and they consider clans like the Bad Moons to be quite decadent in their tastes.

The Bad Moon Clan are noted for their wealth and flamboyance. This clan has an unusually large number of Weirdboyz and a large number of particularly eccentric and ostentatious Nobz. The Bad Moons own many Gretchin servants, and rely on them to attend to most of their needs.

The totem of this clan is a grimacing, yellow moon surrounded by a halo of black flames. The Bad Moons are a very wealthy and ostentatious clan. Their style of dress is flamboyant, with yellow and black as predominating colours. They favour striking patterns and garish war paint and flaunt their wealth by wearing elaborate personal adornments.

The Bad Moons have many cheerful Gretchin artists who lavish their time and talents on the family regalia. Each family elaborates or customises the traditional family backplate glyph. Head families adhere to the moon symbol of the clan. The traditional Bad Moon colours of black and yellow predominate in their insignia. Each family has its own pattern of warpaint, and although standardised uniforms do not exist as such, each member of a family usually attempts to outfit himself in a roughly similar manner to his comrades.

The Death Skull Clan are renowned as arch looters of the battlefield. This clan has many mischievous, thieving Gretchin - including many runaways attracted by the battlefield loot. They also have many Painboyz and Madboyz.

This clan are the plunderers of the battlefield. They strip the bodies of the fallen to augment their own wargear. This results in - their bizarre style of dress, made up of fragments of clothing sewn together. For example, the Boneheadz family of Death Skulls once overran and plundered an Imperial penal colony, and wore fragments of convict clothing printed with black arrows for generations afterwards.

The families of this clan show their identity with variations of their clan motif, the horned skull. There are many variants of this motif, a selection of which is shown here. The skull is coloured white against a blue ground. Blue is considered to be a magical colour among this clan, who also paint themselves with blue warpaint to http://www.criticalhit.co.uk/w40krp/WD123_Orks.shtml (2 of 7) [25/05/2002 15:52:47] Orks (WD123)

attract good luck. This clan adheres to the superstition that striking war paint wins the favourable attention of the gods - and what can be more eye catching than to paint their faces vivid blue?

The Evil Sunz Orks are not only wealthy, but unusually obsessed with the cult of speed. There are many in this clan who display an aptitude for mechanics and technology. Consequently, they have more Mekboyz than any other clan.

The totem of this clan is a blood-red grinning sun, and red is their most prized colour, perhaps because it is ritually associated with speed and power. Evil Sunz always wear at least one item of red clothing. Red is a particularly hard colour for Orks to get hold of because Mekboyz use so much painting Ork vehicles red to make them go faster. The more red an Evil Sun wears the more prestige he acquires among his comrades. Only the most respected and wealthy warriors are able to wear lots of red.

As far as the Evil Sunz are concerned, the image of the grimacing blood-red sun is all important. Evil Sunz hold clan affiliation in higher esteem than family ties, and so they bear variations of the Evil Sun symbol on their backplates, regardless of family. This is a proud clan with a strong sense of clan identity.

The Snake-Bite Clan are the most wild and primitive of the known clans. They have the most Runtherdz, in addition to numerous herds of Gretchin and Snotlings. The Snake-Bite Clan has many Madboyz and Weirdboyz, but few Stormboyz.

The Snake-Bites are a savage clan who are probably the most like their primitive Ork ancestors in their style of dress. Their clan totem is a serpent. They often wear hair squigs trimmed and dyed into crests and topknots, and some decorate their bodies with swirling red tattoos in the likeness of coiling snakes. They like to wear the bones and pelts of wild beasts, and the claws and feathers of birds of prey. Belts are often made from snakeskin and may be fastened with metal snake- shaped buckles.

True to clan custom, which harks back to feral Ork traditions, families are named after totem animals. These are always beasts noted for their ferocity, venom, or big sharp teeth. Clan whelps have to prove themselves by hunting the pelt, skull or claw of the family beast as a rite of initiation. The whelps are also toughened by allowing venomous creatures, especially snakes, to bite them, hence the name of the clan. These rites earn them the right to wear a backplate. A glyph representing the totem beast is painted on the backplate to indicate family membership, some examples of which are shown above. A more sophisticated version of this can be found on their back banners. The head family is denoted by the serpent glyph of the clan.

The Blood-Axe Clan are the treacherous sell-swords of the Ork race. In return for payment from the Imperium, they raid other Ork clans. They are notorious trouble- makers, and are often responsible for stirring up dissension among the ranks. As a http://www.criticalhit.co.uk/w40krp/WD123_Orks.shtml (3 of 7) [25/05/2002 15:52:47] Orks (WD123)

result of their work for hire, they have plenty of rich Nobz. This clan has few Runtherdz or Weirdboyz, but lots of Mekboyz, who do their best to copy Imperial technology.

Blood-Axes wear combat fatigues and forage caps in shades of green or drab colours, commonly in camouflage patterns. This betrays die influence of Imperial military style, as do other personal adornments in the form of eagle wings, cap badges and medals. Other Orks suspect the Blood-Axes of having secret dealings with Humans from whom they have copied these ideas. These militaristic icons hold no meaning for the Blood-Axes, who have adopted the symbols purely as warlike decoration. When actual medals and badges are acquired they are deeply revered, and thought to contain potent magic for their owner. Despite outside influences, the clan has not totally abandoned traditional Ork style, and still wear warpaint, backplates, and grotesque Ork jewellery.

Members of this clan bear the clan motif of crossed axes on their backplates. Family affiliation is indicated by the ground colour. The motif itself changes colour according to family in order to contrast the ground colour and ease recognition. This neat system may have been inspired by rank markings on human uniforms.

THE TRIBE

Any large gathering of Orks under the leadership of a single great Warlord is called a tribe. A tribe may be settled or nomadic and may dominate a settlement, or an entire world. It may have an empire of its own, or be just a migrating horde of pirates and raiders whose only home is their fleet of space hulks. A tribe usually includes Orks belonging to several of the major clans. Of course, the clans are so big and scattered that all its members are not included within any one tribe. Likewise, it is possible that only one or two clans may be represented in a tribe. As a general rule, however, most types of Ork are likely to be present in varying strengths in any tribe.

The tribe implies no common link in terms of kinship or descent (as does the clan), nor any common social role or status. A tribe is simply a great horde of Orks, and its composition may include any of the known Ork clans and social types.

TYPES OF ORK

The list given below covers all the types of Ork described in the Warband list - they are gathered here for you to refer to as you read the list.

Warboss

The Warboss is the ruler of the tribe and boss of the Warband. Infamously powerful, cunning and ruthless leaders can assume the title of Warlord.

Warboss Retinue

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The Warboss is accompanied by his retinue of Nobz, Oddboyz and attendants. The Nobz and Oddboyz include close relatives, mates, and drinking cronies.

Boss Nobz Mob

These are Nobz belonging to the same Clan as the Warboss. They come from the same households that provide the Big Mob and Boyz Mobz.

Big Mob

This is the largest unit of Boyz in the Warband. The Mob is raised from the same family as the Warboss. The Warboss uses the Big Mob to enforce his authority over the rest of the tribe.

Oddboyz

Oddboyz include Mekaniaks, Painboyz, Runtherdz and Wierdboyz. They are all highly individual and usually rather eccentric characters.

Mekaniaks

Mekaniaks are Oddboyz with exceptional technical know-how. If there are plenty of Meks in the Warband, vehicles and equipment can be properly maintained with less risk of breakdowns in the middle of the battle.

Painboyz

Painboyz are Oddboyz and the surgeon-doctors of the tribe. If there are plenty of Painboyz in the Warband, more wounded Orks can be recovered from the battlefield and restored with bionic implants.

Weirdboyz

Weirdboyz are Oddboy psyker-shamans. They can focus the psychic energy of the Orks around them and unleash it in the form of psychic attacks. Weirdboyz are very powerful and med fear no other psykers or even creatures of the warp, but are also very erratic.

Runtherdz

Runtherd Oddboyz breed and raise the Gretchins and Snotlings which are vital to Ork society. Runtherdz are aired to supervise the hordes of Runtz in the Warband, Gretchin in the use of arms and prepare Snotling assault ups for Shokk Attacks.

Mobz

A Mob is a group of Orks - sometimes a fighting unit, sometimes just a bunch of http://www.criticalhit.co.uk/w40krp/WD123_Orks.shtml (5 of 7) [25/05/2002 15:52:47] Orks (WD123)

Orks who all fight as individuals.

Boyz Mobz

Boyz Mobz are units of fighting Ork warriors, known as Da Boyz. According to tradition, each household in the tribe sends a Mob of at least 5 Boyz to join the Warband.

Nobz Mobz

Nobz belonging to any of the clans in the Warband apart from the Bossclan. They come from the same households that provide the Boyz Mobz.

Stormboyz Korps

Stormboyz are young Orks who have rebelled against the time-honoured Ork traditions of unruly misconduct. They extol the virtues of discipline, regimentation and obedience. They drill regularly, march in step, salute the Boss Orks and even polish their jackboots!

Mad Mob

Madboyz are deranged and eccentric orks. Due to their unpredictable and erratic behaviour they are gathered together into a Mad Mob. Madboyz are regarded with a mixture of amusement and awe by other Orks.

Wild Mob

Wildboyz are young feral Orks taken from the wild and primitive bands in which they were born. They sometimes accompany the Warband to battle under the direction of Drillbosses who instruct them in Orkish Kultur and Kustoms. They have not yet learned civilised Ork ways and are still arned and dressed in a primitive manner.

Freebooterz Mobz

Freebooterz are Orks who have abandoned their tribes and clans and formed roving bands of renegades, bandits, pirates and other outcasts. Some of these Orks are fugitives, eccentrics and the remnants of shattered tribes. Many of them are very treacherous and unpleasant characters indeed.

Ogryn Mobz

Orks sometimes encounter communities of Ogryns which have not yet been found by the Imperium. Naturally the Warboss is only too keen to recruit them into his Warband. As for the Ogryns, they find the Orks very amusing company and are delighted at the prospect of campaigning with them, sharing their delight in noise and destruction. http://www.criticalhit.co.uk/w40krp/WD123_Orks.shtml (6 of 7) [25/05/2002 15:52:47] Orks (WD123)

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Home : Appendix : The Ork Race by Bryan Ansell & Nigel Stillman (White Dwarf 118) THE ORK RACE

The Orks are a savage and brutal race who love war. Orks are really just the dominant element of a race that includes Orks and their smaller cousins the Gretchins and Snotlings. The Orks are in charge because they are the biggest, toughest, meanest and most warlike of them all.

The Ork

A typical Ork stands about man height, but would actually be taller if he stood up straight. The frame is muscular and robust, and the arms are long and strong, ending in clumsy fingers capable of a vice-like crushing grip. An Ork's skull is thick, with a heavy brow-ridge shading the savage glint of red predatory eyes. The jaw juts forward, and the canine fangs protrude from slobbering lips. The head is naturally bald; indeed, all the Ork kind are hairless. Ork hide is green and tough, bearing the scars of many a fight (not to mention a plethora of scabs and parasites).

When an Ork speaks, it is in a slow, gruff tone. The words will be sparse, brutal and straight to the point. An Ork says what he thinks, and his thoughts are always practical. The Orks have but one philosophy: might is always right. Whether on the giving or receiving end, none of the Ork kind ever doubt this for one moment.

Gretchins are very much like their larger cousins, but not so big, brutal, strong and tough. But Gretchins are more cunning and clever than the Orks. Snotlings are the smallest and weakest of all. They remain just like a juvenile Gretchin throughout their lives. Orks, being bigger and tougher form the warrior elite. They tell the Gretchins and Snotlings what to do, and do what they like with them. But the Orks also protect and look after the smaller ones. Without the Orks to defend them and scare away their enemies, their fate would probably be far worse at the hands of other races than It is under the Orks.

The Gretchin

Gretchins are more numerous than Orks and the Orks are greatly dependent on http://www.criticalhit.co.uk/w40krp/WD118_Ork_Race.shtml (1 of 6) [25/05/2002 15:52:52] The Ork Race (WD118)

them (though no Ork would admit this). Orks tend to be lazy and forgetful. Organisation is not their strong point. Only war and preparing for war really bring out their innate natural talents. Most of the day-to-day running of Ork society, such as finding and preparing food, taking messages, finding things out, fetching and carrying, organising things and many other tasks are left to the Gretchins.

The Gretchins are quite happy in this role. They bear no resentment to their Ork masters. To them, Orks are just a fact of life and it is ridiculous to question facts of life. No Orks of any kind ask themselves such stupid questions. Only Humans and Eldar upset themselves with daft notions about the 'reason' for things and such like. An Ork or a Gretchin or even a Snotling knows that a thing is a reason in itself.

Individual Gretchin, by a combination of effort and luck, can enjoy a relatively good existence by providing valuable services for their Ork masters. Most are owned by Orks as personal servants, others through scavenging and looting are able to acquire weapons and equipment.

Enterprising Gretchin find a role as armour bearers, fan bearers, cup bearers and a few may even rise to become their masters' factotums. Others work as water- bearers bringing drinks to thirsty Orks on the battlefield, or operating the great fans that hang in foetid Ork barrack-blocks, providing shade and much-needed draughts of fresh air as well as something for the Orks to kick when the desire comes over them.

The Gretchins have created an entire enterprise culture of their own within the Ork- dominated society. They work every hour of the day and night, snatching a little sleep here and there. Apart from their duties to their masters, many Gretchin operate two or three of their own businesses on the side, such as selling fungus- wine or toasted squigs on sticks, trying to earn a few teeth here and there.

The Snotling

The Snotlings are just like tiny, immature Gretchins. It is believed that they are degenerate descendants of a lost race which was once the most intelligent and dominant among the Ork kind, but which was superseded by the stronger and more brutal Orks. Now the Snotlings are bred and reared by a class of Orks known as Runtherdz. The main function of Snotlings in Ork society is the cultivation of fungi, which are used for food, drinks and medicines. Snotlings also look after the squiggly beasts that live in the Ork cess-pits.

THE LOST RACE

Imperial scholars have speculated that on the Ork world of origin, wherever that might be, there was once another Orkoid race. This race, difficult though it is to believe, was extremely intelligent, arose to dominance in just a few generations, and even created the legendary lost Ork Standard Template Constructs. It was

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this race, they argue, which must have initiated the Ork expansion into space.

The Snotlings, now a slave race trapped in a juvenile state, are thought to be a remnant of this lost race. The sudden rise of super-intelligent Snotlings can only be explained as the result of a catalyst. Snotlings are symbiotic with fungi, which they cultivate and eat. In the underground cave-systems in which ancient Ork culture arose, it is thought that there was a fungus which caused genetic mutation in the brain. This fungus was gathered and eaten by the simple cave-dwelling Snotlings. Over generations, a diet of this fungus stimulated the growth of the Snotling brain to its full potential. Later, the fungus was cultivated by the mentally- enhanced Snotlings.

The intelligent lost race of Snotlings, known as the Brainboyz, were still diminutive in size, so they bred a race of less intelligent, but tougher and more brutal creatures to fight and work for them. These were the Orks and Gretchins. Gretchins probably represent an intermediate stage in the development of Orks. The Orks were put to work cultivating the fungus. The civilisation of the Brainboyz was expanding beyond the homeworld, but every attempt to cultivate the brain- enhancing fungus on other worlds met with failure. The fungus would only grow in the dank cave-systems of the ancient homeworld of the Orks. This meant that the far-flung outposts of Brainboyz were dependent on shipments of fungus from the homeworld. Sometimes these shipments would go astray and not get through. If a community of Brainboyz was cut off from the supply for many years, a new generation of mentally undeveloped Snotlings would fall under the domination of their former slaves, the Orks. This must have happened time and time again throughout the galactic empire of the Brainboyz until Ork-dominated communities began to predominate. The final collapse of the civilisation of the Brainboyz occurred on the homeworld itself.

Here, the Orks who were put to work harvesting the fungus began to wonder why they were being told what to do by such diminutive creatures. The Orks were not allowed to eat the fungus they were harvesting for the Brainboyz. Instead the Brainboyz fed them on squiggly beasts. Naturally this made the Orks think there must be something special about the fungus. So instead of harvesting the fungus, the Orks sat down and ate every toadstool, mushroom and puffball down to the last spore. It was a disaster for the Brainboyz. They found the bloated, slobbering Orks, but not a trace of fungus remained.

The fungus had no effect whatsoever on the Ork brain, because Orks are not symbiotic with fungus. For the Orks it was no more than a big feast; for the Brainboyz it was a tragedy from which they never recovered. Throughout their empire, the Brainboyz died out. Their offspring never developed intelligent brains. Instead the succeeding generations of Snotlings remained mentally retarded, trapped in a pre-juvenile state. They became the mischievous, playful creatures they are to this day, content to frolic in the Ork cess-pits, catching squiggly beasts.

The Orks on the other hand, found themselves in charge. Their brains were not enhanced, but they were now the most intelligent and capable of their kind. Ork http://www.criticalhit.co.uk/w40krp/WD118_Ork_Race.shtml (3 of 6) [25/05/2002 15:52:52] The Ork Race (WD118)

civilisation, though crude and harsh, succeeded the civilisation of the Brainboyz throughout the universe.

It is very difficult to reconstruct this phase of Ork history, because the Orks are extremely reluctant to talk about it. The story has to be pieced together from Ork legends which have passing references to Brainboyz and give glimpses of a time when the Orks were not in charge.

With Ork society now dominated by its strongest and most brutal elements, Ork civilisation is faced with a major problem: the maintenance of technology. However, the warlike Orb have found the obvious solution: slaves. Apart from the Mekboyz, who are Orks with an innate talent for technology, Orks rely on enslaved Humans and other aliens in their slave workshops and factories and, more important, on tribute exacted from vassal alien communities. This tribute is paid in the form of armaments and technology. Sometimes whole communities and planets are occupied and put to work making armaments. An incident of this kind occurred some time ago on Necromunda, an Imperial Hive World. An Ork tribe captured and occupied three hivecities and was only cleared out after a vicious war which resulted in the destruction of the hives.

ORK DOMAINS

Orks live on innumerable worlds. On some worlds they dominate, on some they live in a state of war with the other inhabitants, on some they rule as overlords. There are Ork realms, Ork empires and migrating Ork hordes roaming through space aboard space hulks. Wherever you go in the universe there are Orks. This is Orkdom, the domain of the Orks.

Space Travel

Ere we go, ere we go, ere we go. Ere we go, ere we go, cross the Kosmos. Ere we go, ere we go, ere we go. Ere we go, ere we go, tbroo infinity. Ere we go, ere we go, ere we go. Don't know where we're goin' til we get there.

Orkish space chant, intoned when hitching onto space hulks.

The Ork expansion into space from their home world is perhaps the greatest and most significant accident in Ork history. Ork expansion occurred sporadically, giving a completely random pattern of settlement throughout the galaxy. In other words, an Ork domain or a migrating tribe could turn up anywhere.

And this is exactly what has happened, Orks are to be found throughout the known universe and probably throughout the unknown universe as well. The Eldar say

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that the Orks have become part of reality itself, or as the Orks say 'We are the Orks, we're 'ere 'cos we're 'ere, enuff said'. Millennia ago, a probe was sent out from Terra. Its mission was to reach the utmost limits of the universe. The Techpriests who built it hoped that one day it would arrive back to its place of origin having circumnavigated the universe, or in other words, skirted the edge of reality. This probe is still sending back signals after fourteen thousand years adrift. The signals are faint and the probe is not yet on its way back, if it ever will come back. To the utter despair of the Imperial Techpriests who constantly monitor the incoming signals, many are identified as Orkish. The depressing conclusion for mankind can only be this: that wherever they go, the Orks will always be with them.

The universe is Orkdom.

Ork expansion was only made possible in the first place because of their discovery of the principle of the force field and teleportation. Once force fields and teleporters were understood, the Orks found them easy to replicate. The principles of force field and teleporter technology, once learned, are elementary, like those of the wheel, writing or baking bread. When you don't know, you don't know, but when you do know, you can't imagine ever not knowing because it is so obvious. They are the foundations of civilisation which take a race thousands of years to develop, but which take an individual only a few days to master once the secret is known.

If a force field can keep things out, it can also keep things in. Force fields are used to trap air in a sort of bubble around whatever object the Orks choose to use as a space 'raft'. Then they wait. They wait for a sighting of one of the great drifting space hulks or other bits of space debris streaking across the sky, just touching and bouncing off the upper atmosphere of a planet. Then using a simple matter transmitter, they latch on to the drifting object, hitching a lift so to speak. They have no idea where they are going, and are led only by their own sense of adventure and recklessness.

Once on board the drifting hulk, it is enclosed a force field with its own trapped bubble of atmosphere. These hulks tend to drift through space on metaphysical arcs, following a current through both real space and warp space. This means that the Ork passengers could end up anywhere in the universe. Of course, where they end up is completely random and unpredictable and often a nasty surprise for the local intelligent life forms. Over the millennia, Orks have tried to direct or even plan their journeys, using the talents of their Shamans, the Ork psykers known as Weirdboyz, to navigate as best they can using whatever scraps of lore and myth that has been handed down about the space currents. Tribes manage to direct themselves to specific places from time to time, but uncertainty of destination remains a perpetual hazard.

Ork Communities

As a result of the erratic process of Ork space travel and their urge to seek http://www.criticalhit.co.uk/w40krp/WD118_Ork_Race.shtml (5 of 6) [25/05/2002 15:52:52] The Ork Race (WD118)

adventure wherever it may take them, Ork communities are scattered throughout the universe. Each community considers itself to be either a tribe, or a confederation of tribes united temporarily under a great warlord. A tribe can at any time be wandering in space, settled on a planet, isolated from other races or in contact with them as enemies or overlords. Every tribe will include a motley random collection of Ork clans and castes. It is these clans and castes which make up the astonishing, rich texture of Ork society.

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Home : Appendix : Space Marine Armour by Rick Priestley (White Dwarf 129) SPACE MARINE ARMOUR

Most humans who have any contact with Space Marines will know and recognise the most common types of Space Marine armour quite readily. However, there are other older types which remain in service to this day and which are very different in their design. Some Space Marine Chapters use only a single type of armour while others make use of several different types.

Many of the older variants have special associations for particular Chapters and may be worn by ceremonial guards or by elite units for example. Other Space Marine Chapters are less formal in their use of armour, mixing various types into their fighting units with little or no regard for conformity. The degree of uniformity within a Space Marine Chapter varies a great deal from Chapter to Chapter and is often determined by historical precedent or tradition.

The initial evolution of Space Marines and their armour occurred during the long period of Earth's isolation that preceded the rise of the Imperium and which later became known as the Age of Strife.

The Age of Strife lasted from approximately the 26th millennium to the beginning of 31st (i.e. roughly from 25000 AD to 30000 AD - further references to dates are given in terms of millennia). During these five thousand years the ancient pan- galactic human civilisation of the past broke down and was replaced by many thousands of local civilisations based around either a single solar system or, occasionally, a small duster of nearby stars. The reason this happened is that warp travel (the means by which spacecraft travel throughout the galaxy) became dangerous and eventually impossible due to colossal disturbances in the fabric of the warp. These disturbances, known as warp storms, were caused by the growth of the Chaos Power Slaanesh.

During the Age of Strife Earth and the other planets of the Terran solar system were unable to communicate with other human worlds, but maintained contact with each other. For much of this period the government of Earth held sway over the entire system, at other times Mars and the Moon were dominant.

For much of the time the different worlds found themselves at war. During the 28th http://www.criticalhit.co.uk/w40krp/WD129_Space_Marine_Armour.shtml (1 of 9) [25/05/2002 15:53:00] Sapce Marine Armour (WD129)

millennium Earth government broke down completely and the planet divided into dozens of inter-warring nations. After two and a half thousand years of continuous warfare little remained of the once sophisticated civilisation of the past. The planet had become a battleground fought over by techno-barbarian warlords and their warrior hordes. This was a dark time for the people of Earth: a time dominated by brutal rulers like Kalagann of Ursh, Cardinal Tang, and the most infamous of all, the half-mad half-genius Narthan Dume Tyrant of the Panpacific Empire. It was against this background of techno-barbaric warfare that the first Space Marines were created and the first Space Marine Armour type developed.

FORMATIVE MARINE ARMOUR

This first type of armour is now often referred to as 'Mark 1'. In fact this is the sort of armour worn by the technobarbarian warriors that dominated the Earth. When the Emperor began his conquest of the planet his retinue was equipped and armed in the same way as the troops of other warlords. The first Space Marines formed part of that retinue and were equipped with the same sort of armour as other warriors of the time.

The thunder-bolt and lightning emblem on the breastplate of this suit was the personal badge of the Emperor in those days, predating the Imperial eagle which only became the symbol of the Imperium much later. This emblem gives the suit its other common name - Thunder Armour.

This is not really a single enclosing suit and offers no atmospheric protection or life- support facilities - all of these being unnecessary while fighting was restricted to Earth. The helmet and the top plume are fairly typical, but these early suits were manufactured on an entirely local basis and their exact designs were often a matter of personal taste. The main part of the armour is the massive powered torso which encloses the chest and arms. Beneath the armoured chest plate coiled energy cables transmit power into the arms, effectively multiplying the wearer's fighting abilities three or four times over. During this period most fighting consisted of close combat, warriors preferring to grapple with each other rather than use long range weapons - the power of a warrior's chest and arms was therefore of paramount importance.

The warrior's legs are not power armoured at all but enclosed in tough padded breeches. In the example shown the warrior wears armoured greaves and armoured boots. These were not standard by any means, but were worn by many of the better equipped warriors and were common amongst the early Space Marines. The warrior wears a backpack which provides his suit with power - most of its bulk is taken up by a cooling mechanism meant to prevent the power unit from overheating.

Warriors equipped in this way fought during all the Emperor's wars on Earth, and also on the Moon and Mars which have Earth-type atmospheres. Mark 1 armour is unlikely to be seen on the 41st millennium battlefield but ceremonial units are sometimes equipped in this way. http://www.criticalhit.co.uk/w40krp/WD129_Space_Marine_Armour.shtml (2 of 9) [25/05/2002 15:53:00] Sapce Marine Armour (WD129)

MARK 2

Once the Terran system was secure and the process of rebuilding firmly in hand, the galactic conquest could begin. Even before the warp storms and the Age of Strife ended, the Emperor started to make provisions for his Great Crusade. Part of these plans included the reequipping of the Space Marine armies with a far more sophisticated fighting suit.

With its advanced technology the newly conquered planet of Mars became the centre for munitions development. New types of armour were produced in great numbers in the Martian factories under the direction of the Adeptus Mechanicus, the ruling class of Tech-priests installed to administrate its affairs on behalf of the Emperor. This enabled the entire Space Marine Corps to be re-equipped.

The new type of armour was the Crusade Suit, which became soon became known as Mark 2 armour while the old style became Mark 1 retrospectively. The armour is totally enclosed and life-sustaining, and so suitable for fighting on alien worlds as well as in deep space. It is arranged into articulated hoop-shaped plates for ease of movement and these now cover die legs as well as the chest. The additional energy cabling required to operate the leg armour can be seen in the example illustration while the chest coils are enclosed by armoured plates. The old armour had deliberately placed these coils on the outside to help keep the armour cool, but more efficient coolers in the Mark 2 did away with this necessity.

The back pack retains the old shape but is now much more efficient and contains all the extra equipment needed to maintain life-support, air recycling, fluid recovery, and the various automatical medical functions which have remained common to Space Marine armour ever since.

The helmet is now fitted with automatic sensory devices developed in the Martian workshops. These consist of exterior sensors which gather visual and audio stimuli from the immediate environment - effectively functioning as eyes and ears. The information gathered in this way is processed by a computer brain and then transmitted directly into the wearer's mind by a neural connector. The practical result for the wearer is that he appears to see and hear quite normally, but he can also see infra-red and ultra-violet light, and hear a wider range of sound frequencies. The wearer is also able to selectively enhance a visual image or sound should he wish.

If exposed to blinding lights or deafening noises, the computer processor acts as a safety valve and dampens down the stimuli preventing damage to the Space Marine.

This sort of armour was used throughout the Great Crusade. Many maintain that it is the most efficient of all Space Marine armours, although its overlapping plates are notoriously difficult to repair. Actual examples of this amour, much repaired and carefully maintained, are still used in small numbers by many Space Marine http://www.criticalhit.co.uk/w40krp/WD129_Space_Marine_Armour.shtml (3 of 9) [25/05/2002 15:53:00] Sapce Marine Armour (WD129)

Chapters.

MARK 3

The Mark 3 armour variant dates from the inner-galactic wars between the Emperor's forces and the inhabitants of worlds close to the galactic core, which included many of the Squat Homeworlds, not all of which were entirely pleased to find themselves the object of galactic reconquest. Mark 3 armour was never intended to replace Mark 2, but to provide an optional heavy armour type suitable for fighting on board spacecraft and in tunnel complexes. High casualties suffered during early battles had shown the need for such armour. Mark 3 therefore placed considerable emphasis on frontal protection, while the rear armoured plates were lightened to compensate. This armour was reckoned ideal where cover was minimal and combat was a matter of frontal assault.

The suit itself is a highly modified Mark 2 with the addition of fixed armour plates to the body and limbs and a new heavy armoured helmet. The sloping plates of this helmet were intended to deflect shot to the left and right, and was to inspire the Mark 4 and 6 helmet designs. No Space Marine forces were ever equipped solely with this mark although many modern Chapters still use Mark 3 armour for boarding actions and tunnel fighting.

While a successful solution to a specific need, Mark 3 armour is too clumsy and uncomfortable for everyday use. As the most visually brutal of all Marine armour, it is sometimes used as a basic uniform for ceremonial guards. Mark 3 armour is sometimes called the Iron Suit or Armorum Ferrum in recognition of its great strength.

MARK 4

The Great Crusade lasted for approximately 200 years at the end of which came a period of political consolidation. The Space Marines were now scattered far and wide throughout the galaxy, many serving as garrisons rather than as campaigning armies, and their size was scaled down to reflect this new role. Much of the equipment of the past was rapidly wearing out, including the old Mark 2 and 3 armour suits produced on Mars. While some Marine Chapters chose to continue local production and maintenance, the Martian factory hives of the Adeptus Mechanicus set about producing a new variant. This was to be the Mark 4 or Imperial Maximus Suit.

The main change was to abandon the separate abutting plates in favour of larger inflexible armour casings incorporating the flexible joints originally developed for the Mark 3. The result was only marginally less mobile than the earlier type and considerably easier to produce and maintain. Technical secrets uncovered on newly conquered worlds enabled the Martians to develop a more efficient armour, improving the quality of protection and reducing the weight of the suit at the same time. Improved armouring of the power cables enabled the main arm and chest http://www.criticalhit.co.uk/w40krp/WD129_Space_Marine_Armour.shtml (4 of 9) [25/05/2002 15:53:00] Sapce Marine Armour (WD129)

supply to be safely relocated on the exterior of the armour, while use of new material also allowed the size and number of cables to be reduced.

The helmet is an entirely new type, the basic shape inspired by the sweeping front of the Mark 3. In earlier armour the helmet is fixed and the wearer's head is free to move inside. In Mark 4 and later versions the helmet is not fixed but moves with the wearer's head. This facility reflects the constructors' increasing experience with neural connector gear and the use of new materials which flooded into the Martian workshops as the Great Crusade progressed. Mark 4 armour was designed to be the ultimate and final type of Space Marine armour, able to offer the best protection in a variety of conditions. The Martian factories were turned over to its production and many of the Space Marine armies were entirely or partially re- equipped.

MARK 5

The general issue of Mark 4 armour was only half complete when the Horus Heresy broke out. This threw the entire program of supply into turmoil. In fact many of the most recently supplied Chapters were to turn against the Imperium while many loyal Chapters were forced to continue with older variants, and the confusion was considerable. The Space Marine armourers (Techmarines and Artificers) had hardly got used to the new armour and many were as yet unable to maintain it properly let alone duplicate it as was originally intended.

With the Mark 4 newly in service the need for large numbers of spares had not been anticipated, so that suits quickly became unusable due to quite minor battle damage. It was soon found that the new and rather specialised materials used in the construction of the Mark 4 were unavailable locally and this increasingly became a problem as Chapters moved from battle-zone to battle-zone. The Imperial forces were soon forced into a fall-back position. Production of Mark 4 armoured ceased, and a new type of armour was designed almost literally over- night. This was the Mark 5 or Heresy Suit.

The Mark 5 used as many pre-Mark 4 components as possible. Large stocks of these existed and the Marine Artificers were already familiar with their application. Once supplies of the new materials used in the Mark 4 armour dried up it became necessary to re-use older substances. In the illustration the lighter chest, arm and leg cabling of the Mark 4 has been replaced by older and heavier style cabling made from more readily available materials. However the cables are now exposed because they are too bulky to fit under the new style chest plate. This was to prove, a consistent weak spot in the design leading to the fitment of all kinds of improvised chest armour.

A distinguishing feature of the Mark 5 armour were the heavily studded armour plates. This was an attempt to reinforce the Mark 4 pattern plates when inferior materials were used due to lack of the proper supplies. An extra skin plate was fitted around the armour using molecular bonding studs. The extra weight was considerable, especially if a further chest plate had been added, leading increased http://www.criticalhit.co.uk/w40krp/WD129_Space_Marine_Armour.shtml (5 of 9) [25/05/2002 15:53:00] Sapce Marine Armour (WD129)

pressure for energy from the power pack. As a result the wearer either had to turn up the power output ad suffer intolerable heat build-up, or leave the power apply as it was and accept reduced power levels.

The helmet type illustrated is a spin-off from the development program, an early type of preproduction helmet, sharing the same type of auto-sense components as contemporary Terminator suits. Being something of an improvised stop-gap, it is common for Mark 5 suits to vary a great deal. Where Mark 4 helmets, armoured plates and cabling were available these were often used.

Despite its inauspicious origin the Mark 5 armour proved remarkably durable and equally importantly it was easy to produce and maintain. Huge quantities were shipped out to Space Marine Chapters during the Heresy, including to Chapters which subsequently went over to Horus. As Horus's own supply position became tenuous Mark 5 suits were scavenged from fallen enemies and used by his forces. After the Heresy most of the Mark 5 suits were broken up or dismantled to provide spares. Few Chapters maintain examples of the design, preferring perhaps to forget the dark days of the Heresy. Renegade Space Marine Chapters may still be equipped with this armour.

MARK 6

At the same time as production of Mark 4 armour ceased, work began on a long term development program to replace the Mark 4 with a more durable type. The Mark 5, or Corvus Suit, was only ever perceived as a stop-gap design. The weapon development workshops on Mars began to experiment with a mixture of new and old technology, making the newer materials more durable where possible.

A notable feature of the resulting armour types (Marks 6 and 7) is the provision of dual technology circuits. These permit relatively rare or sophisticated functions to be temporarily replaced or repaired using common or very simple technology. Although development was incomplete the new armour was rushed into production while the forces of Horns advanced throughout the Terran solar system. Hastily equipped Space Marines wore the new style Mark 6 armour into battle while the development laboratories were disassembled and prepared for transfer to Earth. During the Martian campaign forces of Horus eventually overran the production facilities for Space Marine armour and soon began to manufacture new suits for their own use. Consignments were distributed to other forces elsewhere in the galaxy so that this new type of armour became quite widespread.

Distinguishing features of the Mark 6 armour are its relatively clean appearance due to rehousing the main power cables under the armour plates. The exterior chest and arm cables are duplicated under the chest plate and automatically isolated from the main system if damaged - thus providing a failsafe and overcoming the vulnerability of the Mark 5. The helmet is an improved version of the Mark 4 rather than a new type, although a new type was under development and was to be used on the Mark 7. The left shoulder armour retains the same http://www.criticalhit.co.uk/w40krp/WD129_Space_Marine_Armour.shtml (6 of 9) [25/05/2002 15:53:00] Sapce Marine Armour (WD129)

construction method as the earlier Mark 5 and for the same reasons. Where supplies of material were short it is the right side of the warrior which needs to be better protected while he fires his weapon, thus the left side could be most easily replaced by slightly less effective plates. The need to economise in this way was very real at the time. Later the studded pad became associated with the Terran campaign and the final heroism of the Space Marines so that it became a traditional emblem of those days.

MARK 7

While the final battle for Mars was underway the Imperium, realising that the planet would eventually fall, set about duplicating the munition production lines back on Earth. The armour development teams from Mars were transferred wholesale to continue the development program and incorporate their latest work into a new armour type. As Horus's forces finally overcame the defenders of Mars new Mark 7 armoured suits started to reach the Space Marines on Earth and the Moon. Mark 7 represents the fulfilment of the new design program which was really only half complete in the Mark 6. In fact, so effective was the Mark 6 that both types continued in service thereafter and many Chapters chose to continue with their old armour rather than adopt Mark 7.

The main improvement is the newly designed chest plastron which covers the chest and arm cabling. This bears the eagle device and gives the armour its common name of Armorum Impetor or Eagle Armour. The other main difference is the abandonment of the studded right shoulder piece and the substitution of the new helmet for the old Mark 4 derived model. Improvements were made to the knee joint articulation, but this modification had already been incorporated into many of the later Mark 6 suits. On the whole it is fair to say that Mark 7 represents the final development of Mark 6 and that the two sets of armour have a great deal in common. Parts from one are readily interchangeable with parts from another, so that a Mark 7 helmet will fit a Mark 6 suit and vice versa.

CHAPTER VARIANTS

The 7 basic marks of Space Marine armour were all developed up to and during the period of the Horus Heresy. During the production history of each mark various improvements were incorporated in the light of field experience. Thus there is a certain variation even within each mark although this is usually limited to the types of material used rather than to stylistic changes.

Following the end of the Heresy much in the Imperium changed, including the organisation and number of the Space Marine Chapters. Whereas up until this time there had only been twenty Chapters, henceforth the huge pre-Heresy forces were to be broken up into many smaller Chapters. The new Chapters that were founded were equipped with whatever suitable armour and weaponry was available. For the most part the armour used was either Mark 6 or 7, but with a fair sprinkling of older types.

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Since that time each Chapter has largely taken over the production of its own equipment. That is not to say that every Chapter produces every single item of hardware that it uses. Some Chapters trade items with other Space Marine Chapters, or they commission work from local fabricators. This latter option is especially common where chapters hold the governorship of the world they live on - in which case the planet is effectively owned by the chapter and its resources can be organised by the Space Marines as they wish. In other Space Marine Chapters supplies are purchased through the Adeptus Mechanicus.

MARINE ARTIFICERS

Within each Chapter Space Marine armour is maintained by skilled Marine Artificers. These are not Space Marines, but highly trained and dedicated servants who spend their entire lives working for the Chapter. Artificers are just one of the many types of 'civilian' servants who work for their Space Marine Masters. In some Chapters these Artificers traditionally work together in a single huge workshop and their products are distributed amongst the Space Marine chapter as a whole. In other Chapters individual Artificers are the personal servants of either a Squad of 10 Marines or an individual officer. These Artificers are very proud of their Space Marine masters, considering the status and reputation of their unit or officer to be of the utmost Importance. In their turn the Space Marines are equally proud of the Artificers whose fine workmanship adorns their armour and weapons. Over the history of a Chapter especially talented Artificers become famous and justly celebrated, and examples of their work are much sought after.

In many Chapters it is traditional for Artificers to come from special families, and for fathers to pass on their skills and position to their sons. In other Chapters the position is open to all, but involves a long period of apprenticeship to an older Aitificer.

The Artificer's job is to decorate and maintain the Chapter's armour and weapons. In fact, the Chapter also is Engineers and Techmarines whose role is to manufacture much of the equipment, so the Artificers are involved more with decoration, engraving, customising and modifying the basic equipment. For example, when a Space Marine earns a combat honour it is the Artificers who make the honour badges and fasten them on to the Marine's armour. Similarly, the Artificers make rank badges, long service badges and other marks of distinction that are used by their Chapter.

Older types of armour are associated with the past history of many Chapters and often with the deeds of heroic individuals. Artificers will carefully hunt down examples of ancient armour to use as the raw material on which they can engrave honour marks or purely decorative features. Such pieces will be lovingly restored, often plated with silver or gold, and then painstakingly engraved with naturalistic scenes, abstract designs or Chapter badges. A piece of armour that can be shown to have belonged to an old Chapter hero is valued above all others. As successful Space Marine Officers are often presented with ancient pieces of armour, a single

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armoured plate or helmet might have a long and famous history and could have belonged to a whole succession of Space Marine heroes and been worked on by many famous Artificers.

INDIVIDUALISED ARMOUR

As well as resurrecting old pieces of armour for notable Space Marines, the Artificers also decorate new armour and modify armour to suit particular individuals. Only Space Marines earning some kind of reward or honour would be given such items. As a result of their efforts over the many thousand years the Chapter has been in existence, it is quite common to find suits which combine elements of the different marks as well as quite unique suits which have customised armoured plates or helmets.

Some Chapters reserve such armour for special individuals, officers, or high ranking commanders. There is no fixed rule on this, it is a matter of Chapter tradition and preference how such armour is used. However, it is generally the case that very high ranking officials inherit special suits of armour, which they may then combine with their own existing suits so that their individual honours or personal pieces of armour are retained when they are appointed to a new position.

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http://www.criticalhit.co.uk/w40krp/WD129_Space_Marine_Armour.shtml (9 of 9) [25/05/2002 15:53:00] Space Marine Dreadnoughts (WD167) Warhammer FRP - Warhammer 40k - Forums - White Dwarf - Email - Store

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Home : Appendix : Space Marine Dreadnoughts by Andy Chambers (White Dwarf 167) SPACE MARINE DREADNOUGHTS

Dreadnoughts are huge fighting machines which stand two or three times the height of a man and weigh several tons. As they stride into battle, incoming fire spatters like rain off their thick ceramite hide, fiery death roars from the myriad of weapons mounted on their towering hulls and their great metal arms crush and smash through anything in their path. No serious assault can begin without a wave of Dreadnoughts to first drive a wedge through the enemy's defences.

Dreadnoughts are often mistaken for robots or very large armoured fighting suits. In fact they are similar in design to both and yet the same as neither. Dreadnoughts are quite unique because each one contains a single sentient creature whose nervous system is permanently interfaced with the electro-fibre bundles and magna-coils which form the machine's 'muscles', enabling it to walk and balance with the ease of a living creature. It is a sentient creature that stares out through the machine's crystal lenses and which motivates the machine's metal limbs. Once a creature is interred inside Dreadnought armour it cannot leave its metal womb and still survive; it is destined for a life of endless battle until its walking tomb is destroyed.

The Space Marine Dreadnoughts are possibly the most ancient Dreadnought design, with some machines dating back tens of thousands of years to the Age of Strife. Dreadnoughts are complex machines, requiring special materials and skills to construct and all Space Marine Dreadnoughts are revered in themselves because the art of their construction is almost lost. The operator of each Space Marine Dreadnought is not an ordinary Space Marine, he is one of the Old Ones - a heroic Space Marine warrior mortally wounded in battle long ago and given the honour of continuing to serve the Emperor as a deathless, living Dreadnought. The Old One's body lies curled in a foetal position inside the Dreadnought's shell with his nervous system linked directly to the machine's systems. In this way the Old One is reborn into a body of metal which has become his sarcophagus.

The memories of some of the Old Ones may extend back tens of centuries to the founding of their Chapter and its earliest history. Thus they are revered by the other Space Marines not just as potent warriors but also as ageless forebears and http://www.criticalhit.co.uk/w40krp/WD167_Dreadnoughts.shtml (1 of 3) [25/05/2002 15:53:04] Space Marine Dreadnoughts (WD167)

as a living embodiment of battles fought long ago. The Dreadnoughts that still survive are carefully maintained and repaired when necessary. If a Space Marine Dreadnought is destroyed in action the Space Marines will fight with righteous anger to retrieve the shell so that they may lay its occupant to rest in the Chapter's mausoleum. The Dreadnought armour itself will be repaired and prepared for another dying Space Marine who will become an Old One to future generations.

Like most Dreadnoughts, Space Marine Dreadnoughts have variable configuration weapon mounts on their arms. This facilitates easy conversion of the Dreadnought to a number of different weapon fits according to different tactical situations. The weapons mounted on the Space Marine Dreadnought are superficially similar to heavy weapons carried by Space Marines or Space Marine Terminators. However, Dreadnought weapon systems are superior in a number of ways because of their sturdier construction, increased ammunition capacity and improved targeting systems. These improvements are partially subsumed into the Space Marine Dreadnought's ballistic skill and its ability to move and fire heavy weapons, but in addition to these the following special rules apply to Space Marine Dreadnought weapons.

Assault Cannon and Storm Bolter

The most frequent causes of jams for sustained fire weapons like assault cannon and storm bolters are faulty ammunition, overheating components or empty magazines. The Space Marine Dreadnought features a large ammo hopper holding many thousands of rounds of ammunition for its sustained fire weapons. This is combined with a liquid nitrogen cooling system and a flexible powered ammo feed which literally pushes rounds into the weapon and extracts any dud rounds before they can block the breach.

Missile Launcher

Though some older Space Marine Dreadnoughts carry a normal missile launcher, most have been upgraded to carry a specialist salvo-firing launcher capable of launching up to three missiles simultaneously. Unfortunately, the launcher has a slightly temperamental guidance system which occasionally locks on to only some, or none, of the extra designated targets. However, the masters of the Space Marine Chapters generally consider the extra firepower supplied by the launcher a worthwhile trade off.

Multi-Melta

A normal melta weapon fires a fairly tight stream of energy which strikes the target and instantly super heats it to a point where it vapourises explosively. The Space Marine Dreadnought mounts a multi-melta with a variable focus, allowing it to broaden the energy beam. This sacrifices range and power to burn a wider area more thoroughly. This is particularly useful when fighting at close quarters against large groups of troops.

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Twin Lascannon

A common Space Marine Dreadnought weapon is a twin lascannon mount for destroying vehicles and fortifications at long range. The twin lascannon weapon system features a sophisticated scanning system which can separate and identify the different components of a target. This system allows the Dreadnought to adjust its aim with pinpoint accuracy to strike the desired component.

Power Fist

Power fists mounted on Space Marine Dreadnoughts incorporate extra power servos so that they can grip and then rotate to tear pieces off the target. This is most useful for ripping apart vehicles, inflicting catastrophic damage on the component attacked.

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Home : Appendix : Space Marine Implants by Rick Priestley (White Dwarf 98) SPACE MARINE IMPLANTS

EXACTLY WHAT ARE SPACE MARINES? FLESH AND BONE INSIDE POWERED ARMOUR PERHAPS, BUT CAN THEY BE HUMAN - OR ARE THEY SOMETHING NEW? WHILE INDEX ASTARTES DESCRIBES FACTS AND LEGENDS ABOUT THE MARINES, INCLUDING UNIT BADGES, SPECIAL ORGANISATION, AND DETAILS OF CURRENT LEADERS AND CHARACTERS. IT DOESN'T DEAL WITH THE QUESTIONS OF WHY AND HOW THESE WARRIORS EXIST. AS THAT SERIES CONTINUES WE'LL LEARN MORE ABOUT THE STRUCTURE, RELATIONSHIPS AND HISTORIES OF THE LEGIONES ASTARTES. BUT THIS MONTH'S CHAPTER APPROVED FILE EXAMINES THEIR ORIGINS AS WE GO BACK... WAY BACK... TO A WAR FOUGHT LONG AGO, AND A FORTRESS-LABORATORY FAR BENEATH THE EARTH.

THE VISITORS WAITED IN THE ELEVATOR CAPSULE WHILST HIDDEN PUMPS SILENTLY ADJUSTED THE TEMPERATURE, HUMIDITY AND PRESSURE. WHEN THE DOORS OPENED THERE WOULD BE NO SUDDEN DRAUGHT. NO BREEZE TO ALTER THE CONSTANT THIRTY-ONE POINT SEVEN DEGREES IN THE SUBTERRANEAN VAULT. IN LABORATORY NINE, THE MOST STABLE ENVIRONMENT ON EARTH, CHANCE HAD LONG SINCE BEEN ERADICATED.

INSIDE THE LABORATORY, DR DEVAM OUTEK AND HIS STAFF SHUFFLED NERVOUSLY AS MACHINES MADE FINAL MINISCULE ADJUSTMENTS TO THE CAPSULE'S OXYGEN CONTENT. IN A MOMENT THEY WOULD BE IN THE PRESENCE OF THE MAN WHO HAD PLANNED AND GUIDED THEIR WORK THROUGH FIVE GENERATIONS OF HUMAN ENDEAVOUR.

THE VISITORS, SEALED IN THEIR PRISTINE SUITS, BARELY HEARD THE DOORS MOVE ASIDE TO REVEAL THE SHADOWY WORLD OF RED AND YELLOW LIGHT. THE TECHNICIANS AND SCIENTISTS BOWED AS THEIR VISITORS STEPPED FROM THE LIFT.

'MY EMPEROR,' INTONED DR OUTEK.

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'DR OUTEK. PHASE NINETEEN IS COMPLETE?'

THE SCIENTIST STRAIGHTENED STIFFLY. 'OH YES,' HE SAID, 'A PRETTY BABY... VERY PRETTY INDEED.'

THE ORIGIN OF THE LEGIONES ASTARTES

The Legiones Astartes (Space Marines) were instrumental in the early wars that put the lmperium on the galactic map. At the end of the Age of Strife, Earth was a single sovereign planet which had only recently become free of volatile warp- storms. With the sudden dispersal of these storms, it became possible once again for spacecraft to travel to and from Earth. Earth's forces had carved out an Empire that stretched almost half-way across the galaxy within two hundred years. This was the First Crusade.

Research and development leading to the creation of the Space Marines was undertaken in the thirtieth millennium immediately prior to the beginning of the First Crusade. This work was conducted in the superbly equipped laboratories built deep inside the planet Earth. The objective of the program was to create a caste of warrior elites, characterised by super-human strength and unflinching loyalty.

These new warriors were organised into their own special units called 'chapters'. Those chapters created at the time of the First Crusade are known as Chapters of the First Founding. There were originally 20 of these, but only 7 survive in forty first millennium. Since the First Founding there have been twenty five other occasions when the Emperor has felt it necessary to create new chapters. The most recent Twenty Sixth Founding was in the year 738 of the current millennium.

'...And here,' continued Dr Outek, 'we have five of the phase eleven zygotes. The eldest has now been functioning uninterrupted for fourteen years.' The doctor gestured towards the row of glowing incubators containing several varieties of organic components in clear bubbling baths.

'You call the organs zygotes?'

'Yes - our geneticists create the single germ cell for each new organ. Every cell takes years of work as you know. At that stage we can store the cells indefinitely in the zero-room as gene-seed. Inside the incubator we can activate and control the growth process. The cell divides, multiplies, and eventually grows into a whole organ. Until the organ is ready for implant. we refer to it as a zygote.'

The doctor led the party along the long row of glass cases, past incubators labelled with the names of the strange organs. He stopped before a large door emblazoned with the Imperial Eagle and the stark sign 'Security Zone One'.

'Now,' announced the doctor. 'Now you'll see what all this flesh and gristle really amounts to!'

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GENE-SEED AND ZYGOTES

There are nineteen varieties of gene-seed corresponding to the nineteen different super-human organs which are surgically implanted into the Space Marine.

Most chapters have existed for thousands of years. During that time, gene-seed belonging to some chapters has mutated. This has resulted in changes in the exact nature of the artificially cultured organs. Such changes may sometimes make an implant useless. In other circumstances changes in an organ might reduce its effectiveness, or cause new and strange effects. Whatever the result, it will affect the entire chapter - all Space Marines belonging to a chapter share implants cultured from the same original gene-seed.

As well as mutant implants, many chapters have lost one or more types of gene- seed due to accident, genetic failure, or some other cause. Very few chapters therefore possess all nineteen implants. All possess the carapace implant (phase 19). It is this implant which marks a Space Marine for what he is - irrespective of other implants, training or psycho-surgery

IMPLANTS

The nineteen organs created by the ancient technicians of the Emperor are described below. Each of these organs is extremely complicated and because many of the organs only work properly when another organ is present, the removal or mutation of one organ may affect the exact functioning of the others. For these reasons, implants must be constantly monitored, and many Marines have to undergo corrective surgery or chemo-therapy to re-balance their metabolisms.

Phase 1 - Secondary Heart. The simplest and most self sufficient implant. The secondary heart is capable of boosting the blood supply or maintaining full life functions even with the destruction of the recipient's original heart. The phase 1 implant enables Marines to survive low oxygen concentrations and traumatic injury.

Phase 2 - Ossmodula. This is a tubular shaped or whose small size belies its complex structure. The ossmodula monitors and secretes hormones affecting epiphiseal fusion and ossification of the skeleton. At the same time, the specially engineered hormones encourage the forming bones to absorb ceramic based chemicals administered in the Marine's diet. Two years following implantation, this will have caused considerable strengthening of the long-bones, extreme ossification of the chest cavity (caused by growth of the ribs forming a solid mass of inter-laced bone plates) and a general increase in the size of the recipient's skeleton.

Phase 3 - Biscopea. This organ is implanted into the chest cavity. it is small, approximately circular and, like the Ossmodula, its primary action is hormonal. The presence of the biscopea stimulates muscle growth throughout the body. http://www.criticalhit.co.uk/w40krp/WD098_Space_Marine_Implants.shtml (3 of 11) [25/05/2002 15:53:27] Space Marine Implants (WD98)

Phase 4 - Haemastamen. This tiny organ is implanted into a main blood vessel. The haemastamen serves two purposes. It monitors and to some degree controls the phase 2 and 3 implants. The organ also alters the constituent make-up of the recipient's blood. As a result, Marine blood is considerably more efficient than ordinary human blood, as it has to be when you consider the extra biological hardware a Marine carries inside him!

Phase 5 - Larraman's Organ. This is a liver shaped, dark, fleshy organ about the size of a golf-ball. It is implanted into the chest cavity along with a complicated array of blood vessels. The organ generates and stores special 'larraman cells'. If the recipient is wounded, these cells are released into the blood stream. They latch onto leucocytes in the blood and are transported to the site of a wound. Once in contact with air the larraman cells form a skin substitute of instant scar tissue, staunching the flow of blood and protecting any exposed wound area.

Phase 6 - Catalepsean Node. This brain implant is usually inserted Into the back of the skull via a hole drilled into the occipital bone. The pea-sized organ influences the circadian rhythms of sleep and the body's response to sleep deprivation. Normally, a Marine sleeps like any normal man, but if deprived of sleep, the catalepsean node 'cuts in'. A man implanted with the node is capable of sleeping and remaining awake at the same time by switching off areas of the brain sequentially. This process cannot replace normal sleep entirely but increases a Marine's survivability by allowing perception of the environment whilst resting.

Phase 7 - Preomnor. The preomnor is a large implant which fits into the chest cavity. It is a pre-digestive stomach which allows the Marine to eat a variety of otherwise poisonous or indigestible materials. No actual digestion takes place in the preomnor. Individual sensory tubes assess potential poisons and neutralise them or, where necessary, isolate the preomnor from the rest of the digestive tract.

Phase 8 - Omophagea. This is a complicated implant. It really becomes part of the brain, but is actually situated within the spinal cord between the cervical and thoracic vertebrae. Four nerve sheaths called neuroclea are implanted between the spine and the preomnoral stomach wall. The omophagea is designed to absorb genetic material generated in animal tissue as a function of memory experience or innate ability. This endows the Marine with an unusual survival trait. He can actually learn by eating. If a Marine eats a part of a creature, he will absorb some of the memories of that creature. This can be very useful in an alien environment. Incidentally it is the presence of this organ which has created the various flesh and blood drinking rituals for which the Marines are famous, as well as giving the names to chapters such as the Blood Drinkers, Flesh Tearers etc.

Phase 9 - Multi-lung. This is another large implant. The multi-lung, or 'third' lung, is a tubular grey organ. Blood is pumped through the organ via connecting vessels grafted onto the recipient's pulmonary system. Atmosphere is taken in by means of a sphincter located in the trachea. In toxic atmospheres, an associated sphincter muscle closes the trachea and restricts normal breathing, thus protecting http://www.criticalhit.co.uk/w40krp/WD098_Space_Marine_Implants.shtml (4 of 11) [25/05/2002 15:53:27] Space Marine Implants (WD98)

the lungs. The multi-lung is able to absorb oxygen from poorly oxygenated or poisonous air. Most importantly, it is able to do this without suffering damage thanks to its own efficient toxin dispersal, neutralisation and regeneration systems.

Phase 10 - Occulobe. This small slug-like organ sits at the base of the brain. It provides the hormonal and genetic stimuli which enable a Marine's eyes to respond to optic-therapy. The occulobe does not itself improve a Marine's eyesight, but it allows technicians to make adjustments to the growth patterns of the eye and the light-receptive retinal cells. An adult Marine has far better eyesight than a normal human, and can see in low light conditions almost as well as in daylight.

Phase 11 - Lyman's Ear. The organ enables a Marine to consciously enhance and even filter certain types of background noise. Not only is hearing improved, but a Marine cannot become dizzy or nauseous as a result of extreme disorientation. Lyman's ear is externally indistinguishable from a normal human ear.

Phase 12 - Sus-an Membrane. This flat, circular organ is implanted over the top of the exposed brain. It then grows into the brain tissue until completely merged. The organ is ineffective without subsequent chemical therapy and training. However, a properly tutored Marine may then enter into a state of suspended animation. This may be a conscious action, or may happen automatically in the event of extreme physical trauma. In this condition a Marine may survive for many years, even if bearing otherwise fatal injuries. Only appropriate chemical therapy and auto- suggestion can revive a Marine from this state - a Marine cannot revive himself. The longest known period of de-animation followed by successful re-animation is 567 years in the case of brother Silas Err of the Dark Angels (d. 321 M.27).

Phase 13 - The melanochrome, or melanochromic organ, is hemispherical and black. It functions in an indirect and extremely complicated manner. It monitors radiation levels and types bombarding the skin, and if necessary sets off chemical reactions to darken the skin to protect it from ultraviolet exposure. It also provides limited protection from other forms of radiation.

Phase 14 - Oolitic Kidney. This red-brown and heart shaped organ improves and modifies the Marine's circulatory system enabling other implants to function effectively. The oolitic kidney also filters blood extremely efficiently and quickly. The secondary heart and oolitic kidney are able to act together, performing an emergency detoxification program in which the Marine is rendered unconscious as his blood is circulated at high speed. This enables a Marine to survive poisons and gases which are otherwise too much for even the multi-lung to cope with.

Phase 15 - Neuroglottis. Although the preonmor protects a Marine from digesting anything too deadly, the neuroglottis enables him to assess a potential food by taste. The organ is implanted into the back of the mouth. By chewing, or simply by tasting, a Marine can detect a wide variety of natural poisons, some chemicals and even the distinctive odours of some creatures. To some degree a Marine is also able to track a target by taste alone. http://www.criticalhit.co.uk/w40krp/WD098_Space_Marine_Implants.shtml (5 of 11) [25/05/2002 15:53:27] Space Marine Implants (WD98)

Phase 16 - Mucranoid. This small organ is implanted in the lower intestine where its hormonal secretions are absorbed by the colon. These secretions initiate a modification of the sweat glands. This modification normally makes no difference to the Marine until activated by appropriate chemo-therapy. As a result of this treatment the Marine sweats an oily, naturally cleansing substance which coats the skin. This protects the Marine against extremes of temperature and even offers a slight degree of protection in vacuum. Mucranoid themo-therapy is standard procedure on long space voyages and when fighting in vacuum or near vacuum.

Phase 17 - Betcher's Gland. Two of these identical glands are implanted, either into the lower lip, alongside the salivary glands or into the hard palette. Betcher's gland works in a similar way to the poison gland of venomous reptiles by synthesising and storing deadly poison. Marines are rendered immune to this poison by virtue of the gland's presence. The gland allows the Marine to spit a blinding contact poison. The poison is also highly acidic and corrosive. A Marine imprisoned behind iron bars could easily chew his way out given an hour or so.

Phase 18 - Progenoids. There are two of these glands, one situated in the neck, the other deep within the chest cavity. These glands are important to the survival of the Marine's chapter. Each organ grows within the Marine, absorbing hormonal stimuli and genetic material from the other implants. After five years the neck gland is mature and ready for removal. After ten years the chest gland becomes mature and is also ready for removal. A gland may be removed anytime after it has matured.

These glands represent a chapter's only source of gene-seed. When mature, each gland contains a single gene-seed corresponding to each zygote implanted into the recipient Marine. Once removed by surgery, the progenoid must be carefully prepared, its individual gene-seeds checked for mutation, and sound gene-seeds stored. Gene-seeds can be stored Indefinitely under suitable conditions.

Phase 19 - Black Carapace. This is the last and the most distinctive implant. It looks like a film of black plastic when it's growing in the tanks. This Is removed from its culture-solution and cut into sheets which are implanted directly beneath the skin of the Marine's torso. Within a few hours the tissue expands, hardens on the outside, and sends invasive neural bundles deep inside the Marine. After several months the carapace will have fully matured and the recipient is then fitted with neural sensors and transfusion points cut into the hardened carapace. These artificial 'plug-in' points mesh with features integral to the powered armour, such as the monitoring, medicinal and maintenance units. Without the benefit of a black carapace a Space Marine's armour is relatively useless.

VARIATIONS BETWEEN CHAPTERS

Each organ serves a specific function as outlined above. Although a chapter's Apothecaries and surgeons are able to perform the necessary implant operations, they do not necessarily understand the exact functioning of each organ. The http://www.criticalhit.co.uk/w40krp/WD098_Space_Marine_Implants.shtml (6 of 11) [25/05/2002 15:53:27] Space Marine Implants (WD98)

processes involved are incredibly ancient. Procedures are handed down from generation to generation, becoming increasingly ritualised and misinterpreted. For these reasons, the efficiency of each organ differs from chapter to chapter, depending on the condition of that chapter's gene-seeds and the degree of debasement of its surgical procedures. In some chapters, mutation of gene-seed, poor surgical procedure, or inadequate post-operative conditioning, has twisted the functioning of implants. For example, the omophagea gene-seed of the Blooddrinkers has mutated so that all Blooddrinkers have an unnatural craving for blood. In some chapters individual organs are either useless or absent altogether.

REPRODUCING ZYGOTES

Gene-seed can only be obtained by removing one or both progenoid organs from a living (or very recently deceased) Marine. The whole purpose of the progenoid organ is to provide gene-seed to enable the chapter to continue. It is not possible to create a zygote in any other way. Each chapter's stock of gene-seed is there fore unique to itself. Gene-seed has a great deal of religious significance to a chapter, representing its identity and future. Without gene-seed a chapter has no future. The extinction of a type of gene-seed means that a zygote has been lost forever. The extinction of a phase 18 or 19 gene-seed would effectively mean an end to a chapter.

As each Marine has only two progenoid glands, the rate at which a chapter can create new Marines is restricted. It may take many years for a chapter to rebuild itself after heavy losses. Gene-seed is often rendered useless if a Marine is exposed to high radiation levels or other forms of genetic disturbance. The efficiency of different chapters' progenoid gene-seed also varies, and some chapters are able to make up their numbers faster than others.

FOUNDING NEW CHAPTERS

According to their charter, each chapter is obliged to send 5% of its genetic material to the Adeptus Mechanicus on Earth. This 'tithe' has two purposes. Firstly, it enables the Adeptus Mechanicus to monitor the health of each Marine chapter. Secondly it enables the Adeptus Mechanicus to store gene-seed with a view to founding new chapters.

A new chapter cannot be founded overnight. A single suitable gene-seed must be selected for each zygote. Zygotes are then grown in culture and implanted into human test-slaves. These test slaves must be biologically compatible and free from mutation. Test-slaves spend their entire lives bound in static experimental capsules. Although conscious they are completely immobile, serving as little more than mediums within which the various zygotes can develop. From the original slave come two progenoids, which are implanted within two more slaves, from which come four progenoids and so on. It takes about 55 years of constant reproduction to produce 1000 healthy sets of organs. These must be officially sanctioned by the Master of the Adeptus Mechanicus and then by the Emperor

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himself. Only the Emperor can give permission for the creation of a new chapter.

RECRUITMENT AND INITIATION

The various implants cause vital changes in a Marine's physique and mental state. Many of these changes are controlled by natural hormonal secretions and growth patterns. Implants may not prove effective, or may not become frilly functional, if they are carried out once the recipient has reached certain stages of natural development. It is therefore inevitable that recruits must be reasonably young. Tissue compatibility is also essential, otherwise organs may fail to develop properly.

The third consideration is mental suitability. The catalepsean node, occulobe, and sus-an membrane will only develop to a useable condition under the stimulus of hypnotic-suggestion. A recruit must therefore be susceptible to this particular treatment.

These considerations mean that only a small proportion of people can become Space Marines. They must be male because zygotes are keyed to male hormones and tissue types, hence the need for tissue compatibility tests and psychological screening. If these tests prove successful a candidate becomes a neophyte. With the completion of organ implantation and attendant chemical and hypnotic training, the subject becomes an initiate. An initiate receives training before joining the ranks as a full brother. A Marine usually joins the ranks between the ages of 16- 18. Pressures during wartime may accelerate the process.

STAGES IN MARINE INITIATION

AGE RANGE FOR IMPLANT NOTES IMPLANTATION

PHASE 1 SECONDARY 10-14 YEARS HEART PHASES 1-3 CAN BE INTRODUCED AT THE PHASE 2 OSSMODULA 10-12 YEARS SAME TIME

PHASE 3 BISCOPEA 10-12 YEARS

PHASE 4 12-14 YEARS HAEMASTAMEN PHASES 4-5 CAN BE INTRODUCED AT THE PHASE 5 LARRAMAN'S SAME TIME 12-13 YEARS ORGAN

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PHASE 6 HYPNOTHERAPY 14-17 YEARS CATALEPSEAN NODE BEGINS

PHASE 7 PREOMNOR 14-16 YEARS

PHASES 7-9 ARE PHASE 8 14-16 YEARS USUALLY INTRODUCED OMOPHAGEA SIMULTANEOUSLY

PHASE 9 MULTI-LUNG 14-16 YEARS

PHASE 10 OCCULOBE 14-16 YEARS

PHASE 11 LYMAN'S 14-16 YEARS EAR

PHASE 12 SUS-AN 15-16 YEARS MEMBRANE

PHASE 13 15-16 YEARS MELANOCHROME

PHASE 14 OOLITIC PHASES 14-19 MAY BE 15-16 YEARS KIDNEY INTRODUCED AT THE SAME TIME PHASE 15 15-16 YEARS NEUROGLOTTIS

PHASE 16 16 YEARS MUCRANOID

PHASE 17 BETCHER'S 16-17 YEARS GLAND

PHASE 18 16-18 YEARS PROGENOIDS

PHASE 19 CARAPACE 16-18 YEARS FINAL IMPLANT

THE RISKS

Although the chapters are careful to select only the most suitable candidates, not

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all neophytes survive to become initiates. This is due in part to the degeneration of knowledge amongst the individual chapters that makes screening procedures less effective than they once were. Nor are operational methods entirely satisfactory in some cases. In many chapters implant surgery is heavily ritualised, and is often accompanied by scarring, incantation, periods of prayer, fasting and all sorts of mystical practices which compromise medical efficiency. For example, the Spacewolves, phase 17 implant is accompanied by the withdrawal of the initiate's canine teeth and their replacement with longer canines. The chapter regards the additional surgery as part of the initiation ceremony.

If an implant fails to develop properly it is likely that a Marine's metabolism will become badly out of synchronisation. He may fall into a catatonic state or suffer bouts of hyperactivity In either event, he will probably die.

Those unfortunates that do not die almost invariably suffer mental damage, degenerating into homicidal maniacs or gibbering idiots. However, when a chapter is at full strength these misfits may be put out of their misery. If the chapter is short of Marines they are often allowed to live, and may be placed within their own special units. Those who display uncontrollably psychotic tendencies can be recruited into suicide assault squads, or as suicide bombers.

Some chapters deliberately foster such creatures, even going so far as to implant deformed zygotes into some initiates. This is very dangerous, and the practice is discouraged by Imperial edict. But old traditions die hard.

PSYCHO-CHEMICAL AND OTHER CONDITIONING

Implantation goes hand-in-hand with chemical treatment, psychological conditioning and sub-conscious hypnotherapy. All of these are essential If the Marine is to develop properly.

Chemical Treatment - Until his initiation, a Marine must submit to constant tests and examinations. The newly implanted organs must be monitored very carefully imbalances corrected, and any sign of maldevelopment treated. This chemical treatment is reduced after completion of the initiation process, but it never ends. Marines undergo periodic treatment for the rest of their lives in order to maintain a stable metabolism. This is why their power armour suits contain monitoring equipment and drug dispensers.

Hypnotherapy - As the super-enhanced body grows, the recipient must learn how to use his new skills. Some of the implants, specifically the phase 6 and 10 implants, can only function once correct hypnotherapy has been administered. Hypnotherapy is not always as effective as chemical treatment, but it can have substantial results. If a Marine can be taught how to control his own metabolism, his dependence on drugs is lessened. The process is undertaken in a machine called a hypnomat. Marines are placed in a state of hypnosis and subjected to visual and aural mages in order to awaken their minds to their unconscious metabolic processes. http://www.criticalhit.co.uk/w40krp/WD098_Space_Marine_Implants.shtml (10 of 11) [25/05/2002 15:53:27] Space Marine Implants (WD98)

Training - Physical training stimulates the implants and allows them to be tested for effectiveness.

Indoctrination - a Marine is more than a human with extraordinary powers. Marines have extraordinary minds as well! Just as their bodies receive 19 separate implants, so their minds are altered to release the latent powers within. These mental powers are, if anything, more extraordinary than even the physical powers described above. For example, a Marine can control his senses and nervous system to a remarkable degree, and can consequently endure pain that would kill an ordinary man. A Marine can also think and react at lightning speeds. Memory training is an important part of the indoctrination too. Some Marines develop photographic memories. Obviously, Marines vary in intelligence as do other men, and their individual mental abilities vary in degree.

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Home : Appendix : The Space Wolves by Bill King, Andy Chambers & Jes Goodwin (White Dwarf 156) THE SPACE WOLVES

In the dark universe of the 41st millennium, mankind is constantly at war. On a million worlds human civilisation is threatened by marauding Orks. monstrous Tyranids and the daemonic minions of Chaos. Only the psychic power of the immortal Emperor and the awesome military might of his Imperium keeps these threats at bay and preserves embattled mankind from destruction.

Ranged against the enemies of humanity are the millions-strong armies of the Imperial Guard, the towering war-machines of the Titan Legions and, most formidable of all, the mighty Space Marines. These legendary warriors are divided into more than a thousand Chapters scattered throughout the worlds of the Imperium, ready to strike against any foe when the need arises. Each Space Marine is a super-human champion, bio-engineered to be many times faster, stronger and tougher than a normal man. He is armed and equipped with the best weapons and armour that the Tech-Priests of the Adeptus Mechanicus can devise. His spirit has been purified by battle and devotion to his Chapter.

Space Marines date from a time ten millennia past when the Emperor walked among men, and the Imperium was forged in the crucible of ancient wars. The original Space Marines were drawn from the geneseed of the twenty Primarchs, god-like beings created by the Emperor to aid him in his war to save humanity. Genetic material from the Primarchs was grafted into the bodies of chosen warriors transforming them into towering, steel-muscled heroes with vastly enhanced reflexes and senses. These Space Marines were organised into Chapters, each of which followed the Primarch whose geneseed they had been granted.

The Space Marines spearheaded the great crusade to reclaim the human worlds from darkness. The Chapters served loyally until the time of the Horus Heresy, when Warmaster Horus, the Emperor's most trusted Primarch, turned to the Gods of Chaos and raised his standard against all mankind. Many Space Marine Chapters went over to him and a bitter civil war raged, ending in the death of the Warmaster at the Emperor's hands.

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During this struggle the Emperor was so grievously wounded that he was placed within the life-support systems of the Golden Throne in order to preserve his life. The surviving followers of Horus fled to the dreadful area of the galaxy known as the Eye of Terror.

Each Chapter of Space Marines forms an independent fighting force with its own vehicles, spacecraft and support personnel. They are independent armies possessing everything they need to wage war across the galaxy at a moment's notice. Each Chapter lives on its own world and rules over its inhabitants, often only recruiting its warriors from the people living there. These worlds are scattered among the Imperium so that no matter where the enemies of mankind strike there will always be a force of Space Marines ready to intercept them.

In theory, the organisation and equipment of all the Space Marine Chapters is laid down in the Codex Astartes, the great book of regulations, but in practice every Chapter is different, ranging from the orthodox, highly doctrinaire legionaries of the Ultramarines to the flawed, warrior-aesthetes of the Blood Angels and the grim devout soldier-monks of the Dark Angels. The Space Wolves are one of the most highly individualistic of all the many Chapters. Bred for battle on the deadly world of Fenris, they are a savage warrior brethren of awesome ferocity. CHAPTER HISTORY

FENRIS

Fenris is a world of ice and fire that lies on the edge of the Imperium closest to the Eye of Terror. The planet follows an elliptical orbit around its sun. The Great Year, the period it takes Fenris to orbit its sun, is approximately two Earth years long.

For much of its long year the world is cold. As the planet sweeps closer to the sun, the Wolf's Eye swells in the sky and brief summer blazes.

The sky burns as great tectonic plates clash. Blazing islands rise from the sea, lava streaming down their slopes. Volcanoes erupt and churn the oceans. Mighty tidal waves scour the coasts and lands sink as quickly as they rise. Sometimes entire chains of mountains erupt and ash clouds black out the sun, creating a condition of virtual nuclear winter. At other times, when the planet basks in summer, the heat is trapped and ultra-quick greenhouse warming sets in. When the world passes through asteroid clouds the planet is bombarded with meteors. A direct hit wipes out entire populations. The climate is erratic and deadly and any life form that survives here must be tough to survive.

As continents break apart and new lands erupt from the sea, whole populations take to their longships to settle on the newly formed islands or to escape from the scorched remains of their previously fertile homelands. This continual migration results in constant, bitter warfare as each tribe attempts to take possession of, and establish supremacy on the newly formed lands. http://www.criticalhit.co.uk/w40krp/WD156_Space_Wolves.shtml (2 of 14) [25/05/2002 15:53:49] The Space Wolves (WD156)

Kraken and seadragon lurk in the depths surfacing to prey on the unwary. Razor- jawed ripperfish, capable of stripping a man to the bone in seconds, dwell near the surface. From warm caves in the islands mighty dragons emerge to soar on the thermals. In the cold lands of the uttermost North, packs of iron-furred wolves hunt the teeming herds of elk and caribou. This deadly world breeds deadly men. Here only the strong survive and the weak perish quickly.

Every Space Marine Chapter reflects the world on which it was raised and the character of its founder. The Space Wolves reflect the world of Fenris and the personality of their Primarch, Leman Russ. The cold, deadly world of Fenris schools its people in survival and constant warfare. The Space Marines are chosen from the best warriors of a warrior race and the ablest survivors of a folk for whom each day is a struggle to stay alive. They are hunters and trackers without peer and fearless warriors for whom dying in battle is the noblest of achievements. They learn early in life that loyalty to their clan and their leader is the highest virtue and carry this loyalty over to their Chapter. Born on such a hostile world, few places in the universe hold any terror for the Space Wolves.

Leman Russ was the most ferocious of the Primarchs who remained loyal to the Emperor, a giant even among the Emperor's chosen, a great brawling roisterer of a man, fiercely loyal to his friends, and a terror to his enemies. In his youth he was the most headstrong of the Primarchs but matured into the one of the most brilliant military commanders of an age of great generals. He vanished ten thousand years ago, no-one knows to where. It is said that he will return in the Last Days to lead his people into the final battle when Horus, the Great Evil One, returns and the forces of darkness threaten to overwhelm the universe. His chosen ones - the Space Wolves - inhabit the Northlands of Fenris and wait for the final days.

THE MAKING OF A SPACE WOLF

Space Wolves are chosen from the bravest and noblest youths of Fenris. In the constant tribal warfare for possession of land, each youth is given a chance to fight and die in the service of his warrior gods, the Emperor and Leman Russ. Space Marines must be selected young for them to have any chance of surviving the difficult transformation from a normal human to superbeing. Unwittingly, the tribes aid this process by organising all of their young warriors into bands of Wolfbrothers. These bands are always at the forefront of battle, keen to win honour and the respect of their elders. Another more powerful drive also motivates them: the knowledge that while they are Wolfbrothers the eyes of their gods are upon them, and they may be chosen to join the Sons of Russ.

On Fenris strangers stalk the lands of men. They are a frightening sight - huge, burly warriors with burning eyes, cloaked in the pelts of wolves. In the long halls, tales are told round the fires of mysterious strangers who arrive in the depths of winter and challenge the strongest and most boastful warriors to tests of strength and drinking. The strangers always outwrestle the strongest Wolfbrothers and outdrink the staunchest. They pick the worthy and take them away into the dark http://www.criticalhit.co.uk/w40krp/WD156_Space_Wolves.shtml (3 of 14) [25/05/2002 15:53:49] The Space Wolves (WD156)

never to be seen again by friends and kin. No-one can stop them either by pleading or force of arms; few would dare even try.

These same mysterious strangers can often be seen standing on the high ground above the field of battle. Sometimes, when the longships come ashore for battle and plunder, they will be watching, and woe betide any warrior foolish enough to try and strike them. Sometimes the strangers descend after the battle and choose the bravest of the combatant Wolfbrothers. Often the chosen ones are on the point of death, but as long as their wounds are to the fore, the strangers do not care. They take the youths away, brooking no interference. Some say that they vanish into the lightning, others that a great flying ship comes down to collect them. All know that the warriors have gone to join the gods.

At times a Wolfbrother will perform a feat of tremendous bravery such as harpooning a white whale or slaying a dragon. Then the strangers will appear as if drawn by the rumour of courage. They talk to the youths and assess them, and if they measure up to their deeds these youths too disappear.

These mysterious strangers are the Wolf Priests of the Space Wolves: the Choosers of the Valiant. The youths they pick will be tested to become Space Wolves: these are known as aspirants. If they succeed, the geneseed of Leman Russ will be implanted in their bodies.

THE QUESTIONING

When the aspirants next awake they find themselves in the Halls of the Fang. This is the titanic citadel of the Space Wolves, located at the heart of the northern continent of Asaheim, the one geologically stable area on the planet. They are met by the massed ranks of the Space Wolves, and the Wolf Priest who brought them is nowhere to be seen. The assembled warriors ask them why they think they are worthy to join the Emperor's chosen. The candidates must respond favourably to this first and gentlest of tests. If they are suitably proud and their bearing is noble, the Wolves will continue to ask more and more questions. If the candidate quails before the massed ranks of wolf-fanged giants then he has already failed. He will be taken aside and led into the mountain depths to be given a place among the Company's thralls. Having looked upon the interior of the Fang he can never return to his folk.

The questioning becomes ever more robust and insulting and the candidate is expected to rise to the challenge, to give as good as he gets. If he does not then once more he has failed. After the questioning he is dismissed to a cold bare chamber, there to meditate upon his fate.

The assembled Space Wolves will, meanwhile, discuss the aspirant. If they decide he is worthy then he will be given the chance to become a Space Marine. If not, then he becomes a thrall. Only about one aspirant in ten is given the chance to become a Space Marine.

http://www.criticalhit.co.uk/w40krp/WD156_Space_Wolves.shtml (4 of 14) [25/05/2002 15:53:49] The Space Wolves (WD156) THE FEASTING

If the aspirant is chosen he is led into a darkened chamber and laid down upon a blood-stained slab. The Wolf Priest re-enters and the operation to implant the geneseed and the extra organs that go to make a Space Marine is begun. When the aspirant wakes he finds himself once more in the Great Hall. He is welcomed with a roar and applause and settled down at the feasting table. He is told that he must eat a whole elk and drink a barrel of ale, as Russ once did. The aspirant is given no choice, and must keep eating and drinking. Plate after plate of steaming meat is brought to him: tankard after tankard of foaming ale is raised to his lips. He must keep eating for his new brothers will give him no respite. Eventually the young candidate will pass out, drunk on strong ale and gorged on venison, his stomach full to the point of being distended. His last memory is usually of being put to sleep in a soft bed. This is truly a warrior's paradise, he thinks.

THE BLOODING

When the aspirant awakes he is freezing cold. He lies naked in the snow with a knife of meteoric iron close at hand. He is feverish and distressed. His head throbs and his muscles ache. His gums bleed and his mouth burns. Near him stands the Wolf Priest that selected him, who tells the aspirant that the true test has now begun. To prove himself worthy, he must make his way back to the Fang and gain entrance. He is now at the other side of the continent, a thousand miles away from home. The Wolf Priest disappears and the candidate is truly on his own.

Although the aspirant did not know it, the feast had a purpose. The geneseed is beginning to work on his body, rushing through it and restructuring it. Muscle mass is being added, bones are beginning to fuse together, and the very structure of his brain is beginning to alter, quickening his reflexes and heightening his perceptions. Vestigial fangs are beginning to emerge. The venison provides the raw protein needed for this, and the sacred ale was laced with the necessary trace chemicals to fuel the change.

The aspirant knows none of this. He is wracked with pain as his body stretches and grows. His mind is haunted by visions and sanity fades. He becomes wolf-like, feral, maddened by agony and hunger. Now is the worst time - he is constantly hungry because his changing body needs more and more nourishment if it is to sustain its growth. Failure to provide this will be fatal as his body begins to cannibalise itself.

These first few days are the most critical. The aspirant must feed often. He has usually been left near a source of food such as an elk herd. Near mindless, he must hunt them down, eat their raw flesh and drink their blood. Some aspirants, unable to meet the challenge, perish. Some, whether due to some flaw in themselves or the geneseed, never get beyond this stage. They become mindless animals, with an animal's cunning. They continue to grow and hunger for flesh, eventually becoming Wulfen, the most feared monsters on Fenris, creatures that http://www.criticalhit.co.uk/w40krp/WD156_Space_Wolves.shtml (5 of 14) [25/05/2002 15:53:49] The Space Wolves (WD156)

are hunted down by all sane men.

THE RETURNING

If the aspirant survives the first few days then his sanity and intelligence slowly return. He looks on the world anew and finds it changed. His senses are keener. He can see for tens of miles, hear the crack of a twig a league away, smell the musk trails of deer and wolf. He finds he has grown strong beyond the imagining of a mortal man, able to uproot trees and run for days without tiring.

He is almost immune to the biting chill. He recalls who he is and how he came to be where he is, which is just as well, for he will need all a man's intelligence as well as the superhuman powers of a Space Marine to cover the distance to the Fang. The land is full of danger from wild beasts, awful weather, and the constant threat of landslide and avalanche.

The elk of Fenris are huge beasts, standing nearly twelve soot at the shoulder, with razor sharp antlers ten foot across. They can easily trample a hunter to death and one sweep of their horns can disembowel a man. There are huge white bears, savage engines of death twenty foot tail, weighing many tons. Psychic super- intelligent foxes, large as dogs, lure prey into deadfalls with illusions and mental commands.

Most feared of all are the packs of Fenrisian Wolves, one of the most vicious predators in the known universe. The smallest of these great grey wolves are the size of ponies, and the oldest can attain the size of a Rhino armoured personnel carrier. They are amazingly intelligent and always voraciously hungry. Their pack tactics make them the most efficient hunters on the surface of the world. Working together they isolate and run down even the largest of prey.

It is these wolves that make Asaheim virtually uninhabitable by man, and the tale of these red-eyed, howling monsters is used to quiet unruly children in the Islands. The legend goes that in ancient times mankind lived in Asaheim and grew weak and decadent. Russ saw this and was most displeased, and in his anger he unleashed his wolves and they drove man out of his ancestral home. Only when the folk are worthy enough to drive out the wolves will they be able to reclaim the land that was once theirs.

To combat the cold the aspirants make themselves clothing from the hides of their prey and attach their ceremonial knives to branches to make spears. Then they begin to cross the land, passing through wolf-haunted forests and over freezing plains. Slowly the land rises before them and the Fang comes into view, visible hundreds of miles away. To reach their destination the aspirants must now climb cliffs and traverse glaciers.

In the mountains the aspirants encounter dragons and blood eagles. Food becomes scarce. Many aspirants die on this pilgrimage. Those that do not will eventually find themselves before one of the Fang's many gates. Here, at the http://www.criticalhit.co.uk/w40krp/WD156_Space_Wolves.shtml (6 of 14) [25/05/2002 15:53:49] The Space Wolves (WD156)

heart of the northern continent, where the mountains meet over the pole, they will see the Fang in all its glory for the first time.

The foothills of this huge artificial mountain cover hundreds of miles, and the Fang itself rises up twenty five miles, a dagger driven into the belly of the sky, towering out of the planet's atmosphere. It is one of the mightiest citadels in the Imperium outside the fortified world of Earth.

The citadel is clad in resistant armour and cloaked with void screens more powerful than any starship's. Great weapon bays point defence lasers at the distant stars. A huge geo-thermal spike runs down the core of the mountain and provides power for the Chapter's weapons and factories. The mountain is crowned with a spaceport large enough for entire space fleets to be re-fitted. Thousands of miles of corridor wind down into the mountain's dark heart where Iron Priests and their servitors craft weapons forged in fire from the planet's molten heart.

Warriors are assembled at the gate to greet the aspirants. This time their applause has no irony. They are welcomed as brothers. The Great Wolf takes their oath of fealty and they are invited anew to another feast. After this their real training begins. New organs are implanted, transforming them even more. CHAPTER ORGANISATION

The Space Wolves are organised in a very different way from most other Space Marine Chapters. The Chapter dates from the First Founding and its structure owes more to the personality of Leman Russ than it does to the Codex Astartes. It also reflects the preferred fighting style and social organisation of the native Fenrisians.

There are a dozen Great Companies, all of whom owe allegiance to the Chapter's commander, the Great Wolf. Each company is led by a Wolf Lord and his circle of advisors. Each company has its own Lair within the Fang and its own allocation of starships and weapons. A Great Company takes as its totem and insignia one of the legendary wolves of Fenris tamed by Leman Russ in ancient times. One company is named after the Blackmane wolf, the Howler in the Night. Another company takes as its insignia the Thunderwolf who it is said still flees in terror from Russ around the world, the sound of its paws being the thunder, the glint of its teeth the lightning. Still another takes the two-headed wolf as its emblem, this being the symbol of both the monster that guards death's gate and the sign of Russ's two wolves, Freki and Geri.

Tales are told of a thirteenth Great Company that took as its sign the pelt of the Wulfen, the legendary spirit of evil whose curse can still turn Space Wolves into the monsters of that name. This was a bad choice for a banner; the Great Company vanished into the Eye of Terror during the Horus Heresy, and none know its fate. Since then the Space Wolves have traditionally considered the number thirteen unlucky. http://www.criticalhit.co.uk/w40krp/WD156_Space_Wolves.shtml (7 of 14) [25/05/2002 15:53:49] The Space Wolves (WD156)

In addition to the Great Companies there is the household of the Great Wolf himself, within whose walls dwell the Wolf Priests and the Chapter's dreadnoughts. The emblem of the Great Wolf s company is the wolf rampant, the wolf that stalks between stars - the emblem of Russ himself. The current Great Wolf, Logan Grimnar, is one of the Imperium's longest serving warriors. This cunning and fierce old man has led the Space Wolves for over five centuries.

Each Great Company is made up of various elements. The company is led by its Wolf Lord, who has a personal retinue of picked warriors, the Wolf Guard. It is from the Chapter's Wolf Lords that a new Great Wolf is selected on the passing of the old one. The majority of troops in the company are Grey Hunters, proven warriors of ability. Also present are packs of youthful and glory-hungry Blood Claws as well as the wiser, older Long Fangs.

Warriors of the Great Companies fight in squads known as packs. In battle Space Wolves risk their lives for their pack-brothers without a second's thought. This creates debts of honour and friendship that may take centuries to repay. Even after pack-brothers have moved on through promotion or being assigned to other duties, these bonds remain. Thus Great Companies are bound together by chains of honour and loyalty stronger than tempered steel.

It is easy to tell a Space Wolf s role in his company by his appearance, for age plays a great part in the the assignment of tasks. Space Wolves grow progressively more grey-haired as they become older: their fangs become longer and their skins become ever more tanned and leathery. The veterans, called Long Fangs, are the company's long range support troops. The mature warriors are Grey Hunters, who are used in a variety of roles. The least experienced troops are the Blood Claws, whose role is to act as assault troops.

The Wolf Lord is the company's finest leader, chosen by acclamation of the company from the ranks of the Wolf Guard. He is a man who has proven himself time and again in battle, who has performed many exceptional feats of heroism and who has also shown wisdom and cunning in battle. The warriors who follow him have total faith in his honour and courage.

WOLF GUARD

The Wolf Guard are the elite warriors of the Great Company. They are the pack brothers of the Wolf Lord himself, his companions and his most trusted friends.

They have access to the sacred Terminator suits as well as many personalised weapons. Used only for the most dangerous of missions, the Terminator suits are ancient artefacts, giant sets of the mightiest power armour, forged by the ancients and handed down from generation to generation. The honour of wearing one is much sought after by the warriors.

The Wolf Guard fight alongside the Wolf Lord in the thick of battle, ready to give http://www.criticalhit.co.uk/w40krp/WD156_Space_Wolves.shtml (8 of 14) [25/05/2002 15:53:49] The Space Wolves (WD156)

their lives to protect their leader. A Space Wolf can only become a Wolf Guard by performing an exceptional feat of heroism such as defeating overwhelming odds in hand-to-hand combat, storming an enemy position single-handed or slaying a particularly mighty foe. They must have proved themselves to be the bravest of the brave since to become a Wolf Guard is the highest honour the Chapter can bestow.

LONG FANGS

Long Fangs are the eldest of the Space Wolves, grizzled veterans of a thousand combats. Due to a quirk of Space Wolf geneseed their canine teeth grow throughout their life so these men are, quite literally, Long Fangs. They are like old oak trees, gnarled survivors of countless storms. No Space Marine survives to their great age without acquiring prodigious skill and knowledge of survival techniques.

Long Fangs see it as their duty to pass on their lore and to temper the headstrong battlelust of their younger battle brothers. Their cool under fire is legendary. Often Long Fangs have held the battlefield and triumphed after all others have fled.

Long Fang units carry more heavy weapons and squad support weapons than any other type of Space Wolf unit. They are always at the forefront of the assault, smashing the enemy's defences with their devastating firepower.

GREY HUNTERS

Grey Hunters make up the bulk of any force fielded by the Chapter. These are Space Marines in their prime, tempered by battle yet still hungry for a place in the Wolf Guard. They are men with a desire to win glory and they have the ability to do so. They are proud and fierce warriors who have acquired all the skills needed to see them through any combat. They are normally armed with a good mix of bolters, grenades and close combat weapons.

BLOOD CLAWS

Blood Claws are the youngest of the battlebrothers. Having only recently acquired the honour of a place in a Great Company they have the most to prove. They are hot-tempered and impetuous, keen to get to grips with the enemy at all costs. Many of them are still flawed, struggling with the change that came upon them when they were transformed into Space Wolves. They are still capable of unreasoning berserk fury and seek combat at any cost. Often they have to be restrained by older and wiser heads.

Blood Claws form the assault squads whose jump packs and close combat weapons will get them among the enemy as quickly as possible. They can be found in the thick of any battle, howling their blood-freezing battlecries. They are also found acting as a mobile strike force, mounted on landspeeders and bikes - http://www.criticalhit.co.uk/w40krp/WD156_Space_Wolves.shtml (9 of 14) [25/05/2002 15:53:49] The Space Wolves (WD156)

anything to get closer to where the action is. They are particularly noted for their blood-mad, howling charges. Many a foe has been overwhelmed by these crazed rushes.

WOLF LORDS

Each Wolf Lord vies with the others for glory and a place in the Chapter's sagas. This competitiveness is reflected by their followers, who maintain a friendly rivalry with the other Great Companies. This often manifests itself in a desire to be the first to reach an objective during the campaign but it is at its most evident during the great tournaments and drinking contests held on Fenris during winter. Here representatives of each company vie with each other in races, wrestling matches, hunts and shooting contests. Much honour and gold is won and lost in the wagering. Sometimes this competitiveness leads to friction and the Wolf Priests must step in and arbitrate.

WOLF PRIESTS

The Wolf Priests are responsible only to the Great Wolf himself. At least one Wolf Priest always stalks the surface of Fenris seeking promising candidates to recruit into the ranks. They are responsible for choosing aspirants and for overseeing all aspects of their recruitment and indoctrination. Wolf Priests perform the ritual implanting of the geneseed and supervise every aspect of training the aspirants. They are hard, grim men, knowledgeable in the sagas of the Chapter's history.

Wolf Priests are chosen from the ranks of the Long Fangs. Becoming a Priest means severing all ties with their former Great Company. To symbolise this they take on a new name when they don the sacred skull-embossed armour. They must be seen to be impartial for they arbitrate in any dispute among the companies. A convocation of Wolf Priests advises the Great Wolf on matters of Chapter law and discipline.

Wolf Priests are the first Space Marine any new recruit has dealings with, and they sternly supervise the training of aspirants. During training Space Wolves learn an almost religious respect for these grim old men that never leaves them. A brawl between drunken Grey Hunters can be broken up with a single word from a Wolf Priest. It is said that the Wolf Priest's is the first and last face a Space Wolf ever sees. He looks on it for the first time when he is recruited and for the final time when the Wolf Priest performs the last rites.

RUNE PRIESTS

Rune Priests are selected from those Wolfbrothers who show traces of psychic power. They are screened by the Adeptus Terra to make sure that their souls are untainted by the dark powers, then their spirits are strengthened by many tests, hardships and rituals. They must be utterly strong, secure enough in faith to resist the whispered temptations of Chaos all psykers must face. If they come through all http://www.criticalhit.co.uk/w40krp/WD156_Space_Wolves.shtml (10 of 14) [25/05/2002 15:53:49] The Space Wolves (WD156)

the tests, they are deemed worthy of becoming a Rune Priest and are taught how to wield their awesome psychic energies for the good of their battle-brothers. If they fail, they die.

The Rune Priests have the gift of the Sight granted to the Emperor's chosen. By their gift of divination they chart the Chapter's future, and by their knowledge of the sagas they fix the Chapter's past. The Space Wolves keep no written history; their records are committed to the memories of the Rune Priests who learn all the sagas of Elder Days. These are recited on the Chapter's feast days and during the Festival of the Wolf Time that commemorates the Chapter's founding. This is held every twelve Great Years.

The cult of Russ is old, dating to the time of the First Founding and pre-dating the establishment of the Adeptus Terra. To outsiders its rituals seem primitive and almost heretical. They stress the power of Russ almost as much as the divinity of the Emperor. At the core of the faith are many prophesies concerning the Space Wolves and the natives of Fenris. Central to its tenants is the belief that the forces of Evil will gather and return in the end to destroy mankind under the leadership of a resurrected Horns. It is the duty of the Space Wolves to prepare for this last day, to be ready for the final battle. The Cult of Russ teaches that the spirit of every Space Wolf who dies bravely in battle joins the Emperor and strengthens him to fight this final battle. This is a grim, savage religion with the power to stir warriors to feats of great heroism.

A Rune Priest begins as a skald, the lowest apprentice to a Great Company's Priest. He is expected to learn the tale of the company's history, starting from its earliest days to the present. Every Great Year he will be assigned to a new company to learn its sagas. Once he has learned the tale of each company he will be sent to whichever Rune Priest needs an apprentice and his training in the deeper mysteries begins.

The Rune Priest is taught how to cast the Runes of Divination and to focus his psychic powers in combat. As he progresses he learns the sagas that tell the tales of the Chapter's great heroes right back to the time of the First Founding. He will grow in strength and power until eventually he may replace the old and failing Rune Priest. Great contests of saga-telling and psychic duelling are held to determine this every Wolf Time festival.

At this time the High Wolf Priest is also chosen. He is the leader of the Chapter's Rune Priests and advisor to the Great Wolf. The Rune Priests preside over many rituals of the Cult of Russ, invoking the spirits of the honourable dead to watch over their battle-brothers.

Many Rune Priests are psyberlinked to ravens and wolves. This enables the Rune Priest to see with the animals' eyes and control their actions. The ravens are freed to gather news from all corners of Fenris, and they are also used as messengers to the tribes. The birds have voders linked to long range comm-systems that allow them to speak with the Rune Priest's voice. These ravens are used to observe http://www.criticalhit.co.uk/w40krp/WD156_Space_Wolves.shtml (11 of 14) [25/05/2002 15:53:49] The Space Wolves (WD156)

aspirants as they wander the land of Asaheim during the Blooding. These animals are fearsome sights, each one having been specially modified. Some birds have steel beaks and cyborg eyes, while the wolves have bionic limbs and steeltrap jaws.

A full Rune Priest is an awesome sight. They are giant weatherbeaten men, about whom hangs an aura of mystery and mystical power. They are cowled with the hide of a great white wolf and lean on the mighty oak runestaves that are their badge of office. Their armour is covered in the old runes first carved by Russ himself. As their powers are used these runes glow with balefire, focusing the Rune Priest's psychic energy.

IRON PRIESTS

On Fenris, the Forgemasters are men set apart from the bulk of the population by their knowledge of weapon making and ironwork. The secrets of smithing are passed from father to son. Forgemasters are organised into the mysterious Guild of Smiths, an organisation with links to the Iron Priests of the Space Wolves. Iron Priests are chosen from the sons of Forgemasters in secret rituals on the Isles of Iron. Here candidates are picked by both a Wolf Priest and an Iron Priest. They do not face the questioning of the massed. Space Marines but are instead examined by the Master Iron Priest himself, and their knowledge of the mysteries is tested.

To prove their courage they must place their hand into the blazing mouth of a great forge cast in the shape of a grinning Wolf's Head. This is the ultimate test where the aspirant must sacrifice part of his own flesh to achieve unity with the Machine-God. When the blackened stump is removed it is replaced with a servo- gauntlet grafted directly onto the aspirant's hand and linked to his central nervous system. The Machine-God has entered the aspirant's body and he has begun a lifelong journey towards understanding its mysteries.

Iron Priests must undergo the ritual of the Blooding exactly like any other aspirant, and they then spend a period of training under the supervision of the Wolf Priests where they learn the use of weapons. At the end of this time they are sent on a pilgrimage to the Forge World of Mars, where they undergo training with the Tech- Priests of the Adeptus Mechanicus. Here they learn many of the secrets of the Machine-Cult.

During this time they may also acquire many bionic enhancements, symbolic of their unity with the Machine-God, and useful to any artificer. When they return to the Chapter they take their place among the ranks of the Iron Priests, supervising the munitions factories and workshops of the Fang. They create the cyborg Wolves and Ravens for the Rune Priests.

The Iron Priests are mysterious figures to their battle-brothers. They possess strange skills and obscure knowledge from the elder days and their concerns seem remote and unworldly. They do not take part in any of the great contests and many of their rituals are secret even from their fellow Space Wolves. They are http://www.criticalhit.co.uk/w40krp/WD156_Space_Wolves.shtml (12 of 14) [25/05/2002 15:53:49] The Space Wolves (WD156)

outsiders, even as the smiths are on the world of Fenris. Perhaps because of this they are not resented. Their brother Space Marines see them as occupying the same position as the mysterious weapon makers did in their old society.

DREADNOUGHTS

Closest to the Iron Priests are the dreadnoughts, ancient battle-machines inhabited by the shrivelled bodies of crippled Long Fangs and Wolf Guard. When dormant these machines are tended by the Iron Priests; when they are awake the young priests listen to their stories of the ancient days. For the dreadnoughts are virtually immortal, and have often been alive for a millennium or more, linked as they are to the life-support systems of their armoured carapaces.

Deep within the Fang dwells the legendary Bjorn the Fell-Handed, who served with Russ during the Horus Heresy.

This old man-machine spends most of his time in dormancy, all systems shut down save those necessary to maintain life. He has distinguished himself in countless frays and waits now for the time of prophesy when Horus returns, for he is convinced that on that day Russ will also come back to lead his sons, and he intends to be there to greet him.

Bjorn wakes every thousand years to check on the well-being of the Chapter and to enthral the battle-brothers with the tale of ancient days. He quizzes the Rune Priests on the sagas and ensures that no errors have crept into their recitals. He also asks them to recount the deeds of the Chapter since last he awoke. With his powers augmented by the dreadnought's databanks he can memorise all the new sagas at a single hearing.

Sometimes it is said the Great Wolf wakes Bjorn to consult him on some particularly important matter, but otherwise this old and honoured warrior is left undisturbed to wait for his destiny.

The other dreadnoughts are not so ancient but they are nearly as revered. They dwell apart from the Great Companies in a chamber within the Hall of the Great Wolf where they can be available to him at an instant's notice.

THRALLS

The whole population of the Fang is supported by the thralls - failed aspirants who have seen the inside of the fortress and cannot be allowed to return home. They are given honourable positions as warriors and guardians of the Space Wolves' home, and are trained to drive and maintain vehicles and spacecraft and to use weapons. They are effectively Fenris's planetary defence force.

Thralls are adopted by the Great Companies and have the position of privileged retainers. Certain thralls with mechanical aptitude are chosen to become servitors http://www.criticalhit.co.uk/w40krp/WD156_Space_Wolves.shtml (13 of 14) [25/05/2002 15:53:49] The Space Wolves (WD156)

of the Iron Priests. Their bodies are implanted with bionic systems and psyberlink feeds that enable them to interface directly with the Chapter's machines.

During a campaign the structure of a Great Company is less formalised than many other Chapters' units. Forces are organised on a temporary basis with whatever troops seem necessary for the job assigned to the task. If any man has the specialised skill needed to do the job he will be listened to regardless of his rank. The Space Wolves are a band of brothers and their leaders are first among equals; they hold their position because they have the respect and trust of their comrades. It is true that many of the Great Wolves are held in awe by their men but the forces of this Chapter resemble a warrior band more than a formalised army. On a battlefield leadership falls to whichever senior warrior is present. Thus, depending on circumstance, Space Wolves can be led Wolf Priests, Wolf Guard. Rune Priests, squad sergeants or simply the most respected warrior in the band.

The Space Wolves are sometimes seen by outsiders as being less disciplined than other warriors of the Imperium but this is not true. Every man knows his task and knows that the honour of his unit depends on him performing it well. They do have a flexibility that suits them well for lightning attacks and warfare deep behind enemy lines. They are commandos and raiders without peer. The self-reliance of the troops suits them well to operating independently in small units far from their commanding officers.

When war blazes across the Imperium. the Space Wolves are always found in the forefront of the battle, keen to get to grips with the foe, chainswords at the ready, mighty howling war-cries drowning out the screams of their foes. In battle they always follow Russ's maxim: conquer or die.

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Home : Appendix : Squats by Bryan Ansell, Nigel Stillman and Graeme Davis (White Dwarf 111) SQUATS

Of all the Abhuman strains, Squats are perhaps the closest to normal Humans in physiological terms. They are allowed great freedom by the Imperium, supplying warriors and machine crews for the Imperial Guard in exchange for the comparative autonomy of their Home Worlds. This article introduces the Squat Brotherhoods and gives details of their armies for Warhammer 40,000.

THE HOME WORLDS

The origins of the Squats, like those of other Abhuman strains, lie in the Age of Strife, when warpstorms cut off many areas of the Imperium. Even Terra itself was isolated for a time, and the group of star systems known as the Home Worlds were cut off from the rest of the Imperium for several millennia.

The Home Worlds are in one of the oldest areas of Human expansion. The planets have a surprising number of common features - notably high gravity and a bleak, inhospitable environment - which some scholars have claimed are responsible for the development of the set of mutations which define the Squat Abhuman strain.

The surfaces of the Home Worlds are invariably rocky and barren, with few if any native life forms. Atmosphere is either thin or non-existent, and where an atmosphere is present the surface is lashed by violent storms.

Despite (or perhaps because of) their bleak, forbidding nature, the Home Worlds are rich in mineral deposits - these were the main factor behind the early colonisation of the planets. The richness of deep lodes, coupled with frequent magnetic and radioactive storms, led the miners to develop an underground culture. These underground settlements were dependent on vast arrays of machinery to keep them alive and to work their mines, and while physical strength and resilience were still important, a compact, stocky build was more practical than the normal Human frame in the low tunnels and cramped machine-rooms. Thus developed the two main features which distinguish Squats from normal Humans: their mechanical aptitude and their short, powerful build.

http://www.criticalhit.co.uk/w40krp/WD111_Squats.shtml (1 of 12) [25/05/2002 15:54:09] Squats (WD111) THE HISTORY OF THE SQUATS

Despite the fact that the Home Worlds were cut off for millennia, an almost complete history of the Squats survives, thanks to the painstakingly-maintained records and chronicles of each Squat stronghold. Scholars of the Administratum are still engaged in analysing the millions of individual records from the Squat Home Worlds and assessing their significance to the Imperium, but the broad history of the Squats, divided into five ages, is common knowledge.

The earliest of the Squat ages is the Age of Founding, which corresponds roughly to the Imperial Dark Age of Technology. During this period, the Squats had not emerged as a distinct race, and indeed some scholars argue that the Age of Founding should not be counted as part of Squat history. This is the age, some twenty millennia before the present day, when the first mining colonies were established on the Home Worlds. Contact with Terra was almost constant, and the Home Worlds were well-supplied for their task of winning mineral wealth from the bleak planets.

The first age of Squat history proper is the Age of Isolation which corresponds to the earlier phase of the Imperial Age of Strife, some eighteen millennia before the present. The mining colonies which would later become the Squat Home Worlds were isolated from the rest of the Imperium by terrible warpstorms. So close, indeed, did these storms come to the mining colonies that some planets and small systems were sucked into the seething Chaos and never seen again. The severing of contact with Terra led to continual shortages of fuel and foodstuff, and the miners were forced to become self-sufficient, developing considerable technical expertise in the process. The mining colonies became independent strongholds, trading amongst themselves and sharing resources and discoveries. It was during the Age of Isolation that the Engineers Guild first developed as a social and political power within Squat society, and strongholds began to group together in Leagues formed by complex political and trading agreements.

A slight abating in the warp storms led to encounters with alien races in the Age of Trade. While the rest of the Imperium was still locked in the wars of the Age of Strife, the Squats made contact with both Orks and Eldar. At the beginning of the Age of Trade, some strongholds were attacked, but the aliens quickly realised that the Squats were determined and tenacious fighters, and that trade was a more practical arrangement. The Squats took full advantage of their tremendous mineral wealth, which they traded for weapons, foodstuffs and high-technology systems. To this day, Squat hydroponic plants, developed with Eldar help, are among the most efficient food sources in the Imperium. The Squats remained carefully neutral in the numerous conflicts between Eldar and Orks, maintaining trade links with both sides. There were inevitably small wars from time to time, but for the most part the Squats' complex structure - of treaties and trade agreements maintained a stable peace.

The Age of Trade lasted for nearly three millennia, but finally collapsed when an enormous Ork battle-fleet, under the command of Grunhag the Flayer, attempted a http://www.criticalhit.co.uk/w40krp/WD111_Squats.shtml (2 of 12) [25/05/2002 15:54:09] Squats (WD111)

full-scale invasion of the Home Worlds. Losses on both sides were astronomical, with vicious tunnel-fights through the mine workings and bloody pitched battles in the Squats' underground settlements. The Squats appealed to their Eldar trading partners for help against the invading Orks, but none was received.

The Age of Wars, as it became known, is regarded by the Squats as the blackest chapter in their history, and the double betrayal by Orks and Eldar gave rise to a cultural enmity which still persists. Many strongholds were wiped out by the Orks, and the traditional epic ballad known as The Fall of Imbach commemorates one such destruction. Even today expeditions are mounted from the Squat Home Worlds in search of lost strongholds, and these expeditions are often accompanied by Adeptus Mechanicus personnel, eager to rediscover lost Squat technology.

The final phase of Squat history is the Age of Rediscovery, which continues during the present day. As the Imperium recovered from the Age of Strife and began to re- unite the scattered worlds of Humanity the Squat Home Worlds were rediscovered and contact with the Imperium was re-established.

The Imperium found that a distinct culture had developed on the Home Worlds, and that the Squats had moved outwards through the galaxy, extending their domains. Often they settled harsh planets similar to their own Home Worlds, but they also occupied more conventional worlds able to support normal Human civilization.

SQUATS AND THE IMPERIUM

The Squat Home Worlds are almost unique in the Imperium, as they are not directly controlled by the Administratum. Instead, they are allowed a certain amount of autonomy, being ruled by their strongholds and Leagues just as they were before the Age of Rediscovery. The experiences of the previous millennia has left the Squats with a strong sense of cultural unity and a fiercely independent nature, and instead of rejoining the Imperium as subject worlds, the Home Worlds negotiated a series of treaties which enabled them to keep their independence. The racial character of the Squats - hard-working, tenacious, honourable, and inimical to alien races - is almost perfect from the Imperial point of view, and the Imperium is content to allow them a great degree of self-government.

In exchange for their comparative freedom, the Home Worlds provide troops for the Imperial forces, and trade their mineral wealth exclusively with the Imperium - trade that has made the Squats a wealthy race. They also undertook at the start of the Age of Rediscovery to allow the Adeptus Mechanicus unrestricted access to their technology; it is significant that the Squat Home Worlds have a higher incidence of working Standard Template Construct equipment from the Dark Age of Technology than any other group of worlds known to Humanity.

The Squats rule themselves in all internal affairs, but are expected to follow Imperial policy on wider matters. There has never been any conflict on this point,

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largely because Squats as a race are not greatly interested in what goes on beyond their strongholds and Home Worlds - their long period of isolation has made them an inward-looking race.

Perhaps the most surprising aspect of the relationship between Squats and the Imperium is that Squats do not follow the Imperial cult, Instead, they practise a form of ancestor-worship, venerating the dead of their clan and their family. Every Squat joins his ancestors on his death, adding his honour to that of his forebears, but a part of his name and his honour remains with his living descendants, forming a constant link between the living and the dead. Squats are very careful to ensure that their deeds in life will add to the glory of the clan and its ancestors; they guard their reputation fiercely, and will go to great lengths to blot out a disgrace to their honour or the honour of their clan.

When Squats serve alongside the Imperial Guard, they adopt certain aspects of the Imperial cult, incorporating them into their own ancestor-worship. The Imperial line, as preached by the Imperial Guard Commissars who come into contact with Squat forces, is that the ancestor-spirits of the Squats are watched over by the Emperor, and Squats are happy to accept this idea and participate in the rituals of Emperor-worship on those terms.

Commit to: Imperial Record SQWI7/251 Inquisition INR 42/309 Cross file to: Early Colonies AE Human Mutation RC Lost Technology AM Planetary Ref: Terlaken B3 Svyz system Input Ref: Inquisitor Reeler 32/4701 Input dated: 5709722.M34 Input clearance: Rogue flader Dausen Thought for the Day: Watch for the Mutant We have made contact with descendants of Human mining colonies lost in the Age of Strife. The whole population shows mutation, namely reduced height and powerful build. Orders for termination arc suspended pending your reply. l respectfully submit the following points for consideration:

1. The colonies have, and continue to produce, considerable mineral wealth. Detailed turnover reports are enclosed: ref 32/4711. 2. Local records mention several other systems nearby and identically populated. Astrographical data and facsimile records: ref 32/4722. 3. Widespread survival of Dark Age technology; indications are that this is a general trend. Recovered STC material: ref 32/4737. http://www.criticalhit.co.uk/w40krp/WD111_Squats.shtml (4 of 12) [25/05/2002 15:54:09] Squats (WD111)

4. Mutation is stable and breeding is true. Interim assessments of genetic damage: ref 32/4766.

Request a full Inquisition research team to evaluate these worlds and advise on what is to be done with them.

- the historic communication which heralded the rediscovery of the Squat Homeworlds.

SQUATS AND CHAOS

To the shame of the Squat race, there are many strongholds and Brotherhoods who have sided with Chaos. During the wars of the Horns Heresy, Squat forces fought on both sides, and inevitably some fell prey to the corruption of Chaos. Like the other followers of Horus, these have now largely been banished to the Eye of Terror, but there are always rumours of isolated groups of Chaos Squat raiders in various parts of the Imperium.

It has even been rumoured that some of the strongholds which were lost to the warpstorms in the Age of Isolation may have survived, their horribly-mutated inhabitants raiding into the Imperium from time to time.

SQUAT PHYSIOLOGY

The Squats are the most Human-like of the Abhuman races, standing about two- thirds the height of a normal Human with a stocky, powerful build. Their hair is very strong and fast-growing, and most Squats cultivate short-pointed beards, or at least moustaches and sideburns. Despite their short, thick-fingered hands, Squats have a very high degree of manual dexterity, and are able to operate the most intricate machinery with ease.

Squats are extraordinarily long-lived by normal Human standards. A lifespan of three hundred years is normal, and some Squats, known as Living Ancestors, are often so ancient that their true age can only be guessed at.

In character, Squats are an honourable race, but they are also irascible and often short-tempered. In battle they are renowned for their doughty resolve and tenacity as warriors. Coupled with their amazing abilities as miners and workers of metals, this has made them a valuable asset for the Imperium.

SQUAT SOCIETY

Squat society is based on the stronghold. A stronghold may be a surviving mining community from the original colonisation, or a so-called newbold, founded when the race expanded during the latter part of the Age of Isolation and the early part of the Age of Trade. http://www.criticalhit.co.uk/w40krp/WD111_Squats.shtml (5 of 12) [25/05/2002 15:54:09] Squats (WD111)

Strongholds are self-contained, autonomous communities, ruled by a hereditary Squat Lord and an aristocratic class known as the Heartbguard. They are comparable to the city-states of early Terran cultures, and a great number of strongholds may coexist close together.

Strongholds join together into Leagues for mutual defence, trade and other dealings with the Imperium. A League may vary in size considerably; the League of Emberg, for instance, consists of four strongholds, while the powerful Kapellan League is made up of over three thousand. Each League is ruled by a High Council, comprising the Lords of each member stronghold. The High Council debates all matters which affect the League as a whole, and ratifies trade and other agreements on behalf of its member strongholds; it also serves as a court of appeal for cases which involve the death sentence.

There is no formal organisation between the Leagues on any Home World, although they maintain constant communications and act together In time of war.

STRONGHOLDS

Traditionally, each stronghold centres around a mine and the underground settlement associated with it, although as the race expanded in the Ages of Isolation and Trade, different types of world were colonised by the Squats and some strongholds are not associated with mining activity.

Each stronghold is ruled by a hereditary Lord, who is supported by a powerful body of retainers known as the Heartbguard. It is the Hearthguard which provides the elite core of a Squat military force, as well as providing servants and advisors to the Lord himself. When the Lord takes to the battlefield in person, the Hearthguard fights as a unit under his command. In most strongholds, the Hearthguard has become an aristocracy, composed of a limited number of families or clans.

The principal military force of a Squat stronghold is its Brotherhood or War- Brethren. Each Squat has an obligation of military service to his stronghold, and can be called to serve for a period of 30-70 years in the Brotherhood. However, because Squats live long and breed slowly, a tradition requires that a Squat may not be called to the Brotherhood until he has sired and raised two sons to maturity, which in Squat terms is the age of 70 Terran Standard years. Thus, the continuity of the race is not threatened by its military activities.

When his period of service has expired, a Squat returns to his stronghold with honour (and hopefully not a little wealth). He then takes up a position of responsibility in his family's business, having reached full adulthood by virtue of his military experience.

Although the Brotherhoods are the main defence forces of the strongholds, they are far better known for their mercenary activities. In time of peace a stronghold's http://www.criticalhit.co.uk/w40krp/WD111_Squats.shtml (6 of 12) [25/05/2002 15:54:09] Squats (WD111)

military forces are traded in the same way as its other resources, either to fight for the Imperium or to other strongholds. As war is an honourable profession for a Squat, these mercenary adventures are rarely resented - indeed, they are regarded as an integral part of every Squat's life.

On occasion, unscrupulous or incompetent Squat Lords have sent Brotherhoods into impossible situations, especially in the inter-League squabbles which were widespread during the Ages of Isolation and Trade. This problem has been largely resolved by the practice of placing one of the Lord's close relatives - known as a Warlord - in command of the Brotherhood, ensuring that no undue risk is taken and that the honour of the stronghold is not compromised.

Some particularly adventurous Lords may send out their stronghold's Brotherhood on expeditions, regarding these as little more than an extension of their other business activities. The term expedition' is rather loosely defined, and these ventures can range from a search for a stronghold that was wiped out in the Age of Wars, to an expansionist action against alien races, to a full-blown campaign of piracy. Some Brotherhoods have turned to buccaneering as a profession, amassing wealth for an honourable return home, the booty being distributed between the pirates themselves and the Lord of their stronghold. Squat Reavers, as they art known, are strange by normal Human standards - their single-minded attention is directed purely on financial gain, and they will attack any worthwhile target with grim and implacable resolve, but completely without prejudice or malice.

In the Age of Rediscovery, the Squat Home Worlds have undertaken to provide the Imperium with a tithe, which takes the form of Brotherhoods being sent to serve with the Imperial Guard, or indeed as complete Squat forces under the Imperial banner. Space Marines are noted for their intolerance to Abhuman races, whom they see as tainted and genetically impure, and the Admiistratum will not generally post Squat troops to areas where they will be in close contact with Marines.

THE ENGINEERS GUILD

Like so much of Squat culture, the Engineers Guild traces its origins back to the Age of Isolation. Squats as a whole developed a considerable technical expertise in order to survive without support from Terra, and there was a regular traffic between strongholds in mechanical supplies and techniques. From this traffic arose a distinct class of travelling engineer, moving constantly between strongholds, spreading knowledge and solving technical problems. The Guild arose to protect these individuals, who often found themselves caught up in inter- League wars a long way from their native strongholds.

The Guild soon developed into a real power throughout Squat society, and Engineers enjoy a considerable prestige. The most gifted offspring of each stronghold are inducted into the Guild at an early age, and intensively trained in all aspects of technology, engineering and machine maintenance. Although a Squat http://www.criticalhit.co.uk/w40krp/WD111_Squats.shtml (7 of 12) [25/05/2002 15:54:09] Squats (WD111)

is not deemed to have reached maturity until the age of 70, gifted youngsters may join the Guild at 40 or even 30 years of age, though in doing so they must renounce all family ties and rights to inheritance.

The Guild is by no means as rigidly structured as the mainstream of Squat society. Ability counts for everything, and age, birth and background are of no account. The Engineers see themselves as unencumbered by petty traditions, while most stronghold Squats would describe them as disorganised and anarchic.

The Engineers Guild is sub-divided into a number of Lodges, each with its own leadership, symbols, customs and rituals. Clothing, equipment and vehicles tend to be marked with the symbol of the Lodge rather than that of the Guild, although all Squat Engineers wear the Guild symbol of a hammer as a pendant. The technical jargon of the Engineers Guild varies slightly from Lodge to Lodge; an Engineer from one Lodge can make himself understood by a member of another Lodge if he wishes, or can make use of his Lodge dialect so that an outsider cannot understand him when he discusses technical matters.

Each Squat stronghold has an enclave of Guildsmen, even though individual Engineers come and go as they please or as the Guild orders. The Engineers renounce all stronghold allegiances on joining the Guild, and do not mix a great deal with the other Squats of a stronghold. Sometimes, an Engineer may leave the Guild and join a stronghold through marriage - even so, his sons will almost certainly join the Guild in their turn. And while Guild members may attach themselves to a particular stronghold for years or even generations, they move on at will, and owe their true allegiance to the Guild alone.

Squat Engineers have a very characteristic appearance, which to Human eyes seems to contradict the high esteem in which they are held by the rest of their race. They wear no helmets and their hair is grown long, being either tied or greased back. They favour well-worn leathers and other hard-wearing working clothes, with tough monkey boots, usually scuffed by the constant knocks and battering they take. Many Engineers add bandanas and mirror shades or goggles to their outfit, often jauntily pushing their goggles up onto their foreheads. They travel light, not generally bothering with anything they cannot carry on the bikes and trikes which are as much a status symbol as a means of transport.

Because of their wandering lifestyle, Engineers are more adventurous than the bulk of Squats, are often found serving with Brotherhoods on the battlefield, or even hiring themselves and their machines out on a mercenary basis, working throughout Imperial space and beyond. Individual Squat Engineers with impressive reputations may be directly recruited by the Imperium, and some have been known to reach senior positions within the Adeptus Mechanicus.

LIVING ANCESTORS

The typical lifespan for a Squat is about 300 years. A small proportion of the population, however, reaches the age of 400, and once a Squat has lived this http://www.criticalhit.co.uk/w40krp/WD111_Squats.shtml (8 of 12) [25/05/2002 15:54:09] Squats (WD111)

long, his chance of longevity is drastically increased - lifespans of 800 years are common among this group, and there are some individuals whose true age can only be guessed at.

This small proportion of the Squat population which lives to great old age is treated with enormous respect, being known as Living Ancestors or Spirit Lords; they are treated as living members of the ancestor group which forms the basis of Squat religion. Their long lives have filled them with wisdom, and they are their Lord's most respected and trusted advisors.

Also, at about the age of 500, certain physiological changes begin to occur. As age begins to sap their speed and strength, they develop an incredible degree of mental and physical resilience, along with certain psychic powers. The fact that psychic powers are practically unknown amongst other Squats makes the Living Ancestors doubly venerated. These psychic powers come from their spiritual closeness to the dead ancestors of their clan, which they tap as a source of psychic energy. Their strength as psykers is directly related to the prestige and honour of the stronghold's ancestors, and the higher the status of the ancestors the more powerful are the Living Ancestors.

When a Squat reaches Living Ancestor status, he surrenders his name and his goods to his descendants, just as if he had actually passed on. A funeral ritual is held by his clan, and the new Living Ancestor goes to live with others of his kind.

As well as advising the Lord of their stronghold, the Living Ancestors often accompany the Brotherhood in battle providing defensive psychic support and advising the Warlord.

ON THE BATTLEFIELD

Squat forces may be found on the battlefield in a number of circumstances.

They may be serving with Imperial Guard forces or the forces of a Rogue Trader, to take part in an Imperial conflict as part of their Home Worlds' tithe of service to the Imperium. As well as using single Brotherhoods to fight alongside other Human and Abhuman troops, the Imperium uses complete Squat armies to impose its will.

Squats may be fighting on their own account, defending their stronghold or taking part in an inter-League dispute or other local conflict - given the volatile temperament of most Squats, it is not unusual for Brotherhoods of adjacent strongholds to go to war, fighting for territory, mineral wealth or over some slight to the honour of the stronghold.

They may have been hired out by their Lord as a mercenary force to serve in some foreign conflict, although they will not generally serve alongside Orkoids or Eldar unless they have turned to Chaos. Squat mercenaries can also be found

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serving with Imperial forces, or with other Squats - it is traditional for Lords to hire their forces back and forth to serve in each others' conflicts.

They may have been sent out as Reavers by their Lord, or may have taken to buccaneering of their own accord.

Regardless of the circumstances, the Brotherhood organisation remains the same.

There are four main troop types in any Squat force: the Hearthguard, the Brotherhood, the Engineers Guild and Living Ancestors.

WARLORD AND HEARTHGUARD

To guard against the misuse of Brotherhood troops by unscrupulous stronghold Lords, a Brotherhood force is, always led by a close relative of the Lord, known as theWarlord. Under his personal command is a unit of the Hearthguard, drawn from the Lord's loyal retainers, who form an aristocratic class in the stronghold.

The Hearthguard is a warrior elite, and their status is reflected in their fondness for lavishly-ornamented gold jewellery. Belts, buckles, chains, pieces of armour and even weapons are decorated with traditional designs in gold and other precious metals, and a Hearthguard's prowess is displayed in the form of these decorative items.

It is traditional for a Lord to present a Hearthguard with a gift in recognition of valour and loyalty, which is nearly always specially made - sometimes by the hand of the Lord himself, the highest of honours - and is often decorated with scenes of the event which it commemorates. These trophies are handed down from father to son, and a leading member of a long-established Hearthguard family can be expected to take the field resplendent with priceless antique jewellery. Unlike the normal Squat principle of succession, where everything passes to the heirs on a Squat's death, a Hearthguard cannot inherit his dead father's jewellery and trophies until he has won his first trophy on his own account; he then inherits his father's name, along with his full panoply of jewellery and equipment. The adopted name of a Hearthguard commemorates the greatest deed of his father, and will remind him and his companions of his ancestor's fame.

Because of their richly decorated equipment and other trophies, the Hearthguard are very individual in their appearance, and do not wear any kind of uniform. Each Squat's equipment and jewellery tells of his own deeds and those of his forebears, and the Hearthguard vie with each other in the distinctiveness and splendour of their appearance. Archaic and mediaeval styles are very popular, with lavish decoration in traditional patterns. It has often been remarked that a Warlord and his Hearthguard on their motorbikes bear more than a passing resemblance to the armoured knights on horseback who may be found in many mediaeval cultures.

Rather like the knights of mediaeval worlds, Warlords and Hearthguard often have

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magnificent suits of exo-armour, all-enclosing, sealed and self-powered environment suits built for them by the Engineers Guild. Like other Hearthguard equipment, exo-armour is handed down from father to son, and is perhaps the proudest status symbol of the Squat military aristocracy.

One detail which is common to the whole of the Hearthguard is the stylised image of a Squat face, which appears on armour, helmets, pendants and other pieces of jewellery. This is an image associated with Squat ancestor- worship, representing the spirits of the ancestors watching over their descendants.

BROTHERHOOD

The bulk of a Brotherhood's troops are those who are referred to simply as 'Brotherhood'. These troops lack the individuality of the Hearthguard, wearing the colours and insignia of the Brotherhood as a uniform. Squats prefer muted colours reminiscent of the rocks and sands of their Home Worlds: browns, greys and greens are popular in varying shades and mixtures, as are black, white and deep red - it is common for seams and piping to be picked out in a contrasting colour.

Those Brotherhoods who are sent out reaving tend to be more individual in their dress; in most cases they wear their own clothing rather than a uniform, so that their home stronghold cannot be identified. However, Squats who have made a career out of piracy are as flamboyant, in their own way, as the most ostentatious Hearthguard. Often they will adopt distinctive uniforms and colours, so that they are immediately recognisable; in this way, their fearsome reputation does half their work for them.

Brotherhood troops are generally armed with lasguns, but the Squats have a characteristic fondness for heavy firepower, and heavy bolters are a favourite weapon. Most squads will have at least one heavy weapon, and sometimes an entire squad may be equipped with heavy weapons. Since no Squat would consider himself fully dressed without at least one sidearm, it is not unusual for Squats to go about armed to the teeth as a matter of course. Most citizens of the Imperium carry a sidearm and a blade weapon as part of their standard dress, but Squats are renowned as particularly fond of weaponry. This fondness is reinforced by the hostile environments in which they are usually raised, where dangerous flora and fauna, and the constant threat of Ork and Eldar raids, encourages even the youngest of Squats to pack a few hand guns and something loud and heavy on his bike.

ENGINEERS GUILD

Just as the Engineers Guild has a constant, if shifting, presence in each Squat stronghold, so most Brotherhoods are accompanied by some Engineers Guild troops. Engineers wear a personalised uniform' of leathers over T-shirts or singlets, with individual decoration such as fringes and studs. Lodge symbols, and the universal hammer symbol of the Engineers Guild, are worn instead of

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stronghold and Brotherhood badges. Guildmasters are more elaborately dressed, usually wearing heavy and ornate chains of office.

Apart from their dress, the other most distinctive feature of Squat Engineers is their motorbike and trikes. These are universally favoured by Engineers as a personal transport, and some have been adapted for battlefield use by the addition of weapon mounts. The Engineers make more extensive use of bikes on the battlefield than almost any other troop type.

LIVING ANCESTORS

Living Ancestors take the field in small numbers with Squat forces, drawn from either the stronghold or from the Engineers Guild, to provide sage advice for the leaders and psychic support for the warriors. Their psychic abilities concentrate on defence, but they are by not entirely incapable of attack. Living Ancestors are distinguished by their high-collared robes, with collars rising above their heads, and their ornate neck-chains.

Living Ancestors from the same stronghold always have the same level of power. Their psychic energy is directly tapped from the stronghold's ancestor spirits, and their power varies with the prestige and status of these spirits.

STANDARDS

Stronghold banners are largely heraldic, bearing the symbol of the stronghold and sometimes a motto or slogan. Brotherhood banners tend to be more elaborate, with a central picture surrounded by ornate borders containing battle honours and slogans. The picture may be of the Brotherhood's most famous exploit, or a design such as a Squat braining an Ork or Eldar with a hammer.

Brotherhoods in Imperial service may be presented with Imperial banners like those of the Imperial Guard. They may use the Imperial banner instead of, or as well as, their stronghold banner - but are unwilling to part with their Brotherhood banner.

The Engineers Guild has its own standards, which feature the central motif of the Guild hammer or a Lodge symbol. Guild banners are decorated to a lesser degree, and tend not to be as elaborate as those of the Brotherhoods.

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Home : Appendix : Tallarn Desert Raiders by Rick Priestley (White Dwarf 185) TALLARN DESERT RAIDERS

Tallarn is a harsh planet, with endless sulphurous deserts and constant raging sandstorms. It was the site of the largest tank battle fought during the Horus Heresy, the grave of thousands of Chaos heretics, and the home of some of the hardiest warriors in the Imperial Guard - the Tallarn Desert Raiders.

TALLARN

The world of Tallarn was once a fertile planet bathed in the gentle orange light of its twin suns. Oceans, plains and lush jungles covered its surface, and its people prospered. All of this ended during the Horns Heresy.

CHAOS ATTACK!

In a devastating surprise attack, the Iron Warriors Chaos Space Marines struck the planet. Thousands of virus bombs rained down on Tallarn and all who could ran to the enviro-shelters deep beneath the surface. As they hid, safe from the devastating bio-infestation, the deadly coils of DNA mutated as they were programmed to do. Animals, plants, even insects died as the virus did its work, destroying the planet's ecosystem and leaving an empty shell.

After seven weeks of isolation the virus had run its course and the remaining people of Tallarn emerged upon the surface. They found a world covered with the acrid slime of plants and corpses not yet decayed - for the world was still sterile without even bacteria to aid the decomposition of its dead. The Iron Warriors sent their task force to repossess the world for the Dark Gods of Chaos. From underground bunkers the Tallarn forces emerged to do battle with the invaders. Soon, reinforcements from both sides arrived, rival space fleets bringing vast armies to fight over the worthless remnants of the dead planet.

The Battle of Tallarn raged for many months and was the largest armoured conflict of the Horns Heresy. Outbreaks of viral infection from rogue DNA residue made it almost impossible for infantry to operate outside of their protective shelters. The battle was finally decided by armies of tanks. When the fighting ended the empty, http://www.criticalhit.co.uk/w40krp/WD185_Tallarn.shtml (1 of 5) [25/05/2002 15:54:13] Tallarn Desert Raiders (WD185)

putrid wastes of Tallarn were littered with the wreckage of more than a million shattered vehicles.

A HOLLOW VICTORY

Chaos was driven from Tallarn at great cost, yet for all the millions that died there seemed little gained from the fight. The planet was destroyed and rendered useless for large scale habitation, industry or agriculture. The armies of the Imperium might well have given up Tallarn had their commanders realised the extent of the devastation, but once the armies were in motion there was no going back.

At the time the Chaos attack made little sense. It seemed insane that even the fickle Gods of Chaos should expend such energy fighting over a devastated world of no particular strategic significance. But in the aftermath of the Horns Heresy their were few left to ponder such questions. Amongst the evils of the time it was just another demonstration of the random destruction of Chaos.

TALLARN SURVIVES

Within a thousand years of the Horns Heresy Tallarn evolved into a very different world from the prosperous planet of former times. Deserts of sulphurous sand stretched from pole to pole and all water disappeared except for a thin residue in the atmosphere. No vegetation remained on the surface exposed to the blistering, wind-blown sands. All that grew was the carefully husbanded crops of the Tallarn themselves, sheltered in their protective horticultural domes.

The surviving Tallarn now lived in domed towns or in natural caverns hollowed out in the planet's rock. Fierce winds drove the Tallam into their shelters, corrosive sulphur storms made all travel risky, and eventually a system of tunnels was built to facilitate travel beneath the surface.

Above their settlements the Tallarn built vapour traps to catch water from the thin atmosphere. These tall towers still stand above their domes to this day, and all the water they use is caught by these cunning devices and channelled into subterranean holding tanks.

A SECRET UNCOVERED

During the construction of an arterial tunnel, Tallarn miners struck an outcrop of hard black rock. They were unable to penetrate through this strange substance which was quite unlike any other they had encountered. After some days they decided to divert their tunnel to go around it. As they did so they discovered something very strange. At first it seemed like a natural formation, but soon they realised they had uncovered a deliberate construction.

The initial excavations revealed a huge wall of the strange black rock carved over http://www.criticalhit.co.uk/w40krp/WD185_Tallarn.shtml (2 of 5) [25/05/2002 15:54:13] Tallarn Desert Raiders (WD185)

its entire surface with weird entwined figures. The figures were human sized yet not entirely human, possessing a grace and beauty which rendered their grotesquely inscribed cavorting all the more perverse. Giant earth movers were brought in to dig out the layer of sulphur sand in which the wall was buried, and bit by bit it was slowly and painstakingly exposed to the daylight.

The Tallarn soon discovered the wall was not straight but curved, in fact part of a huge circle. Carefully their most skilled technicians worked to uncover the entire thing, a huge ring-shaped mound almost half a mile across.

THE DANGER AWAKES

It was not until the whole circle was exposed that the disaster happened. With a blast of power the circle screamed and writhed, its inert form turned suddenly to moaning flesh. Where before there had been carvings now there were the creatures themselves, Eldar creatures, yet twisted with an uncanny evil, locked together by some sorcerous bond into a sickening embrace of depraved passion.

Within the circle itself, blackness boiled and stars wheeled - stars that belonged in another part of the galaxy altogether.

THE DARK LIBRARY

In the Dark Library of the Eldar a custodian shivered as he felt an unaccustomed surge of power. Adrift from time and space his mind searched the endless strands of probabilities and found the thread that led to Tallarn. After so long it had been discovered: the Cursus of Alganar, legend of evil from before the Fall, vortex of unimaginable power, one of the three mythical Gateways of the Gods.

His mind shifted into synchronicity with the Farseers of his race, tracing the paths that linked his mind to the Craftworlds of the Eldar. When that knowledge touched the Farseers the Avatars of Khaine would wake. And Khaine would recognise the work of his ancient destroyer Slaanesh - Bane of the Eldar, Prince of the Chaos Gods.

ELDAR ATTACK

The Eldar struck from the skies without warning or explanation. To the Tallarn it was an unwarranted act of aggression. Little could they imagine that the fate of the entire Eldar race was bound up with their strange discovery. To the Eldar there was no time for explanation or discussion. They couldn't know whether the Tallam were in league with Chaos or whether the fierce desert people were unwitting pawns in the Dark Gods' game. As far as they were concerned the only option was to attack, to destroy the Cursus if they could before it was too late.

The Tallarn fought back with characteristic ferocity. Years of living upon the burning sulphur deserts had honed them into resilient fighters. To the Eldar the http://www.criticalhit.co.uk/w40krp/WD185_Tallarn.shtml (3 of 5) [25/05/2002 15:54:13] Tallarn Desert Raiders (WD185)

deserts were an unknown quantity. Even the hardy Aspect Warriors died under the heat of the sun, whilst the Eldar Guardians fell to the lightning raids of the human fighters. But the Eldar did not give up. They could not afford to abandon their attack. The survival of the galaxy depended on it.

THE DARK GODS AWAKE

But it was already too late. The gateway that was the Cursus grew in power by the minute. Its screams and wails filled the desert as the dark light brightened and fluxed within its core. Lights and stars swirled and clashed, fountains of spinning incandescence spat into the night sky. The laughter of gods rebounded across the sulphur dunes and Eldar and humans alike shuddered in terror.

From the Cursus poured the minions of Chaos. There were things indescribable to men. Things that awakened primal terrors in Eldar hearts - horrors of slime and flame that cackled and bounded into battle, transparent bodies of pure energy dividing and reuniting in a cascade of colours, vile fleshy things that pulsed with inner power and sucked at the air with poisonous lips, long-legged abominations that bore slender and elegant creatures upon their backs, beautiful and yet sickening to look upon. It was as if all the daemons of hell had fallen upon Tallarn. They had.

THE BATTLE FOR THE CURSUS

The human commander called a truce and hurried to the Eldar lines where the alien Seers sat waiting. Knowledge had finally opened their eyes. The Runestones lay cast upon the desert floor. Hope in union was predicted. Division would lead to damnation, darkness and death. With their fates so clearly predicted, the Eldar and Tallarn joined forces.

The two races fell back before the Chaos onslaught. Many were caught and destroyed in the early confusion, but the Chaos advance was slowed by the merciless hit and run tactics of the desert raiders. Humans led Eldar jet-bike riders into the attack, and soon the Tallarn and Eldar were able to regroup.

As the daemon hordes advanced beyond the Cursus their power waned, as if they were dependant upon its proximity for their power. And so it was, for the tendrils of Chaos though long are very tenuous, and only blood-letting and victory can sustain the link between the Dark Gods and their minions.

CHAOS DEFEATED

With skill and cunning the Tallarn drew out the Chaos battle lines. Choosing their targets carefully the Tallarn launched one attack after another, always retreating before the Chaos hordes could turn to meet their fire. It was a tactic calculated to drain the power of the horde, and it worked better than even the wily sons of the sulphur desert could have hoped. http://www.criticalhit.co.uk/w40krp/WD185_Tallarn.shtml (4 of 5) [25/05/2002 15:54:13] Tallarn Desert Raiders (WD185)

The Eldar Seers saw the runes change, saw the opportunity develop. The daemons were fading fast, their glittering bodies growing ever more transparent, their cries ever weaker. Now was the time to hit them hard.

With a furious charge the Eldar and Tallarn threw their remaining strength against the gibbering horde. It was a last effort that would result in absolute victory or utter defeat. The Chaos hordes shuddered and the bodies of the daemons seemed to fade and dull. The crackle of energy died and the spark of life vaporised into the oily air.

Many lay dead, human and Eldar, gored by monstrous claws, crushed by the sensual caress of a poisoned tongue, or torn apart by razor sharp teeth. Many Eldar waystones were collected from the field, and many Tallarn taken back to their domes to surrender the water from their bodies to the hydrotanks. But it was victory nonetheless.

THE CURSUS

Once the Eldar had departed in peace, and the people of both races had exchanged their promises of friendship, the Tallarn returned to the Cursus. They found the black stone cold and lifeless once more, just as it was when they had first uncovered it. However, they knew now that the stone was not dead but merely sleeping, awaiting its time again, waiting for the call of its evil masters.

The Tallarn buried the Cursus beneath the sulphur sands once more and placed within its circle the mysterious devices that the Eldar had given them for that purpose. Then they sealed the surface with plascrete and turned their backs upon it.

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Home : Appendix : Terminator Squads (White Dwarf 109) TERMINATOR SQUADS

TERMINATOR ARMOUR

The Powered Armour of the Legiones Astartes is among the finest protection ever developed for use in war. In his armour, a Marine can function in almost any environment and need have little fear of injury. The basic design is so successful that Marine armour has barely changed since the First Founding. It is, however, not the only equipment and armour available to the Astartes Chapters.

A need for even heavier armour became apparent long ago to the Adeptus Chapters. Certain situations virtually demanded its use: ship-to-ship actions, tunnel clearances, Hive-world combat, all required that very concentrated firepower be brought to bear in confined spaces. Dreadnoughts were unsuitable for use In such places; their cumbersome size merely added to the problem.

After some false starts, the basic outline design for Marine Terminator Armour, a form of exo-armour, evolved. Drawing on both Powered Armour and Dreadnought technologies, Terminator Armour attempts to combine the best of both. Several designs evolved in parallel from the forge-worlds of the Adeptus Mechanicus and the armouries of the Marines. Often bearing little physical resemblance to each other these different Exo-armour suits have much in common. Massively armoured, sealed against any external conditions and incorporating their own armament, Terminator Armour designs proved their worth from the first. Like Powered Armour, the suits were equipped with fibre-bundle muscles and imposed few movement restrictions upon the wearer.

Terminator Armour also incorporates many more auxiliary systems than normal Marine armour. The armour's sensorium, based upon tendril sensors, links directly into the wearer's own awareness. The sensorium allows the wearer to use a vast number of scanners and detectors without conscious thought. Sensoriums can also be linked together, allowing every squad member to see exactly the same view of the battle as his comrades.

In addition to its formidable protective value, Terminator Armour has its own built- in weaponry: a Storm Bolter and a Powerglove. The Storm Bolter is a multi- http://www.criticalhit.co.uk/w40krp/WD109_Terminator_Squads.shtml (1 of 2) [25/05/2002 15:54:25] Terminator Squads (WD109)

chambered, short- barrelled development of the trusty standard bolter already used by the Legiones Astartes. It shoots at a faster rate than the original weapon, allowing it to lay down a curtain of fire. It is also quite short, partly because it is built into the exo-armour, making it an ideal dose combat weapon. Such a combination in a single weapon has proven useful, to say the least. The Powerglove is already standard issue in many Chapters, and needs needs little work to adapt it to exo-armour.

Some Marine tacticians and scholars have criticised the design of the suit and its weaponry for lacking a heavy punch at extended ranges. Given its primary function in boarding, close assault and clearance actions, such arguments have carried little weight. Exo-armour has been been included in the armouries of many Chapters who have recognised its worth.

Most Marine chapters maintain some Terminator suits in their armouries, and train some squads in their use. Some adaptive surgery for the sensorium interface is also necessary. However, Terminator Armour is not used by these Marines as a matter of course, but issued as and when required. Conventionally armoured Marines, for example, would not be expected to clear the densely-packed corridors of a Hive World. Their task would be to form a cordon, while Terminator Squads in exo-armour carried out the clearance.

The Thule Decimation of 728.M40 is one of the most noteworthy examples of the use of Terminator Armour. Six entire companies of Grey Knights (an elite Chapter that is unusual in having all of its Marines trained and adapted for Exo-armour) were equipped with Terminator Armour, including suits that had been requisitioned from five other Chapters. The assault was mounted with such haste that there was no time for repainting the suits. The Grey Knights were forced to attack in the colours of six different Chapters and, apparently faced by six Chapters of Marines, the defenders surrendered within three hours. One in ten on the planetoid city were subsequently executed for their part in the rebellion.

The Ultramarines' crusade against the Tyranid hive-fleet Behemoth also included several important actions by Terminator Squads. These included the first breach in the fleet's outer hull, and the subsequent destruction of the vats and nest chambers.

Armed and armoured in Terminator Suits, properly trained Marines can take on almost any foe and prevail. Exo-armour in itself is, of course, only half the story: without the devotion and skill of a Marine, it would be as nothing.

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Home : Appendix : The March of Time by Rick Priestley (White Dwarf 97) THE MARCH OF TIME

The Imperial dating system is based upon the old calendar - the one with which we are all familiar. An Imperial date is therefore a date 'Anno Domini' but it's expressed in rather different terms than those we are used to. The most noticeable difference is the suffix 'M' followed by a number. This is the millennium number: Ml is the first millennium and so on. We are living in 1987 which is the second millennium. In Imperial terms any date between 1001 and 2000 would be suffixed by M2. The current millennium in the WH40k mythos is the forty-first or M41. Incidentally, this suffice is normally emphasised by a full stop (or oblique if you prefer) for clarity.

A typical dating code, such as you will find in the WH40k book and in WD articles, is 0150935/M32. The M32 means we are dealing with a thirty-second millennium date. The other numbers tell us the year and fraction of the year.

0 (check number ) 150 (year fraction number) 935 (year number) M 32 (millennium)

Check number The first digit in the sequence is the dating reference or check number. This check number is necessary due to temporal distortions which affect ships in warp-space as well as worlds which are remote, or isolated, from Earth. It's presence qualifies the accuracy of the date given in each case.

Earth standard date. Referring to an event which happened within the 0/1 Sol system. Direct. Source in direct psychic contact with Earth when date 2 reference was made Indirect. The source is in direct psychic contact with a class 2 source 3 but not Earth. Corroborated. The source is in direct psychic contact with a class 3 4 source but not a class 0/1 or 2. Sub-corroborated. The source is in direct psychic contact with any 5 corroborated source.

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Non-referenced 1 year. The source is not in psychic contact with a class 1-5 source when the reference is made. However, the date 6 belongs to a sequence begining or ending with a date which does have a class 1-5 source reference. The unsourced time period is no

greater than 1 standard year. Non-referenced 10 years. This is an unsourced date in the same way 7 as a class 6 date but with an unsourced period of 1-10 years. Non-referenced more than 10 years. This is an unsourced date as for 8 7 but for an unsourced sequence of more than ten years. An approximated date. A date with no fixed coordinates at either end 9 of a sequence, or a date approximated from non-Imperially dated references.

Prefixes 1 to 8 indicate gradually widening 'grey areas' surrounding the origins of a given item of data. Prefix 9 is slightly different. It's used when, for instance, a source reporting from a world that doesn't use Imperial dating, needs to make a reference to that world's history. The historical date would have to carry the prefix 9.

Year The last three digits are the year within the millennium running from 001-000 (one thousand). For example 0150930/M32 is the year 930 of the thirty second millennium. We would describe this as the year 31930 AD. When referring to a year in general terms, and where it is not necessary to include the year fraction or check number, it is acceptable to write 'year 930/M32'.

Year fraction For administrative purposes the standard year is divided into 1000 equal segments; 001-000. This is a purely administrative convention and not a part of everyday usage.

The following examples should make this clear.

0333042. M32. Segment 333. Year 42. Millennium 32. Our year 31042

4590640. M41. Segment 590. Our year 40640.

0001987. M41. Segment 1. Our year 40987 and the 'current' year in the WH40k universe.

As the last example explains, the current year in the WH40k mythos is year 987/M41. The current 'real' real is, of course, year 987/M2. Because it makes the game easier to write for, I usually refer dates in the WH40k mythos to the approximate 1987 equivalent at the time of writing. Obviously it is not possible to coordinate 'game time' and 'real time' absolutely, but it does add coherency to a campaign structure. Your campaigns may be developed in the same way, but feel free to be flexible. If you command a force which must travel through warp space for six months of game time, it's hardly reasonable to wait six months before fighting the battle! http://www.criticalhit.co.uk/w40krp/WD097_the_march_of_time.shtml (2 of 3) [25/05/2002 15:55:04] The March of Time (WD97)

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Home : Appendix : The Titan Legions by Rick Priestley (White Dwarf 178) THE TITAN LEGIONS

THE ADEPTUS MECHANICUS

There are no towers as high as the spires of Mars, no cities greater than the hives of Mars, and no men more devoted to the pursuit of knowledge than the Tech- Priests of Mars.

Mars is the greatest and most populous world in the entirety of the galaxy- spanning Imperium. Sprawling hives climb miles into the Martian sky and their foundations delve deep into the planet's core. Orbital factories circle its globe, their ceaseless industry forming a glowing halo around the red planet.

Above the equator vast space docks float in geo-stationary orbit, for this is the home of the mightiest fleet in the Imperium, the Battlefleet Solar. Untold billions of human souls live on the ancient world. They are the people of the Cult Mechanicus and the devoted servants of its technarcane Machine God.

Mars is the homeworld of the Tech-Priests, the ruling class of the Cult Mechanicus. Throughout the galaxy there are many other worlds that belong to the Tech-Priests, planets whose people also form part of this huge and powerful organisation. These other planets are called Forge Worlds, and though none are as ancient or as powerful as Mars, each has its hives and its factories, its industries and its cavernous temples to the Machine God.

Each Forge World is a colony of the Tech-Priests, controlled by its own Techno- Magi and responsible for its own affairs. However, the ultimate loyalty of all the cult members is to the Cult Mechanicus itself, and to its masters on the planet Mars.

THE BIRTH OF THE CULT MECHANICUS

The Cult of the Machine God began many thousands of years ago, before the birth of the Imperium, during the time known as the Age of Strife. The events that triggered the Age of Strife must forever remain a mystery, but very likely the increasing turmoil in warp space was one of the most influential factors. Only by

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means of the ethereal realm of warp space can interstellar space travel take place. Erratic disturbances in warp space, called warp storms, make it almost impossible for spacecraft to travel between star systems. During the Age of Strife, the warp storms became frequent and more intense, spreading throughout the galaxy until space travel became next to impossible. Individual solar systems became isolated and many human colonies hitherto dependent upon interstellar contact were lost. Societies collapsed, anarchy prevailed, and the old civilisation of mankind passed away forever.

During the Age of Strife the Earth could no longer acquire sufficient food or resources to accommodate its people. Without access to the wider galaxy the homeworld could not survive. Untold billions died as a result of war and starvation. The planet soon became a battleground where rival warlords fought over the ruins of a once great civilisation. All of Earth's ancient knowledge was lost and its cities destroyed. The planet became little more than a desert where its people were reduced to the level of brute savages fighting over the scarce land and water that remained.

On Mars the process of disintegration began as it did on Earth, but because of the unique conditions on Mars events were to develop entirely differently. Because of lack of maintenance the planet's atmospheric radiation shields soon disintegrated. Solar radiation poured onto the surface, destroying the fragile ecosystem and wiping out sparse vegetation which had taken millennia to cultivate. Plagues caused by high radiation levels slew most of the population. Of those who survived most became deranged by sickness, many turned into mutant or gibbering cannibals. The destruction of the entire planet seemed likely. However, this was not to be, for a new idea began to spread amongst the people, a religion of survival - the Cult Mechanicus dedicated to the Machine God.

The devotees of the Machine God sought out the now scattered technology needed to rebuild temporary radiation shelters. The cult demanded absolute devotion from its followers, for only by selfless dedication and often personal sacrifice could machines be recovered or the planet saved. Under the direction of their Tech-Priest leaders, the cultists set about restoring order to the world. They built shelters to protect themselves from the radiation storms, and oxygen generators and food processing machines to enable them to live behind the enclosed shielding.

There were few shelters even for the Tech-Priests and none for unbelievers. Marauders and mutant raiders tried to force their way inside the hurriedly constructed buildings. Many of the cultists died defending their shelters and some early shelters were destroyed, but the survivors emerged all the stronger and more determined. The people interpreted their survival in the face of tremendous odds as vindication of the Cult Mechanicus. Their resolve and devotion to the cult became unshakeable.

Whilst rival warlords battled over the remnants of Earth the Tech-Priests rebuilt Mars in the image of their inhuman god. On red sand there rose the first temples http://www.criticalhit.co.uk/w40krp/WD178_Titan_Legions.shtml (2 of 9) [25/05/2002 15:55:31] The Titan Legions (WD178)

of the Machine God and the people came to worship at the High Altar of Technology.

The Tech-Priests scoured the ruins of Mars for surviving machinery which they enshrined within the Temple of All Knowledge. Within the temple's plasteel shell shining pistons held the vaulted roof almost a mile above. The shafts of each piston were so constructed that they moved to raise and lower the roof, altering its acoustic properties to accentuate the hymns of praise sung to the Machine God.

The High Altar within took the form of a vast database containing the whole knowledge of the Tech-Priests. Even today every new discovery is dedicated to this altar. Every temple on Mars and throughout the Forge Worlds is connected to the High Altar by means of a living Transmat link, a psychic Servitor whose mind co-joins all altars of the Cult Mechanicus into one holy machine entity.

THE TITAN LEGIONS

When the Tech-Priests built their first temples and restored order to Mars they also laid the basis for the military arm of the Cult Mechanicus, the Titan Legions. They created weapons capable of functioning in the hostile environment of their planet. The vast fighting machines they built were Titans. Since that time the Titan Legions have formed the backbone of the armies of the Cult Mechanicus. Now, as part of the Imperium, they serve the Emperor.

Of all the galaxy's fighting machines none can match the sheer size and power of a Titan. The largest Titans bristle with weaponed turrets and carry potent guns capable of destroying entire formations of enemy troops. Inside the Titan's armoured shell countless crew busy themselves with their duties. Some operate the throbbing engines that propel the machine enabling it to walk over the battlefield. Others direct its potent weapons of destruction, guiding its turrets and aiming its lethal missiles. A Titan is a ponderous battleship of the land. A machine of such a size and complexity that it is accompanied by infantry and tanks so that it can deliver its substantial firepower in the most effective way. Some Titans carry troops into battle, their towering leg sections form mighty bastions from which squads of troops attack the enemy.

The construction of a Titan takes many years. Centuries of endeavour lie behind a single machine. The largest and oldest Titans of all are held to contain a spark of the Machine God's divinity. They have a holiness invested in them by virtue of their antiquity and technical complexity. The Tech-Priests deck the Titans with banners proclaiming their divine nature. On the eve of battle they anoint the machines with holy oil and perform the Mass of the Cult Mechanicus before the entire legion. The sacred names of the Titans are chanted amidst readings from the Manual Technicanum. To the Tech-Priests a Titan is more than a fighting machine it is an aspect of the Machine God, a holy and worshipful creation of Technology. To serve aboard a Titan is to serve the Machine God in person. This is the greatest service that a mere mortal can perform.

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When the Cult Mechanicus restored order to Mars its leaders looked to Earth and beyond, hoping to find remnants of human knowledge on other worlds. The Tech- Priests were appalled at the destruction on Earth and judged there was nothing worth saving. Instead they turned their attention to the wider galaxy. However, their spacecraft were unable to break through the warp storms that raged throughout the galaxy, isolating the Sol system and many others besides.

The Tech-Priests studied the warp barrier for many centuries, observing the nature of the warp storms and the energy patterns within them. After many lifetimes they were able to predict when the storms were at their weakest, and made preparations for an expedition beyond the solar system. At last an opportune moment came, the warp storms abated, and a massive fleet set out from Mars. The spacecraft of the Cult Mechanicus carried an entire Titan Legion onboard as well as thousands of Servitors and Tech-Priests to form the seeds of a new colony.

After a few short days the warp storms regained strength once again and all contact was lost with the fleet. The Tech-Priests waited for a sign from their Machine God, and faithfully started to prepare another expedition.

Over the next thousand years many Titan Legions were built and launched into the void. Some were lost or destroyed, but others were successful in their mission. Throughout the galaxy new colonies of the Cult Mechanicus were founded, each a replica of Mars with its temples and hives, its factories and its hierarchy of Tech- Priests. Each new world was protected by its Titan Legion. These new worlds were called Forge Worlds.

Whilst the storms persisted the Tech-Priests of Mars could only guess how many of their space fleets had survived passage through the tumultuous warp. During moments of relative calm broken messages were down-loaded into the High Altar in the Temple of Knowledge, fleeting reports from the Forge Worlds, data from recovered machines, conformations of new discoveries or desperate pleas for help. But there was little the Tech-Priests of Mars could do to aid individual worlds, and it was not until the time of the Great Crusade in the Age of the Imperium that the Forge Worlds were to be finally united with Mars.

THE KNIGHT WORLDS

The Tech-Priests' spacefleets found an anarchic galaxy where the ancient confederacy of interdependent human planets no longer existed. They discovered that the Eldar too were facing social degeneration. Many had taken to the worship of the Dark Gods of Chaos, and everywhere the Eldar worlds were falling into ruin. Some Eldar had already chosen to abandon their home worlds and set up new colonies of Exodites untainted by the evil of Chaos. The Tech-Priests also found that wild Ork warbands rampaged throughout the galaxy, looting and destroying, causing unrest everywhere. http://www.criticalhit.co.uk/w40krp/WD178_Titan_Legions.shtml (4 of 9) [25/05/2002 15:55:31] The Titan Legions (WD178)

The human worlds discovered by the Tech-Priests retained little of their old technology. They had devolved into feudal states ruled by aristocratic nobles who welcomed the Tech-Priests as long awaited saviours. The Tech- Priests settled amongst these feudal empires, or Knight Worlds, choosing planets that were mineral rich where they could rebuild their industries. They established contacts with the Knights, trading with their worlds and investigating the ancient ruins where surviving technology could still sometimes be found. The Knights provided manpower and security against enemies such as marauding Orks and land-hungry Eldar Exodites. In return the Tech- Priests provided technical expertise and help rebuilding their planets.

Over the millennia the Forge Worlds became powerful and the Knight Worlds flourished under their wing. The Tech- Priests and Knights became mutually dependent and each Forge World became the hub of an empire consisting of a Forge World and its surrounding Knight Worlds. The Knights learned much from the Tech-Priests and their societies were gradually transformed into technically sophisticated cultures. Many of the Forge Worlds were successful in maintaining sporadic contact with each other, and the Tech-Priests' obsession with knowledge ensured that discoveries on one world were down-loaded to altars throughout the galaxy.

The most important innovation that the Tech-Priests brought to the Knight Worlds were the fighting machines also called Knights. These machines were one-man versions of a Titan, much smaller and less powerful than a real Titan, but far better suited to the mobile style of warfare prevalent amongst the nobility of the Knight Worlds.

Today these Knights fight alongside the Titans and form a reserve of troops which can be called up into the Titan Legions when required. Each machine is piloted by a noble of the Knight Worlds, a Knight warrior within a Knight machine, for these worlds have maintained their feudal societies over the millennia. Indeed, the acquisition of technology enabled the warrior nobility to strengthen its position of power on their worlds

THE AGE OF THE IMPERIUM

It is now ten thousand years since the Age of the Imperium began. It was in that distant time that the warp storms finally ended with a single massive storm of unbelievable destructive power. The warp is formed from psychic energies which affect the minds of psychically sensitive mortals. As a result of the final collapse of the storms many humans were killed as a psychic shock wave spread throughout the galaxy.

The Eldar worlds were at the centre of this shock wave, spelling the end of planet- bound Eldar civilisation. Some Eldar escaped by means of massive space arks called Craftworlds. The Eldar Exodites who had already distanced themselves

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from the hub of their civilisation also survived.

Other Exodites arrived amongst the Knight Worlds looking for worlds to settle, seeking out planets seeded by their ancestors thousands of years previously. Many of these worlds were already settled by the Knights and wars broke out throughout the Knight Worlds as Eldar tried to oust the Knights. The Forge Worlds and Knights managed to repel the Eldar invaders in most cases, but they could not prevent the Exodites settling nearby. Over the following centuries the Exodites and Knights would fight many long and arduous wars.

On Earth the lifting of the warp storms signalled the beginning of an age of rebuilding and resurgence. From the battling warlords of Earth emerged one far- sighted visionary, a man of mysterious origins whose knowledge of past technologies astounded all who spoke to him. History does not recall his name only the title he came to assume in later years - the Emperor. This great leader united the warring people of Earth and prepared the way for the reconquest of the galaxy by his Space Marine Legions.

On Mars the Emperor was recognised as the long-awaited Omnissiah of cult legend. A frenzy of popular uprising swept through the entire Cult Mechanicus as word spread of his coming. When the Emperor arrived on Mars he was hailed as the Machine God Incarnate and the Tech-Priests and Techno-Magi alike came to acknowledge his leadership and marvel at the technical secrets at his command.

Not all amongst the Cult Mechanicus were happy with this turn of events. Many of the senior Magi resented the disturbance in the status quo threatening, as it did, their own power base. A few of these malcontents led a rebellion and seized the Temple of All Knowledge from where they called the faithful to war against the Emperor.

The conflict that followed was short and bloody, and ended in the defeat of the reactionaries and triumph of the Emperor's followers. Mars and Earth were reunited after millennia of separate development.

THE GREAT CRUSADE

With the massive human resources of Earth and the colossal technical power of Mars the Emperor began the re-conquest of the galaxy. This mighty enterprise is known as the Great Crusade and it lasted for two hundred years. The Emperor's forces spread out from the Sol system, searching for surviving human worlds and driving out alien usurpers. Many long forgotten planets were liberated during the Great Crusade and many worlds were settled anew. Gradually the Imperium expanded throughout the galaxy.

Forge Worlds throughout the galaxy were able to establish secure communications with Mars following the end of the warp storms. Many Forge Worlds were able to contact the High Altar of Knowledge, and many technical advances and discoveries were spread as a result. The position of Mars and the http://www.criticalhit.co.uk/w40krp/WD178_Titan_Legions.shtml (6 of 9) [25/05/2002 15:55:31] The Titan Legions (WD178)

Cult Mechanicus as the leader of the Forge Worlds was reaffirmed and spacecraft began to travel between the worlds regularly.

Many Forge Worlds found themselves at war with alien invaders, especially Orks, now that space travel was viable once again. Although the Forge Worlds were able to help each other to some degree, they were everywhere forced onto the defensive. Some Forge Worlds were destroyed and many of the Knight Worlds were devastated. As the Great Crusade advanced it was able to free the Forge Worlds from these attacks. The liberation of the Forge Worlds was a great advantage to the Imperium, because their considerable military might could be added to that of the Great Crusade itself.

As the Emperor's forces pushed further and further into the galaxy, the Forge Worlds were able to supply arms and equipment, weapons, spacecraft and other munitions to the advancing armies. Titan Legions from the Forge Worlds joined the Space Marines to extend the borders of the Imperium still further.

As the Great Crusade reached the edges of the galaxy the Cult Mechanicus founded new Forge Worlds to act as forward supply bases. These new planets soon grew and established their own Titan Legions. Surrounding planets were colonised from the Knight Worlds, replicating the long-established pattern on the other Forge Worlds.

THE HORUS HERESY

As the Great Crusade reached ever outwards, encompassing almost the whole galaxy, a new and unthinkable threat emerged to challenge the re-emergence of humanity. This was the rebellion known to later ages as the Horns Heresy. The revolt was led by Warmaster Horus, the greatest of the Emperor's generals, his most trusted lieutenant, and the most powerful of all the Primarchs. The rebellion began far out on the eastern fringes of the galaxy, and took hold amongst the Space Marine and Titan Legions serving under Horus.

It is unclear how Horus managed to turn his armies against the Emperor, but he was a skilled and persuasive leader who commanded immense personal loyalty amongst his troops. In all probability there were few who even questioned his orders, and later, when the true power behind the revolt was revealed, it was too late. At the very beginning none guessed that behind the Warmaster' s plans lay something altogether more sinister. Unknown to anyone, Horns had thrown in his lot with the Dark Gods of Chaos. All who followed him would be as damned as he.

This is not the place to describe at length the fierce battles of the Horns Heresy. The galaxy was torn asunder as Space Marines fought Space Marines and Titans battled Titans. Horus' strategy was to move against the Emperor directly, attacking Earth with as much speed and as many troops as he could muster. Earth's defences were weak and reinforcements were weeks behind Horus' fleet. In the final event the war was to be won by the Emperor, but only at the cost of his own life as he battled Horus in personal combat aboard the Warmaster' s own http://www.criticalhit.co.uk/w40krp/WD178_Titan_Legions.shtml (7 of 9) [25/05/2002 15:55:31] The Titan Legions (WD178)

battleship. From that day forth the Emperor has lived only as a spirit sustained by psychic energies, his lifeforce inhabiting a corpse held together by stasis fields.

The majority of Horus' forces were scattered following his defeat. The rebel Space Marine and Titan Legions fled into the Eye of Terror, a zone of what is known as Chaos Space. Here the twin dimensions of the warp and reality overlap, and the ethereal realm of Chaos co-exists with the material realm of men. In this vast region of space there are worlds inhabited by daemons and their minions, and it was amongst these worlds that the traitors made their home.

Outside the laws of time and space the Eye of Terror has preserved the remnants of Horus' armies to this day. Space Marine warriors who fought against the Emperor live there still, emerging at points past, present and future to harass the forces of the Imperium. Titans that took part in the Heresy can also be found in the Eye of Terror on worlds ruled by dark and corrupted Tech-Priests whose hellish visions of techno-madness have created societies where men are slaves to daemon-possessed machines which hunger for mortal blood.

THE ASCENDANCY OF THE HIGH LORDS

Following the defeat of Warmaster Horus the Imperium of Mankind was re- established afresh. The organisational basis for the Imperium of the 41st Millennium was laid down in the years following the Emperor's incarceration. At that time Imperial organisations were instated in forms which have endured broadly unchanged for ten thousand years. Institutions created by the Emperor to serve his Great Crusade became the ruling bodies of the sprawling empire. Their chiefs became the most powerful men the galaxy has ever known. These individuals are the High Lords of Terra, a conclave which includes the chief military and administrative officials of the Imperium.

The new ruling body of the Imperium was known as the Adeptus Terra, the Adepts of Earth, a term which included not only the High Lords but all the organisations under their control. From this time the term Adeptus was formally adopted as the title for all officials of the Imperium. During the Great Crusade and Horus Heresy the Cult Mechanicus had taken part in all the triumphs and failures of the Imperium. Now the Techno-magi prepared to play their role in the rebuilding process too.

To establish their place amongst the new rulers of the Imperium the Cult Mechanicus became the Adeptus Mechanicus, and its cult leaders became High Lords of Terra. Over the following millennia the people of Earth and Mars would march forward together, welded into one mighty Imperium, yet distinctly different societies with their own governments and institutions.

THE ADEPTUS MECHANICUS

It is now the forty-first millennium. The Emperor has endured for ten thousand years, his living spirit continues to guide the fate of mankind though his body is http://www.criticalhit.co.uk/w40krp/WD178_Titan_Legions.shtml (8 of 9) [25/05/2002 15:55:31] The Titan Legions (WD178)

rank with decay. On the world of Mars the Techno-Magi celebrate the rites of the Machine God and his divine manifestation the undying Emperor. Throughout the Imperium there are countless Forge Worlds devoted to the pursuit of knowledge. The Titan Legions and the Tech-Guard armies of the Adeptus Mechanicus protect and expand the territories of the Machine God. In conjunction with the Space Marines and Imperial Guard, they form the fighting armies of the Imperium, the most potent force in the galaxy.

The Forge Worlds and Knight Worlds remain fiercely loyal to their Martian masters. Their industry and their tithes are to the Adeptus Mechanicus and the Techno-Magi of the Cult Mechanicus. Where other human worlds in the Imperium are part of the feudal empire controlled by the Administratum of the Adeptus Terra on Earth, the Adeptus Mechanicus retains direct ownership of its own territories. Thus the Forge Worlds and the Knight Worlds owe no obligations to the Adepts of Earth. They raise no regiments for the Imperial Guard and they pay no tithes to the treasury. They are not answerable to the Adeptus Terra but to the Adeptus Mechanicus. Only the Inquisition has jurisdiction in their territories, and there are no worlds in the Imperium where those warriors of righteousness may not walk freely.

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Home : Appendix : Unmatched in Valour by Rick Priestley & Jervis Johnson (White Dwarf 184) UNMATCHED IN VALOUR

The Space Marines of the Ultramarines Chapter are renowned for their loyalty and their rigid adherence to the traditions laid down in the Codex Astartes. In this excerpt from the forthcoming Codex Ultramarines, we delve into the background and history of these supreme warriors.

THE PRIMARCHS

According to legend the Emperor created the Primarchs from artificially engineered genes, carefully imbuing each of them with unique superhuman powers. It took many hundreds of years to collect and refine the mutant genes needed to produce the Primarchs. When all was ready the genetic matrixes were placed within twenty incubator capsules.

Legend goes on to tell how the Dark Gods of Chaos spirited away the Primarchs within their incubator capsules, scattering them widely throughout the warp. More than one of the capsules was breached whilst it drifted through warp space. The forces of the warp leaked in wreaking havoc in the developing genetic material inside the capsule. Undoubtedly damage was done, although the nature of that damage would only become apparent during the Horns Heresy.

ROBOUTE GUILLIMAN

After drifting for decades, or in some cases even hundreds of years, the twenty incubation capsules came to rest on human worlds throughout the galaxy - distant planets inhabited by a variety of human cultures. The capsule containing the developing form of one Primarch fell upon the world of Macragge. This was a bleak but not inhospitable world that mankind had inhabited for many centuries. Its industries had survived the perils of the Age of Strife and its people had continued to build spacecraft throughout the period of intense warp storms. The people of Macragge had successfully maintained contact with neighbouring systems, despite the loss of many ships and crews.

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The Primarch's capsule was discovered by a group of noblemen out hunting in the forest. They broke the capsule's seal to reveal a striking child surrounded by a glowing nimbus of power. The amazing infant was brought before Konor, one of a pair of co-rulers, or Consuls, who governed the civilised part of Macragge. Konor adopted the child as his son and named him Roboute.

The young Primarch grew quickly, and as he did so his unique physical and mental powers became obvious for all to see. By his tenth birthday he had studied and mastered everything the wisest men of Macragge could teach him. His insight into matters of history, philosophy and science astonished his elders, but his greatest talent lay in the art of war. This prompted his father to give him command of an expeditionary force in the far north of Macragge.

This mountainous area was called Illyrium, a barbarous land which had harboured bandits and brigands for as long as anyone could remember. Although many wars had been fought against them, no-one had ever pacified the region for long. Roboute fought a brilliant campaign and won not only the submission but also the respect of the fierce Illyrian warriors.

A BITTER HOMECOMING

Returning home he found the capital in turmoil. During Roboute's absence his father's co-Consul, a man called Gallan, led a conspiracy against Konor. Gallan was one of many amongst the wealthy nobility who were jealous of Konor's power and popularity. These malcontents were used to easy living on their vast estates where they were supported by impoverished slaves. Konor had changed all that, forcing the old aristocracy to provide slaves with reasonable accommodation and food. He had also passed legislation which obliged them to contribute to his ambitious programme of improving and enlarging the city. All these reforms were of great benefit to the people of Macragge, but were unpopular with all but a few of the more far-sighted aristocrats.

As Roboute and his army approached the gates of Macragge City they saw the smoke of burning and hurried to investigate. Soon they met citizens fleeing from the anarchy, and Roboute learned how troops in the pay of Gallan had attacked the Senate House with Konor and his loyal bodyguard inside. The rebels surrounded the Senate, whilst drunken soldiers roamed the city looting and murdering at will.

Roboute hurried to his father's rescue. Leaving his troops to deal with the drunken mob, he fought his way into the Senate House. There he found his father dying of wounds inflicted by a hired assassin. For three whole days the Consul had directed the defence of the building even as surgeons fought for his life. With his dying breath Konor told his son of Gallan' s treachery: how he and his fellow conspirators had attempted to murder him as he arrived at the Senate House to declare a public holiday in honour of Roboute's victory.

Roboute crushed the rebels and quickly restored order within the city. Thousands http://www.criticalhit.co.uk/w40krp/WD184_Ultramarines.shtml (2 of 8) [25/05/2002 15:55:50] Ultramarines - Unmatched in Valour (WD184)

of citizens flocked to the Senate House and amidst a wave of popular acclaim Roboute assumed the mantle of sole and all-powerful Consul of Macragge. The new ruler acted swiftly to crush the old order. Those who had acted against his father were executed and their lands and family titles taken from them. New, honest, hard-working settlers were given the old farms and property. With super- human energy and vision the Consul reorganised the social order of Macragge, rewarding the hard-working, placing men of honour in high office, and building the armed forces into a powerful and well equipped force. Macragge flourished as never before.

THE EMPEROR

While the capsule containing the Primarchs drifted through the warp the Emperor and his armies advanced across the galaxy. This Great Crusade liberated many worlds from alien domination and re-established contact with human planets which had endured isolation and danger for thousands of years. As the young Roboute Guilliman waged war against the Illyrian bandits in the northern mountains of Macragge, the Emperor and a force of Space Marines reached the planet of Espandor in a neighbouring system. From the Espandorians the Emperor learned of Macragge and the astounding son of Consul Konor. He immediately realised that he had found one of the long lost Primarchs.

The Emperor took ship to Macragge. His ship ran into a sudden and unexpected warp-squall, a brief but intensely strong disturbance of warp space that threw the craft off its course. By the time the Emperor reached Macragge, Roboute Guilliman had ruled for almost five years. In that time the world had undergone a transformation. Its people were well- fed and prosperous, its armies well-equipped and powerful, and its cities had been rebuilt in glittering marble and shining steel. Spacecraft from Macragge ran regular routes between the local systems, bringing raw materials and more people to the flourishing world. The Emperor was astounded to find a world so well ordered and prosperous, and realised at once that Roboute Guilliman was a Primarch of great ability and vision.

FORTRESS MACRAGGE

The Ultramarines Legion of Space Marines was assigned to the control of Roboute Guilliman and its forward base relocated to Macragge. The Primarch quickly assimilated the many wonders of the Imperium and set about his new role with skill and enthusiasm. His chief talents, as ever, lay in war, and he soon led the Ultramarines to fresh conquests in the galactic south. He succeeded in liberating more worlds during the Great Crusade than any other Primarch, and the worlds he brought within the Imperium were to benefit from his organisational skills and passion for efficient government.

Whenever Roboute Guilliman freed a world from the tyranny of Orks, Chaos or other aliens, his first priority was to set up a self-supporting defence system. Once a world was safe he could move on, leaving behind enough advisers to ensure http://www.criticalhit.co.uk/w40krp/WD184_Ultramarines.shtml (3 of 8) [25/05/2002 15:55:50] Ultramarines - Unmatched in Valour (WD184)

that industry would be created, trading routes set up with the Imperium, and government directed towards the prosperity of the people. In this way the Ultramarines could conquer worlds faster than any other Space Marine Legion.

Meanwhile, the fortress of the Ultramarines grew on Macragge. Some Ultramarines remained behind to supervise the work, which progressed rapidly thanks to the ready trading network and advanced industries of the planet. Within a year a training base was established, and recruiting began on the planet Macragge and surrounding worlds. It was not long before the Ultramarines Legion received its first influx of warriors born and bred on Macragge. Thanks to their usual thoroughness of organisation, the Ultramarines were able to receive constant recruits throughout the Great Crusade. Because of its strong recruitment base and Roboute Guilliman's tactical expertise the Ultramarines soon became the largest Space Marine Legion, having more recruits than any other Legion and suffering fewer casualties.

THE HORUS HERESY

Whilst the Horus Heresy plunged the Imperium into savagery and civil war, the Ultramarines were engaged on the southern edge of the galaxy. Their very success had carried them far from Earth and isolated them from the conquering armies of Horus in the north-east. News of Horus's treachery did not even reach the Ultramarines until the attack on Earth was underway. Thanks to the speed of Horus's attack there was little that Roboute Guilliman could do. None of the worlds already liberated by the Ultramarines was in serious danger from the forces of Chaos. Consequently, the Ultramarines were poorly placed to contribute much during the early stages of the Horus Heresy. Their main success was the destruction of a large force of Chaos Space Marines which was heading to reinforce Horus's position. Afterwards the Ultramarines took part in several important battles to recover human worlds from the dominion of Chaos.

As fate would have it, the Ultramarines were therefore largely untouched by the fighting of the Horus Heresy. Other loyal Space Marine Legions had lost thousands of troops during the fighting, and half of the original Legions had sided with Horus. As a result the number of Space Marines left was very few, and never were they more needed.

AFTERMATH

The confusion and disorder following the Horus Heresy had left the Imperium weak and vulnerable. Everywhere the enemies of mankind prepared to attack. Many worlds remained in the grip of Chaos. Into this breach stepped Roboute Guilliman and the Ultramarines. Always the largest Legion, the Ultramarines found themselves divided and dispatched all over the Imperium in a desperate effort to stem the tide of invasion and unrest.

The Ultramarines successfully held the Imperium together during a time of intense

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danger. Macragge was able to supply new recruits at such a rate that soon the Ultramarines alone accounted for more than half the total number of Space Marines. Within a decade order was restored to the Imperium. Even as the Ultramarines reconquered, a new theory of warfare was emerging. Under the guidance of the Ultramarines' Primarch, the Codex Astartes was taking shape. Its doctrines would reshape the future of all Space Marines and lay the foundation for the Imperium's military strength.

THE SECOND FOUNDING

The Second Founding of the Space Marines was decreed seven years after the death of Warmaster Horus. The existing Space Marine Legions were dissolved one by one and refounded as smaller, more flexible formations. Where the old Legions were unlimited in size, the new formations were fixed at a nominal one thousand fighting warriors. This corresponded to the existing unit within the Legions called the Chapter, and in future the Chapter was recognised as the standard autonomous Space Marine formation.

Existing Space Marine Legions were divided into new Chapters. One Chapter kept the titles and colours of the original Legion, whilst the remaining Chapters took new titles and colours. Most of the old Legions divided into fewer than five Chapters, the Space Wolves divided into only two, but the Ultramarines were divided many times. The exact number of new Chapters created from the Ultramarines is uncertain: the number listed by the oldest known copy of the Codex Astartes (the so-called Apocrypha of Skaros) gives the total as twenty three but does not name them. A list of Chapters known to have been created at this time is given in Codex: Ultramarines.

As a result of the Second Founding the Ultramarines' gene-seed became the stock type. The new Second Founding Chapters created from the Ultramarines are often referred to as the Primogenitors, or 'first born'. All the Primogenitor Chapters venerate Roboute Guilliman, the Primarch of the Ultramarines, and their own founding father and Patron.

ULTRAMAR

With the Second Founding the size of the Ultramarines' force was much reduced. Most of the Space Marines left Macragge to establish new Chapters elsewhere. The Ultramarines' fortress was built to accommodate more than ten times as many Space Marines as now remained on the homeworld. As a result its arsenals and weapon shops were partially dismantled, and taken by the Primogenitor Chapters to found their own bases throughout the galaxy. The genetic banks of the Ultramarines, and the huge recruitment organisation, was similarly reduced in size.

One aspect of the old Ultramarines Legion that survived was the close relationship between the Space Marines and the people of the surrounding planets. During the Great Crusade the worlds around Macragge provided young recruits for the

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Ultramarines. They also supplied raw materials, armaments and spacecraft. Although the need to recruit from these worlds vanished with the reorganisation, the tradition continued. To this day, the Ultramarines recruit not from a single world, but from the whole of local space. This area around Macragge is called Ultramar, the empire of the Ultramarines.

Ultramar is unique amongst the Space Marines. Where other Chapters rule over a single planet, asteroid or, in some cases, a mobile space fleet or orbital fortress, the Ultramarines have a larger domain. They control no fewer than eight local systems, each with its own worlds and governments loyal to the Chapter. All the worlds of Ultramar share a common cultural heritage with Macragge, so it is not surprising that their styles of architecture, government, and traditions are similar. After the Horus Heresy all eight worlds benefited from the improving reforms of Roboute Guilliman. There are many today who regard the realm of Ultramar as the ideal model for human society.

The worlds of Ultramar are inhabited by a disciplined, productive and loyal people. Although primarily industrial worlds, they have none of the nightmarish toxic wastelands that are common phenomena throughout the galaxy. The population live in sprawling cities, but these cities are surrounded by extensive farmlands and seas that teem with fish. Every world is self-sufficient in raw materials and food. Trade between the worlds is active and each planet has its specialities and delicacies. Each world is balanced as a society and also as an ecosystem - a rare and valuable achievement in the Imperium.

Not all the worlds of Ultramar are identical by any means. Macragge itself is mostly bleak and rocky, over 75% of its land mass being formed of bleak mountainous upland which is almost entirely devoid of life. The people of Macragge do not live in this inhospitable region, but the fortress of the Ultramarines is built here upon a craggy peak surrounded by impenetrable mountains. Within this mighty fortress, inside a vast temple, is the shrine of the Primarch himself. This is where his body sits upon a huge throne of ornately carved marble. He is preserved in death by a stasis field impervious to the decaying effects of time. This is one of the holiest places in the Imperium, and thousands come from all over the galaxy to look upon the face of the ancient Primarch.

Other worlds are quite different from Macragge. Talassar is a planet of storm- tossed seas and rocky islands whose single continent is known as Glaudor, which was the site of a major battle between the Ultramarines and invading Orks immediately after the Horus Heresy. In contrast to the oceanic world of Talassar are the arid Three Planets of Quintarn, Tarentus and Masali. These small planets form a triple world combination orbiting around a common centre of gravity much like the Earth and its moon. Gigantic horticultural cities cover hundreds of square miles, capturing precious water in wind traps and storing it in massive underground tanks. The cities of the Three Planets are enclosed by gigantic domes under which flourish forests and gardens as lush as any in Ultramar.

One of the most productive planets of Ultramar is Calth, an airless world whose http://www.criticalhit.co.uk/w40krp/WD184_Ultramarines.shtml (6 of 8) [25/05/2002 15:55:50] Ultramarines - Unmatched in Valour (WD184)

inhabitants live in underground cities where the deadly light of Calth's blue sun cannot reach them. The caverns of Calth are constructed on such a huge scale, and with such grandeur, that they are as light and airy as any city of Macragge. Of all the local worlds Calth is the most specialised, for although its people grow vast quantities of food in nutrient vats they prefer to import most of what they eat from the neighbouring system of Iax. Calth is famous for its shipyards, which provide the craft used by the Ultramarines as well as civil and military craft for wider use in the Imperium.

Iax is sometimes described as the Garden of Ultramar. Its climate and fertility have made it one of the most naturally productive worlds in the Imperium. The inhabitants have harnessed the planet's inherent productivity, covering its surface with well-ordered farms and cultivated woodlands. There are no large cities on Iax, but many small towns are dotted over the landscape, connected together by an efficient system of fast hydroways. The oldest and most densely urbanised area of fax is the ancient fortress city of First Landing, whose tall citadel has withstood the barrages of invaders over the centuries.

Most distant from Macragge is the world of Espandor, a planet of extensive forests whose major cities are confined to the westernmost of its two continents. Espandor is a secondary settlement whose people are the descendants of explorers from Macragge. Tradition has it that Espandor was settled during the Age of Strife by traders blown off-course and subsequently stranded by warp storms. It is the least densely populated of all the worlds of Ultramar.

Prandium was once a world teeming with life. Settlers from Macragge established a colony on the planet after the Horus Heresy. Thanks to a mild climate and fertile virgin environment the people of Prandium prospered. The planet soon become the most beautiful jewel of Ultramar, a planet of remarkable prosperity and an incredibly rich native fauna. Prandium was destroyed by Hive Fleet Behemoth in the First Tyrannic War. The wasted world is now dead and lifeless, reduced to bedrock, its atmosphere blown into space by the ferocity of the Tyranid attack.

THE MILITARY

Ultramar is the realm of the Ultramarines within the greater realm of humanity that is the Imperium. Its worlds do not pay the Imperium's tithes. Instead they contribute directly towards the upkeep of the Ultramarines Chapter. The rulers of the individual worlds of Ultramar are feudal lords of the Master of the Ultramarines. This is why the Ultramarines' leader is also known as the Lord of Ultramar.

Just like other worlds in the Imperium, each world of Ultramar raises regiments for its own defence. Most worlds in the Imperium are obliged to provide regiments for the Imperial Guard when required, but Space Marine homeworlds are an exception. In the case of Ultramar, however, the Ultramarines rule so efficiently and are so prosperous that they maintain several hundred regiments ready to join the ranks of the Imperial Guard when needed. As a result regiments have fought all over the galaxy, often in campaigns alongside the Ultramarines themselves. http://www.criticalhit.co.uk/w40krp/WD184_Ultramarines.shtml (7 of 8) [25/05/2002 15:55:50] Ultramarines - Unmatched in Valour (WD184)

Each world of Ultramar also provides Space Marine recruits for the Ultramarines Chapter itself. Throughout Ultramar proud citizens point to public statues of famous Ultramarines who were born to local families. Amongst the older aristocratic dynasties it is a matter of considerable esteem to provide recruits for the Space Marines. For a family to have provided a renowned hero, or an actual Master of the Chapter is a great honour bringing considerable fame for generations.

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Home : Appendix : Index Astartes: Ultra-Marines by David Wise & Rick Priestley (White Dwarf 97) THE ULTRA-MARINES

INTRODUCTION

Captain Asata made his way up the winding steps to the fortress's uppermost battlements. He was not surprised to see the elegant form of Astropath Illiyan Nastase staring out sightlessly from the edge of the ramparts. The half-human psyker never failed to unnerve him. As he approached, the shrill voice of the bastard pierced the hot evening air. 'Captain Keorn Asata', he announced, without turning his head, 'your footfalls are as distinctive as an Ambull dancing upon a tile roof.'

Asata fingered the hilt of his intricately inlaid sword but thought better of it. Instead he spat venomously at the dry, sandy ground. 'You have picked them up?' He growled as he leant against the hewn stone of a battlement.

'They were faint,' replied Nastase. Too faint... I think they must have taken more casualties than anticipated.' He turned his strangely delicate Eldarian face directly towards Asata. The marine was all too aware of those unnaturally alien features, the long aristocratic nose, tight but large lips and of course, the characteristic sharp ears. Like all Astropaths Nastase was blind. His empty eyes were hidden by dark plasflex hemispheres, just falling to conceal the puckered scar tissue around his eye-sockets.

'These new recruits don't seem to have the right stuff,' said Asata with disdain. 'Dammit, when I first arrived here I didn't even get the privilege of the Ambull hunt. No, my initiation took place at the hands of the Tyranids, I've still got the scars from that battle and do you know something...?

Nastase awaited the end of the anecdote. It was a story he had heard countless times before.

'Do you know something? They still made me go on an Anibull hunt as soon as I was out of the Apothacarian...'

THE ULTRA-MARINES

Chapter Ultra-Marine of the Legiones Astartes was founded during the inter-legionary wars of the thirty second millennium. Tradition places the date at 4001001.M32 - the very first day of the millennium. The chapter is therefore over eight thousand years old, making it a chapter of the third founding. Upon its inception, the Emperor gave the chapter the number 13 - formerly the number of one of the treacher-legions now banished to the Eye of Terror 'without number and name with all honours erased'.

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Along with their number, the new chapter received the gene-sperm, implant zygotes, rituals, and other paraphernalia of indoctrination previously entrusted to the banished 13th legion. The chapter's founder was Roboute Gulliman whose bones now lie in the Reclusiam on Macragge.

The Ultra-Marines were incepted as a mobile legion based in a vast fighting fleet. The legion distinguished itself in the first Tyranic War (thirty fourth millennium) and subsequently in many other major conflicts. Following the last Tyranic War (ended 745 of the current - forty first - millennium) the chapter was entrusted with the overlordship of what is now their home. This is the planet Macragge in the Vendors system. With the possession of the planet went the title of Imperial Commander and Lord Macragge as well as the right to be honoured as 'Adeptus Astartes' and to be addressed by those of equal rank as Adept. Both titles are reserved exclusively for the Adeptus Terra. They are only used by marine chapters which are also planetary governors.

Macragge is an inhospitable planet. Over four-fifths of its surface is covered with deep dust-oceans. Although they are uninhabitable by man, the oceans are a major source of protein rich micro-organisms as well as larger 'shrimp like' creatures called dustkrill. These are farmed by giant factory vessels called dust- harvesters. This provides not only the basis of the inhabitants' diet but also Macragges's sole exportable commodity. The remaining fifth of the world is solid rock, rising above the dust oceans in two main land masses called Westenland and Gullimanos.

The fortress-monastery of the Ultra-Marines lies in the Marabar plains on the continent of Westenland far north of the equator. Macragge has a breathable atmosphere whose oxygen content sours during the warmer months due to the activities of oceanic bacteria. The prevailing temperatures are extremely hot during daylight, falling to below zero at night. Moisture content is almost zero within the areas bordered by the dust seas and very low even in the continental interiors. Both rain and vapour clouds are unknown, although clouds of air-borne dust sometimes obscure the deeper oceanic regions. Sealed suits must be worn within the proximity of the oceans to avoid lethal desiccation.

Vegetation is present only in very simple forms. Primitive fungi grow beneath the ground, opening small cracks and fissures and even living within the crystalline structure of the rock itself. This causes spectacular colouring of the normally red rock formations. The best known of this are the Rainbow Caves in the equatorial regions of Gullimanos. Although initially devoid of higher life forms, ambulls and crawlers, which were imported for experimental purposes, have escaped and established themselves on both continents.

The chapter has fought in every Tyranic War to date (Tyranic Wars - wars fought against Tyranid Hive fleets). The Ultra-Marines were one of the three legions which took part in the final assault on Hive-fleet 'Behemoth' (745 of the current millennium). This is the only known record of the destruction of a Hive-fleet.

Although now based firmly on Macragge, the chapter's fleet remains in good repair. The space-going expertise of the Ultra-Marines is used to good effect, attacking and destroying Ork raiding ships and Eldar pirates. Macragge's hyperspatial locality on the eastern rim of the Imperium means it is a useful supply base and jumping-off point for Imperial servants moving beyond the psychic-light of the Astronomican.

In the current year (987 of the forty first millennium) the Ultra-Marines are led by Imperial Commander Adeptus Marneous Calgar, the fourth Lord of Macragge. Following a skirmish against Hive-fleet 'Perseus' in 976, Calgar lost all four limbs as well as large areas of body tissue and his left eye. Now fitted with bionic replacements, he is more machine than man. The chapter's last action against the Tyranids was a skirmish with Hive-fleet 'Perseus' in 983 before it drifted out of the Imperium and disappeared.

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Imperial Commander Calgar Master Master Master of the Master of the Master of Master of of the Lieutenant Commander of the Apothocarian Household Sanctity Ordnance Ships Forge Fleet Brother Medical Officers Artisans Officers and Chief Librarian Warrior Companies Reclusiarch Staff and and Staff Staff Staff Company Company Communications 2 1 Officers Chaplain Companies Chaplain Company Astropaths Captain 3-10 Lieutenant Chaplains Psykers Lieutenant As CO2 10 Staff 10 Squads Squads

MASTERSHIPS

The Masters of the Order are important officials. Some perform a purely administrative role. Most, however, are also warriors and many are heroic figures held in awe by the order's young neophytes. A mastership may be held in conjunction with the captaincy of a company. Currently only Captain Asata also holds such a post; he is Captain of number 2 company 'strength is power' as well as the Master of Ordnance.

It is not unusual for a mastership to be held by a non-brethren - i.e. someone who is not a space marine. In the past, Masters have been ordinary humans (or even morphs or half-humans). Although falling within the feudal jurisdiction of the Lord of Macragge, non-brethren are not marines - some (such as those covered by the general category of 'staff') are slaves owned by the order.

The following offices are currently as indicated on the chart below. Masters are entitled to wear the ceremonial floor-length collared cloak in the colour shown on the chart. Some Masters have been known to wear these into battle! The collar badges are woven in gold and are replicated on the Master's powered armour.

Office Current Holder Colour Master of the Apothacarion Hulm Singa White Master of the Ships Christo Columbine Black Master of the Forge Samus Dexter Red Master of the Household Fimus Dour Blue Master of the Ordnance Keorn Asata Scarlet Master of Sanctity Tow Takka-chow Green Lieutenant-Commander Cha Lee Purple Commander Marneus Calgar Fur

The cloak of the Commander is a valuable heirloom. It is made from the fur of an unknown alien creature.

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This is primarily a golden brown colour speckled with white. The lining and hood are scarlet.

THE WARRIOR COMPANIES

Except for the number 1 company, each company is led by a Captain aided by a Lieutenant. Each company is divided into ten squads of a sergeant, a senior trooper and eight ordinary troopers. Within each company Sergeants have seniority according to their squad number - number 1 squad being the most senior and number 10 squad the least senior. In battle the ten man squad is often divided into two five man fighting units under the command of the Sergeant and senior trooper. Every company also has its own Chaplain. Chaplains are members of individual companies, holding a 'spiritual rank' equivalent to the company's Captain. They have no military rank. In battle they fight as individuals, exhorting their brothers to greater deeds of valour.

The chart below summarises the traditional honour-names of each company as well as listing the names of current Captains and Lieutenants. The company's honour badge is painted on the marine's shoulder armour above the chapter badge, and occasionally on the helmet as well.

Honour Number Honour Name Captain Lieutenant Chaplain Badge Foremost towards 1 none* Butt Brown 1 oblivion 2 Strength is power Asata** Dieta Maginty 2 3 Endurance Riebeck Mullighak Ohair 3 4 Purity of purpose Dewl Pule Wolf 4 5*** erased Huym Weiss Donnon erased 6 We ask only to die Oquan Hajadin Niecreck 6 7 Sacrifice Yu-wan Andron Puissant 7 8 Vigilence Daquinne Zous Pio 8 9 Fortitude Kull Idu Reille 9 10 Fleet of will (recon) Lewing Vincino Omos 10

* Number 1 company is led by the Lieutenant-Commander. The current Lieutenant-Commander is Cha Lee.

** Keorn Asata is also Master of the Ordnance.

*** Number 5 company held the honour Steadfast until its ritual decimation and erasure of all honours following the Doiman Chain campaign in 986. This punishment deprives the company of its honour name and badge - the company is referred to simply as number 5 and no honour badge appears on the company's armour. The company will be awarded a new honour name and badge when it is judged to have redeemed its defeat.

COMPANY ORGANISATION

Companies 1-9 are organised identically as described below. In practice, casualties may affect the numerical strength of units: individual squads maybe combined as a result. All troops are trained to perform in any of the types of squad. The distinction is a tactical one rather than being indicative of different training or ability, http://www.criticalhit.co.uk/w40krp/WD097_Ultra_Marines.shtml (4 of 10) [25/05/2002 15:56:16] Ultra Marines (WD97) although special assault squads are always made up of the most experienced marines.

Number 10 company (Fleet of will) is equipped as a reconnaissance unit.

In fact, the current strength of the chapter is marginally less than full. Apart from recent battle casualties, the dishonour of company 5 has reduced the chapter's numbers somewhat. See the entry under Cha Lee for details of this particular event. Company 5 has only 3 tactical squads. Company 9 is generally used as a reserve unit and comprises the youngest and least experienced Marines. Because its troopers are frequently re-allotted to other companies it is usually at less than full strength and currently has no special assault squad and only 3 tactical squads.

SQUAD TYPES

Special Assault Squad (Scalpers): All members of the special assault squads are veterans. They are subject to hatred of Tyranids. All wear powered armour with cameleoline. In addition the sergeant has a bio- scanner and an adapted infra-vision helmet visor. The unit has 2 las-cutters with 6 suspensors each (no move penalty).

Assault Squad (Hunters): All wear powered armour. The sergeant has a bio-scanner and an adapted infra- vision helmet visor.

Heavy Weapons Squad (Crushers): All wear powered armour. All heavy weapons have targeters. The sergeant carries both a bio-scanner and an energy-scanner. The squad has four suspensors.

Tactical Squad (Flayers): All wear powered armour. Each tactical squad carries two targeters and two suspensors.

Reconnaissance Squad (Stalkers): All wear powered armour with cameleoline and have helmets adapted to infra-vision. All are equipped with flight packs. Each squad carries two bio-scanners and two energy- scanners.

VEHICLES

The chapter maintains a large number of fighting vehicles in its extensive workshops on Macragge, as well as a permanent force on board the fleet. These latter are stored in drop-ships and can be mobilised as swiftly as the Marines themselves.

Vehicle Light Medium Heavy Other Bike 150 Crawler 2 8 1 Flyer 40 25 12 Hoverer 45 10 50 Juggernaut 4 3 1 Landing-pod 500 50 150 Road-wheeler 5 12 - Tracks/wide wheeler 10 50 5 75 Land Raiders http://www.criticalhit.co.uk/w40krp/WD097_Ultra_Marines.shtml (5 of 10) [25/05/2002 15:56:16] Ultra Marines (WD97)

Walker Dreadnoughts 4 5 10 6 Imperial Battle Armour

Company or Unit Vehicle 10 Heavy Hoverers 1 Company 2 Dreadnoughts 10 Heavy Hoverers 2 Company 2 Dreadnoughts 3 Company 10 Heavy Hoverers 4 Company 10 Heavy Hoverers 5 Company 10 Land Raiders 6 Company 10 Land Raiders 7 Company 10 Land Raiders 8 Company 10 Land Raiders 9 Company 10 Land Raiders 50 Bikes - MA Mk14 Bullock 10 Company 25 Light Hoverers - Land Speeder Medical 2 Heavy Hoverers Communication 5 Light Hoverers - Land Speeder Lieutenant-Commander 1 Light Hoverer - Land Speeder 1 Bike MA Mk14 Bullock or Vincent Black Chaplain Shadow

SPECIAL TACTICS

Normal squad level action will vary according to the situation. A great deal of training revolves around small action combat within and without spacecraft.

Example: In 982 number 4 company 'Purity of purpose' was involved in a fleet action against Ork forces in Gurun System. The Ork flagship was forced down onto Womo (Gurun 4) by fire from chapter vessels 'Guardian' and 'Warshield'. Number 4 company was immediately launched in drop-ships from their station on the Ultra-Marine's flagship 'Gulliman'.

The heavy weapons squads (crushers) took up positions behind a rock outcrop to provide covering fire. The special assault squad (scalpers) rushed towards the fallen craft under the cover of their comrades' fire. They were met by the bodyguard of the Ork Admiral and thrown back after heavy fighting. Seeing the initial wave falter, the captain in command, Tiy Newman, led the remaining assault squads (hunters) into the ship. Following brief fighting, the remaining crew were driven out before the guns of the marine reserve (consisting of the remaining tactical squads (flayers)). Marine losses were 4 men of the special assault squad, 12 other marines and Captain Newman who died fighting the Ork Admiral.

MEDICAL

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Medical staff are regular Apothocarion surgeons and doctors. Individuals undertake tours of duty as required, usually serving for the duration of a campaign. Only full brethren are sent on these dangerous missions: they therefore have marine profiles and equipment. Field-medics hold honorary ranks of Captain, Lieutentant, Sergeant, Senior Medic and Medic. The last two are equivalent to Senior Trooper and Trooper. However, these ranks are far less formal than within the fighting chapters and a campaigning force may have only two or three layers of command.

The medical staff have the use of two specially provisioned heavy hoverers. These have a vehicle mounted medi-kit, auto-drive, autofac, ejector seats and communicator. They are armed with three forward firing bolt- guns and a turret mounted multi-melta.

COMMUNICATIONS

As with medical personnel, a chapter's field-communications staff varies according to the mission. Communications Officers, Astropaths and Psykers all fall within this section. The primary role of psykers is to maintain inter-stellar and inter-planetary communications. On the battlefield psykers provide psychic support as required.

All communications personnel are drawn from the Librarium staff. The Librarium is the nerve centre of any marine fortress. The three groups outlined above differ in the following respects:

Communication Officers are brethren (i.e. fully initiated marines) who have technical expertise as well as battle experience. A Communication Officer will usually have held the rank of at least lieutenant before re- training in the communication role. Communication Officers are in charge of all aspects of communications as well as the psychic members of the force. A Communication Officer may also be a psyker (see below).

Astropaths - are Imperial servants, members of the Adeptus Astra Telepathica, posted to marine units as part of the Imperium's complex communications network. An Astropath may hold office within the chapter, but is not a marine and is ultimately subject to the will of the Adeptus Terra.

Psykers - some psykers are judged sufficiently strong to remain whole rather than suffer the transformation into an Astropath. Such men are recruited into the various Imperial services. Some are recruited by the marines and undergo the complete bio-chem ritual which turns them into marines. Some chapters integrate psykers into company level, but the Ultra-Marines place all such individuals within the Librarium. That is not to say they are unused to combat. Psykers perform a vital role as psychic support troops for their brother marines.

FAMOUS CHARACTERS

Imperial Commander Marneus Calgar

Calgar was amongst human prisoners rescued from Hive-fleet 'Locust', in the year 947 of the current millennium. His age was then estimated at 14 years based on translucency tests of molar eruption and epiphyseal fusion of the long bones. This makes Calgar 44 years old at the time of writing. Calgar was subjected to the usual tissue compatibility and psychological tests, passed with flying colours and was recruited into the order as a neophyte in the armoury. Calgar took his vows in 951 and was fully ordained as a brother marine in 954. He quickly rose through the ranks and was elected Master of the Household in 973 and Commander in 977 following the death of Decon, the Third Lord Macragge. Following a severe mauling in 976 Calgar has not taken part in any actions personally. http://www.criticalhit.co.uk/w40krp/WD097_Ultra_Marines.shtml (7 of 10) [25/05/2002 15:56:16] Ultra Marines (WD97)

His bionic hands are actually very complex devices incorporating a variety of weapons and other gadgetry, including Jokaero digital weapons, knives, lights and communicator.

Lieutenant-Commander Cha Lee

Cha Lee has commanded the Ultra-Marines in battle ever since Calgar suffered his terrible injuries. Lee was taken from Ulmor as a child in 945. The chapter was engaged upon its pursuit of Hive-fleet 'Locust' at the time. The population of Ulmor was largely wiped out by the Tyranids before the Marines' arrival and the subsequent Battle of Ulmor. Those few inhabitants surviving the conflict were screened for recruitment and re-settled in the Rastaman system.

Lee rose to full Captaincy in 981 and became Lieutenant-Commander in 986 following the death of Lieutenant-Commander Muk Mukyoun in a flyer accident over the Iracund Sea (the dust-ocean lying to the west of Westenland). Cha Lee is noted for his extreme fits of temper and uncompromising punishment of failure and disobedience. It was Cha Lee who ordered the ritual decimation and disbanding of honours from number 5 company (hitherto Steadfast) following an unsuccessful mission at Grox Station 27 in the Dohnan Chain in 986.

Chief Librarian Astropath IlIiyan Nastase

Illiyan was born to a human mother on the world of Badab following the expulsion of the tyrant there in 912 of the current millennium. His father was an unknown Eldar mercenary. The youngster was gene-tested at birth in accord with the law and subsequently taken into Imperial custody. He was reared in the government compound by the Imperial Mission which took over the running of Badab after the war.

Along with other potential psychics he undertook the journey to Earth in 924 where further tests led to the eventual soul-binding in 925. From that point Nastase was recruited into the Administratum as an Astropath. He attained the ranks of Secundus, Prefect and eventually rose to hold Consulship for four years, helping to run Terra's advisory Senate to the Master of the Adeptus Astra Telepathica. Following this he undertook four years service with the fleet, a further two years with the Dark Angels Marines and was appointed as chief of the Macragge interstellar communications link under the jurisdiction of the Ultra-Marines (965). Nastase is now 76 rears old (current year 987) but, thanks to his parentage, shows few signs of age.

Master of the ApothacarIon Hulm Singa

Singa was taken from Crows World following a brief campaign against Eldar pirates in the system. He undertook initiation at the relatively early age of 14 (973) and began to study medicine after two years combat training and one year active service. Proving a skilled administrator, as well as a first-class surgeon, Hulm gained full Mastership in 986. He has an acute if rather unnerving love of chainswords, having the idea firmly set in his mind that this is the only way to remove troublesome armour when attempting to deal with a wound.

Master of the Ships Christo Columbine

Christo comes from a lesser Navigator Family whose fortunes have declined somewhat over the last couple of hundred years. Faced with family bankruptcy, Christo sold himself into slavery and was bought by the Ultra-Marines. The position of slave is not an especially dishonourable one for a Navigator. Columbine is accorded respect but is expected to fulfil his role to the best of his abilities. Christo was too old to undergo initiation when he joined the Ultra-Marines (the upper limit is 18, subject to the individual -16 is usual). http://www.criticalhit.co.uk/w40krp/WD097_Ultra_Marines.shtml (8 of 10) [25/05/2002 15:56:16] Ultra Marines (WD97)

Christo is now (current year 987) 40 years old.

In 979 he joined the co-ordinating division of the Librarium and took over the Master of Ships in 982 - the first recorded instance of a non-brethren holding the post in this particular chapter. His heritage has left him spindly and his hands and feet are large and webbed.

Master of the Forge Samuel Dexter

Dexter was born to one of the chapter's female slaves and, according to a tradition that all such children belong to the chapter, underwent tissue compatability and psychological tests at the age of 12. Dexter was formally recruited as neophyte at 14 and underwent initiation to full brethren at 16 (the year 966). His long study of runic manuals has instilled a wide understanding of robotics. It was Dexter Who created many of the special features of Commander Calgar's bionic limbs. Dexter's pursuit of robot research has caused friction with Captain Asata who would sooner see the effort expended in replacing dreadnoughts lost during the skirmish on Burbeck's Asteroid against the Orks in 985.

Master of the Ordnance Captain Keorn Asata

Asata was recruited from a hive-world street gang during a recruiting mission in 950. He was 13 years old when captured, and following tissue comparability and psychology tests was earmarked for partial cerebral reprogramming. Although successful, the process has not entirely removed his rough edge. A ruthless warrior with a naturally alert temperament and rather brash manner, he is highly suspicious of Pyskers and regards Nastase with more than a little trepidation.

Master of the Household Fimor Dour

This is the most highly regarded of all the Masterships of the Order.

The Master of the Household is responsible for the day-to-day running of the fortress-monastery, acting as private secretary to the Commander as well as administrating such mundane things as food, hygiene, repair, construction, slave relations and non-brethren recruitment. This is a hard but rather boring task. It is seen as providing the necessary training for future Commanders. Fimor is already 45 years old and has occupied his current post since the 'Perseus' engagements in which he fought valiantly. Fimor is an uncompromising administrator and business man whose combat heritage is often forgotten by younger and less respectful brethren.

Master of Sanctity Tow Takka-chow

The Master of Sanctity is responsible for all the religious aspects of the order. Tow Takka-chow must ensure that the chapter's chapels and religious shrines are maintained, and that the moral life of the chapter is sound. Although a marine of great devotion, and irreproachable past, Tow is not a cleric - and not an official of the Imperial Cult. The performance of ritual and other religious duties are undertaken by the Reclusiarch Caberra. Tow's duties are purely secular, although he is ultimately responsible for making sure the Reclusiarch and Chaplains are doing their duty, and that the chapter remains beyond moral reproach. Tow is almost eighty years old, and is the oldest of all the current Masters. He has not fought in battle since the attack on Hive-fleet 'locust' in 947.

Reclusiarch Leo Caberra

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Leo Caberra is not a marine bust a priest of the Imperial Cult sent to ministrate to the spiritual needs of the Ultra-Marines. He does not fight in battle, although his famous speeches and blood-curdling threats of retribution have probably contributed to winning more battles than the average army!

Captains

Number 1 company has no captain. The captain of number 2 company is Keorn Asata.

Lieutenants

Each of the 10 companies has a lieutenant.

Chaplains

Each of the 10 companies has its own religious leader called a chaplain. Chaplains are responsible for the spiritual welfare of their company. It is the chaplain that leads the daily prayers, performs the necessary rituals, makes sacrifices and maintains the company's chapel and cult regalia. The chaplain's own spiritual direction comes from the Reclusiarch of the Order. This is Leo Caberra, High Preacher of the Imperial Cult. In battle the chaplains are always ready to show their faith by deed as well as by word.

ULTRA-MARINE DAILY PROGRAMME

Prayers of Exactitude 0500 Reveille 1620 followed by range firing Morning prayer followed by Litany of Purity followed by 0510 1820 martial exercise equipment cleaning Chaplain's Sermon in 0600 Morning toilet 1900 Company Chapel BioChem and Implant 0630 Sergeant's Inspection 1945 monitoring Prayers of supplication followed Chaplain's cult recital 0700 2000 by breakfast followed by High Tea 0740 Squad training 2200 Free time Vows of the order followed by a 1400 2210 Captain's inspection light meal Meditation followed by 1445 2230 Evening exercise absolution Retire to cells for personal 2250 prayer (2300 lights out)

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Home : Appendix : The Ice Warriors of Valhalla by Rick Priestley (White Dwarf 183) THE ICE WARRIORS OF VALHALLA

Raised on a frozen and desolate homeworld, the Ice Warriors of Valhalla have a long and glorious history of victories against the Orks and other enemies of the Imperium. Famed as one of the toughest regiments of the Imperial Guard, these grim and tenacious warriors never retreat and never surrender.

VALHALLA

The planet of Valhalla was once a temperate paradise of forests and broad fertile plains. There is no record of its settlement, but legends recall a world ripe for colonisation and development. Its people spread across the world and prospered. The planet's main land masses were distributed more or less evenly, one centred at the northern pole and the other at the south. The equatorial regions themselves were dominated by a huge warm ocean eleven thousand miles wide.

Approximately ten thousand years ago Valhalla was struck by a comet of immense size and weight. The planet's defence lasers poured shot after shot into the comet. This did nothing more than break off several smaller fragments of what proved to be virtually solid iron. A mile wide fragment struck the northern continent causing massive earthquakes and destruction, but the main comet body landed in the sea.

At first the confusion and devastation made it hard to gauge the full effect of the strike. The boiling seas, clouds of vapour and pall of dust cut off the light. Temperatures plunged to freezing over the whole planet. Even more significantly, the impact had knocked the whole world from its orbit. For ten years Valhalla spun eccentrically until it finally settled some fifteen million miles further from its sun. By then the planet was a very different place indeed.

ICE WORLD

Valhalla had become a frozen world of ice. The survivors of the disaster found themselves pushed further and further towards the equatorial oceans as glaciers engulfed the polar continents. Eventually, there was no more land left, and they http://www.criticalhit.co.uk/w40krp/WD183_Valhalla.shtml (1 of 3) [25/05/2002 15:56:38] The Ice Warriors of Valhalla (WD183)

were forced to live upon the ice itself. Though 99% of all life had been destroyed the people struggled through, building their cities deep inside the ice, beneath the glaciers and upon the frozen ocean. What little life remained they carefully cultivated, growing nutrient slimes and algae in vats heated by thermal stills.

Fate had dealt the world a cruel blow but had not finished with Valhalla. Just as the threat of starvation seemed to be receding, another and equally dangerous foe appeared. Orks came in their thousands, their damaged spacefleet blown upon the winds of the warp to the ice world. Finding little to sustain even their undemanding appetites, the Orks launched themselves upon the Valhallan's with a ferocity sharpened by hunger. It was a fight for survival, the Orks were marooned and the only food on the whole planet lay inside the cities of the Valhallans - the precious organic cultures and the inhabitants themselves!

A DESPERATE STRUGGLE

The fighting raged throughout the sub-glacial cities of the Valhallans. The thermal stills which rose above the ice were easy targets for the Orks, but the green- skinned creatures plunged downwards instead, into the heart of the ice cities. The fighting raged through the galleries and tunnels of Valhalla. The defenders knew every inch of their frozen domain, every gallery and shaft, and they made good use of their familiarity in each encounter. As the Orks fought inward they found themselves constantly ambushed, or led unwittingly into dead ends where tunnels would be collapsed behind them.

By the sixth week of fighting the Orks reached the main food chamber with its hundreds of nutrient slime vats. Almost half the Orks had been killed, but the remainder were every bit as determined as ever. The scent of the bubbling green slime assailed their keen nostrils and they licked their scaly lips in anticipation. The Valhallans prepared to put up a final resistance. If the chamber was captured they'd starve within a week. Every man, woman and child that could carry a gun crowded into the chamber and its surrounding galleries. The battle would decide which race would survive on Valhalla.

THE FINAL BATTLE

The Orks attacked in a great mass. The green-skinned warriors were maddened with hunger and no longer seemed capable of rational thought. If the attack had been better planned it might have succeeded, but as it was the Orks were repelled though at great cost. Almost half the defenders were slain or hurt. The Orks retreated and prepared for another rush.

The second attack came in two simultaneous thrusts. The first was repelled easily but this proved to be nothing more than a feint. The second was directed against a small side-chamber, part of the nutrient packaging plant that adjoined the main production vats. The pack' aging plant eventually fell to the Orks, its defenders dead at their posts after exacting a heavy toll amongst the enemy.

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From their newly won position the Orks rapidly moved reinforcements forwards. The humans found themselves in a crossfire, and were soon forced to give ground in the main chamber itself. The Orks were amongst the huge vats. These were pits hewn into the ground and filled with the sticky green algal slime. The raised sides of the pits provided cover for attacker and defender alike. The fighting intensified as the Orks struggled forward, pit by pit, and the humans gradually retreated or fell at their places.

VICTORY!

After three hours the Orks had lost half their number but had forced the Valhallans back against the ice wall. The defenders' prospects looked pretty grim as they prepared for a fresh assault, determined to sell their lives as dearly as possible. As the Orks rose as one and howled their battle cry, a mighty explosion tore through the cavern. Ice pillars toppled and fell into the nutrient pools, and the floor heaved and broke under the Orks' feet. The Valhahlans rose in their turn and with an almighty scream fell upon their attackers. The Orks broke in confusion as fiery machines smashed through the floor, and the cavern swam in a mixture of slime and green ichor.

The Valhallans had won the day because their stiff resistance gave their engineers time to bore an ice shaft under the cavern floor. At the vital moment the old ice burners, industrial machines used to form the sub-glacial chambers themselves, had been allowed to burst through and run amok amongst the Orks. The intensely hot burners, carried by their own high pressure steam, had terrified the Orks. Those who did not run were badly burned or melted, and those who escaped were cut down by the vengeful Valhallans.

Though the planet of Valhalla is no longer a populous or affluent world, the Valhallans are famous throughout the galaxy. After destroying the Orks on their own world, regiments of Valhallans joined with other Imperial Guard to rid many worlds of the Ork invaders. Always the Valhallans fought with the same grim determination which they displayed in the ice cities of their homeworld. In battle their courage and tenacity earned them the respect of other regiments from all over the Imperium.

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Home : Appendix : Vindicare Imperial Assassin by Andy Chambers (White Dwarf 189) VINDICARE IMPERIAL ASSASSIN

Across the galaxy, self-proclaimed prophets preach falsehoods and heresy, and power-crazed dissidents and rabble rousers exhort the ignorant masses to rebellion against the Imperium. These crimes obviously cannot be tolerated by the loyal followers of the Emperor...

OFFICIO ASSASSINORUM

Ruling the galaxy-spanning Imperium of mankind requires absolute authority, and this needs to be reinforced by the use of absolute power. In its crudest form, power means armies of warriors, war machines and spacecraft, but it can be applied in many subtler ways to achieve the desired end. Coercion, bribery, threats, blackmail and murder are all weapons in the armoury of those that rule. To this end, the Imperium has developed several institutions to study, perfect and exploit these weapons to their fullest. Such ancient institutions trace their history back to the Great Crusade and the very birth of the Imperium. One such organisation is the Officio Assassinorum.

The Officio Assassinorum, or Office of Assassins, is one of the most secretive organisations in the Imperium. Its hidden Grand Master is one of the High Lords of Terra, the cabal of awesomely powerful individuals whose every decision affects untold billions of people and immense tracts of the Imperium. Only the High Lords themselves can sanction the deployment of the Assassins, for fear that their own weapons may be used against them. It is said that in the distant past the Grand Masters used Assassins to further their own ends, and a reign of terror clutched even the High Lords themselves. In the anarchic Wars of Vindication the Grand Master himself fell to the Assassin's knife. Thereafter, the High Lords took special care to control the Officio Assassinorum so that only traitors and heretics need fear it today.

THE ART OF DEATH

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from the progeny of Deathworlds, feral societies and the most dangerous hive- cities of the Imperium. Training starts even as the ships return to Earth, with the Officio instructors testing their prospective pupils mercilessly. The weak and foolish are weeded out before they even board the ships, and as they journey to Terra the wilful and cowardly are excised in tests of determination and enforced discipline. The recruits must survive on limited food or air for days at a time. They must constantly fight each other in armed and unarmed combat, in conditions of total darkness or blinding light, zero-G or crushing weight, stifling heat or freezing cold.

By the time of their arrival there may be only a tenth of the prospective Assassins left, or sometimes none at all if the instructors deem every recruit to be unworthy.

On arrival at Earth the new recruits are divided amongst the hidden temples of the Officio Assassinorum. Their training becomes ever more rigorous as the temples test each candidate to his or her utmost limits. Days are spent battling with bone- wrenching exercise engines, fighting in deadly bouts or mastering specialist weaponry and techniques. Each temple has its own ancient ways and mysteries, each specialises in a different aspect of the art of murder. Thus, when the High Lords of Terra select their tools of death from the lethal disciples of the secretive Officio Assassinorum, they are assured of only the most finely honed and efficient living weapons.

VINDICARE TEMPLE

The Vindicare temple of Assassins specialises in vengeance and revenge killings. Vindicare Assassins practice callous, unfeeling destruction which eliminates the target with contemptuous ease. They aim to bring inglorious death to the enemies of the Emperor with a sniper's bullet, and have elevated the skills of the marksman to an art form. To complement this, the Vindicare temple emphasises stealth and evasion techniques as well as weapons training. One of the temple's maxims is that a clean kill can only be made from an excellent firing position, and Vindicare Assassins have been known to occupy a position overlooking their target for days before finally taking their shot.

The skills of the Vindicare temple are commonly used to slay those who use mob rule and rousing oratory, replying to sedition with the seemingly divine retribution of an invisible, untraceable sniper. Many false messiahs have fallen with a Vindicare bullet through their brains as they preached their credo. Rebellious politicians and revolutionary leaders who speak out against the wisdom of the Imperium constantly fear being cut down on the rostrum. When such charismatic figures die at the hands of a faceless servant of the Emperor, their followers soon become disillusioned and fearful. In this way, many heresies have been stopped with a single shot.

Vindicare Assassins are always in great demand to support Imperial forces on the battlefields of the war-torn galaxy. Overly successful alien commanders and dangerously powerful psykers often fall beneath the cross hairs of the Vindicare. In http://www.criticalhit.co.uk/w40krp/WD189_Vindicare_Assassin.shtml (2 of 3) [25/05/2002 15:57:02] Vindicare Imperial Assassin (WD189)

one celebrated (but carefully concealed) incident, a massed Eldar assault in the Lammas campaign was halted by a lone Vindicare Assassin hiding in a ruined habtower. The tower enjoyed a commanding view of the surrounding terrain, so that time and again the Eldar advance was stalled by a hail of deadly fire which slew Exarchs, Warlocks and support weapon crews in quick succession. Eventually the Eldar called in their Scouts to clear the tower, but when they entered it they found it deserted and empty.

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Home : Appendix : Warhammer 40,000 (White Dwarf 93) WARHAMMER 40,000 ROGUE TRADER

For more than a hundred centuries the Emperor has sat immobile on the Golden Throne of Earth. He is the Master of Mankind by the will of the gods and master of a million worlds by the might of his inexhaustible armies. He is a rotting carcass writhing invisibly with power from the Dark Age of Technology. He is the Carrion Lord of the Imperium to whom a thousand souls are sacrificed every day.

To be a man in such times is to be one amongst untold billions. It is to live in the cruellest and most bloody regime imaginable. This is the tale of these times. It is a universe you can live today if you dare for this is a dark and terrible era where you will find little comfort or hope. if you want to take part in the adventure then prepare yourself now. Forget the power of technology, science and common humanity. Forget the promise of progress and understanding, for there is no peace amongst the stars, only an eternity of carnage and slaughter and the laughter of thirsting gods.

But the universe is a big place and, whatever happens, you will not be missed....

What is Warhammer 40,000?

Well for starters it isn't just a science fiction game although it is set in the far future: 40,000 years more or less... you guessed! We call it a fantasy game set in the far future... a sort of science fantasy.

Like its sister game Warhammer Fantasy Battle, Warhammer 40,000 is a miniatures based or 'tabletop' game. Unlike other tabletop games

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Warhammer 40,000 places great emphasis on individual models moving within only loose formations. You won't need hundreds of models to play Warhammer 40,000, just a dozen will do - although when you see the gems the Citadel designers have come up with you'll want to collect the lot! Warhammer 40,000 uses the familiar mechanisms of Warhammer Fantasy Battle and many of the same creatures, which are now revealed in their entire cosmic guise.

The marines moved forward, plasti-steel boots leaving a trail of foot prints in the dust. Moments before, the dust had been a squad of orks, warriors of the alien invasion force which conquered the planet five short years ago.

Brother Tork powered down the multi-melta and slung the weapon on its carrying strap. Two blasts had dealt with the target. He watched his brother marines advancing before him, their steel-grey power-armour suits enwrapped in the snaking mist that rose from the remains of the enemy.

He felt the warmth of the ground despite the heavy insulation built into the soles of his boots. He had fallen behind. The rest of the squad stood a score of paces to his front, their grey forms shimmering in the heat-haze. Beyond them the jungle thickened once more, an obscene growth of orange foliage rising as tall as a drop- ship. The trees arched their huge fronds towards the south where the second sun was rising.

Were Brother Tork foolish enough to remove his helmet, the powerful rays of this alien daylight would destroy his sight within an instant. He gave thanks for the protection of the suit's auto-senses, the witch-machine that conveyed unblinking images directly to his mind.

Warhammer 40,000 takes the Warhammer Fantasy Roleplay background into the galaxy Itself.

An extensive range of troops types covers humans warriors, human mutant variants, the administrative officers of the lmperium and their alien foes. Each of the alien races Is discussed in detail together with generation charts for their equipment, weapons and armour. As well as as the familiar creatures of the Warhammer mythos there are numerous new monsters, alien creatures, plants and warp entities (creatures drawn from the raw stuff of warp-space).

They began to appear out of the forest, at first in ones and twos, then in small groups. The children and old-folk followed as best they could. The first of the creatures drew close. Five years ago these creatures had been human settlers, before the ork invasion force broke their plexi-shelter domes and cast them into the weird and hostile forests.

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Our thoughts light the Praise the Emperor Darkness that others whose sacrifice may cross space is life as ours is death We are one with Hail his name Emperor, the Master of our souls are joined in Humanity his will

extract from The Credo of the Astronomican

Tork loosened the strap on the multi-melta and the other marines levelled their bolters. Captain Dolenz motioned the company to remain in position. His voice rang through Tork's auto-sense.

'Stay back.'

One of the once-humans was saying something to the Captain, kneeling before him, crooning something inaudible, caressing the marine's armour with hands grown scaly and black. All were blind; all had the pearly white eyes possessed by so many beggars in Jubal. the only human settlement which had survived. Tork could hear the man's croaking voice. Perhaps the words were 'Save us! Save us...'

Warhammer 40,000 is a very different game than anything you might have played or seen before. The billions upon billions of humans living in the Imperium are bizarre and diverse In a way that only the barely sane population of a medieval universe could be. Amongst them are numerous human-morphs, creatures evolved from men under the influence of unearthly conditions: the rugged squats, tiny ratlings, massive ogryns and bestial abhumans.

They live In the Imperium, an empire whose boarders are delineated by the shifting tides of warp-space. Within its boundaries, the affairs of humanity are administered by the multitudinous layers of the Adeptus Terra, the priesthood of Earth and servants of the Emperor. Considerable attention has been given to developing the background and unusual feel of the game.

One aim was to create an almost medieval attitude amongst the human societies. Fear, superstition, self-sacrifice and common acceptance of death are all strongly featured. Technology is present, but it's not central to the way people think. Most common folk see technology as witchcraft - so do the technicians!

'Their eyes,' whispered Brother Nesmiv. 'They're blind!''

Tork watched the wretched creature that pawed at the Captain like a dog at the feet of its long-lost master. The others began to edge forward. Their ragged clothes were dirty and scant, their faces slavering, vacant, sightless. And then, http://www.criticalhit.co.uk/w40krp/WD093_Warhammer_40000.shtml (3 of 10) [25/05/2002 15:57:10] Warhammer 40,000 Rogue Trader (WD93)

glistening mandibles emerged from their mouths...

Captain Dolenz turned quickly, his orders came clearly over the auto-sense.

'Aboriginal Population Irreparable Genetic Damage Terminate.'

Nesmiv's gun spoke first, spitting a hail of bolts into the first creature. Its body ruptured as the charges hit. The creatures turned and ran for the forest edge. Abandoned infants, the sick and the old were trampled. It was too late. The rest of the squad opened fire.

Liberation had come at last, mercifully administered from the gun barrels of the Space Wolves Chapter of the Space Marines.

Because Warhammer 40,000 is a new game with a new background it needs proper support material.

Needless to say, an extensive range of miniatures is the first priority for any tabletop game. The initial release covers humans in depth and introduces the first of the alien races. Subsequent releases will provide even more human types and new aliens, including the larger and stranger aliens. From now on, you can look forward to new Warhammer 40,000 models every month. Metal vehicles will be available as well, and work is already underway on larger plastic vehicles or the game.

Two Warhammer 40,000 supplements are in preparation. Items ear-marked for inclusion are scenarios, alien race expansion, deep-space combat, boarding actions, and floorplans. These will enable players to take the action away from planets and into space itself.

The Captain ordered a halt while Brother Joens probed the jungle for hostiles. Psykers like Brother Joens were rare amongst the ranks of the Marines. Few of them were able to withstand the mind-wrenching horrors unavoidable in the line of duty.

No-one spoke, not because to do so might have disturbed the psyker's concentration, but because the battle-brothers were accustomed to silence. Silence saturated the cavernous halls of their fortress-monastery on the planet Lucan. Its stones remained eternally ignorant of levity or chatter. Its worn and ancient flagstones remembering only the contemplative tread of soft leather.

Tork recalled the sun shining through the airless atmosphere and the stained glass of the library-dome. Soon he would be home again... Unless the gods should favour him with a hero's death.

BACKGROUND

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The galaxy has been dominated by mankind since the Age of Technology. But that era is now long gone, a semi-mythical time from which come half-understood and popularly feared ideas and machines known as the old science. The creators of the advanced technology that launched a million voyages of colonisation have been dead for over twenty thousand years. Fragmented over the entire galaxy, human civilisations developed and fell in pan-human wars, interstellar strife, social division and religious fanaticism.

Then, ten thousand years ago, one man began the slow and painful process of rebuilding humanity. He was the Emperor, the first of a new race of psychically powerful humans and the most powerful of his kind. Ten thousand years later, the Emperor still lives, his immobile carcass held together by pure force of will, his great mind bent to the service of humanity. Guided by his psychic powers, human spacecraft brave the seas of warp-space; human agents seek out the enemies of the race; the warriors of the Emperor destroy his enemies. Assailed by psychically attuned aliens the survival of the newly emergent race of human psychics remains in doubt. Only the constant vigilance of the Emperor shields humanity from the thousand perils that threaten its destruction.

The Warhammer 40,000 background is an extension of the Warhammer game series, linking the Warhammer Fantasy Battle and Warhammer Fantasy

Roleplay games into a complete background. The rule book looks in detail at the Imperium and the Adeptus Terra, the vast organistion that runs it. Rules are provided for the fighting arms of the Imperium, the Adeptus Astartes (Space Marines), the Army, the Adeptus Custodes (the Emperor's personal guard) and the Adeptus Arbites (the Imperium's judicial warriors). There are also sections on the psychics of the Adeptus Astra Telepathica; the Adeptus Astronomica, the corps

responsible for maintaining the Astronomican, the psychic beacon of the Imperium; the civil service Administratum; the Adeptus Mechanicus and its technician members; the Navigators - the warp-space pilots; the lnquisitors, the Imperium's body of investigative agents; Rogue Traders, who are galactic privateers operating on the unexplored eastern edge of the galaxy and beyond; Imperial Syn-skin assassins; and the independent Imperial Commanders (planetary governors). Players have the opportunity to command not only ordinary humans but the various abhuman morphs including squats, ogryns, beastmen and psykers.

Players whose tastes run to more alien extremes have the opportunity to field armies of degenerate orks supported by their even-more-degenerate gretchin allies.

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To be Unclean That is the mark of the Mutant To be Impure That is the mark of the Mutant To be Abhorred That is the mark of the Mutant To be Reviled That is the mark of the Mutant To be Hunted That is the mark of the Mutant To be Purged That is the fate of the Mutant To be Cleansed For that is the fate of all Mutants

Extract from a Training Chant in the First Book of Indoctrinations

Players with more refined sensibilities may wish to command the forces of the Eldar, an ancient race whose sub-light space-cities float upon the cosmic winds.

If your preferences are for large powerful creatures the warriors of the hive-fleets should meet your requirements, strange six- limbed monstrosities capable of bending biological material to their will. Warhammer die-bards will recognise the Slann and learn more of this once great race and its pivotal role in the history of the galaxy. More exotic aliens afford players the opportunity to use special powers, such as the weird Enslavers who have the ability to take over the minds of enemy troops, Crawlers which burrow beneath the ground surface, and the fearsome Catachan Devil.., which just bites yer face clean off.

THE TECHNOLOGY

In Warhammer 40,000 technology takes a definite backseat, but that doesn't mean that there isn't any to be found. In fact, there's a whole range of advanced weapons, armour types and equipment. The range of technology available reflects the diversity of humanity, ranging from the primitive crossbows and slings used on feral worlds to the barely understood digital and force weapons carried by rich and powerful individuals.

Technology permeates the society of the Imperium despite the mystic aura associated with it. Warp-engines propel spacecraft into the fluid medium of warp- space whilst the Technomats of the Adeptus Mechanicus preserve the sacred knowledge of centuries etched upon the engineered memory cortexes in their brains. Warhammer 40,000 has all the hardware you'd expect in any futuristic game, but interpreted in a radically different way. Gamemasters can utilise what technology they wish to pose different tactical problems for their players: drop- ships or teleporters, dreadnought armour or flak, agile flyers or lumbering crawlers - http://www.criticalhit.co.uk/w40krp/WD093_Warhammer_40000.shtml (6 of 10) [25/05/2002 15:57:10] Warhammer 40,000 Rogue Trader (WD93)

the opportunities for new permutations are almost endless.

Look into your battle-gear and it will protect you

We guard it with our lives

Your armour is your Soul, and your Soul's dedication its armour

The soul of a warrior is the shield of humanity

Honour the craft of death

Only the Emperor is higher in our devotion

Honour the battle-gear of the Dead

We ask only to serve

Part of the Warrior's Catechism of Worship

THE GAME

Warhammer 40,000 is a tabletop game with plenty of scope for different kinds of action.

You can fight straight confrontations between humans and aliens, opposing groups of aliens, rebellious humans, or any combination against dangerous animals or plants. With all the galaxy to choose from, scenery can vary from dense jungles to towering cities. It can include such diverse features as lava flows, spongeweed, rubbermoss, magnetic fields, meteor strikes, spawn seas and pancake amoeba...

Helpful advice is given on how to set-up tabletop games and how to make your own scenery such as alien jungles and futuristic buildings. Full provision is made for aerial troops and vehicles, as well as the more unusual subterranean creatures and vehicles which appear in the game.

COMBAT

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Combat follows the tried and tested Warhammer Fantasy Battle system with suitable allowance made to incorporate the deadly weapons of the future. In the face of bolt-guns, plasma bombs, chainswords and other extremely powerful weaponry, the role of armour becomes that much more important. Two broad types of armour are dealt with: armour energy fields and physical armour.

Energy fields envelop the wearer in a protective force which can cause energy fire to dissipate or refract, or which absorbs the impact of physical objects. Other types act like small warp-engines, displacing the wearer and avoiding the hit, or else turn the energy of the shot into light, potentially blinding opponents.

Physical armour ranges from the humble flak armour (a pneumatically padded jacket), to full dreadnought armour, in which the pilot is suspended in a life preserving amniotic jelly from which he controls suit functions via a spinal link. Unlike in Warhammer Fantasy Battle, hits are targetted individually and results worked out in the same way, affording a far greater level of personal and character involvement. This becomes important when using weapons with variable damage, area effects, following fire or any of the other special attack modes unique to Warhammer 40,000.

PSYCHIC POWERS

Psychic powers play an important role in the affairs of the Imperium. Psychics (or psykers as they are known) are employed throughout the imperial hierarchy, including the army, the marines, and within the Adeptus Terra.

Psykers are also dangerous.

The emergence of immature, underdeveloped and inexperienced psykers amongst the human race acts like a honey-pot to the countless psychically-attuned monsters and intelligent creatures that live In warp-space. To protect those psykers unable to look after themselves, the lmperium maintains a close watch upon its population, ruthlessly hunting down and recruiting psykers into one of its organisations. Of these the most notable are the Adeptus Astronomica, the component- guardians of the psychic battery called the Astronomican. This psychic beacon is used by Navigators guide their ships through warp space.

All inter-stellar communication is the preserve of another body of psychics, the Adeptus Astra Telepathica or Astropaths. Details are provided for over 100 psychic abilities ranging from psychic shields to creating whole scale geological upheaval! Full descriptions are included for a range of psychically aware monsters, including warp entities, spectres, vampires and the gruesome psychneuein.

THE BOOK

Warhammer 40,000 is the latest hard-back book from Games Workshop, following the format which has made Warhammer Fantasy Roleplay, Call of http://www.criticalhit.co.uk/w40krp/WD093_Warhammer_40000.shtml (8 of 10) [25/05/2002 15:57:10] Warhammer 40,000 Rogue Trader (WD93)

Cthulhu and Runequest III so popular. The rules themselves are illustrated with numerous black-and-white diagrams for maximum clarity. Hardware and creatures are represented by technical data drawings and appropriate top-quality black-and- white art.

The book also includes a short introductory fight, Battle at the Farm. A comprehensive summary section and bound-in playsheet help speed play once gamers are familiar with the main rules.

Warhammer 40,000 also includes numerous photographs in black-and-white and colour, illustrating Citadel models in action on the tabletop and providing a wealth of painting and conversion detail. With additional colour and black-and-white scenic art commissioned and scrutinised by the fastidious , we reckon Warhammer 40,000 has to be one of the best illustrated games ever produced!

IMPERIAL SPACE MARINES

Amongst the citizens of the Imperium they are known as Angels of Death. To the billion-strong bureaucracy of the Administratum they are the Adeptus Astartes. The name whispered by their foes is Space Marine. By any name, they are the most feared of all servants of the Emperor. Marines are recruited during routine raids amongst the hardened scum of the city-bottom. Prospective Marines, or battle-brothers, are subjected to the most advanced forms of training, indoctrination, psycho-surgery and bio-chem. Many initiates do not survive this process, but many more become full battle-brothers and members of the most honoured fighting organisation in the Imperium. There are a thousand different Space Marine Chapters including such renowned names as Spacewolves, Crimson Fists, Dark Angels and Silver Skulls. Each has its own base, or fortress- monastery, whose exact location is often a well-kept secret. Here the Marine Chapter has its weapon-forges and its harbours, as well as its training ground and armoury.

SPACE ORK RAIDERS

The savage race known as Orks was probably the first alien civilisation encountered by humanity. That was a very long time ago. It is said that when Ork and Man first met upon some airless world over twenty- thousand years ago, each took along hard look at the creature it had discovered, drew pistols, and simultaneously shot the other dead. Things have not changed very much in the ensuing millennia. Most Ork warriors don't care too much who they happen to be fighting for.., just so long as they are fighting. Humans (ughhh spit!) are the Orks favourite enemy, especially unarmed civilians, women and children. Space Marines (arggh spit!) are another matter... and they don't even roast good. If they can't find humans to fight Orks will resort to fighting each other.

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http://www.criticalhit.co.uk/w40krp/WD093_Warhammer_40000.shtml (10 of 10) [25/05/2002 15:57:10] Warhammer 40k Roleplay Adventures Home : Adventures by A. R. Fawcett ADVENTURES

Warhammer 40k roleplay is based around adventures or scenarios where the characters become part of a story or plot, from a simple search mission to foiling a scheme that would bring about the destruction of the Imperium.

Listed below are some short adventures/encounters. To get the best out of them the GM should add more of his own details and draw the odd map or two.

If you have any adventures/scenarios, please send them in.

● From Rags to Riches - The PCs are slaves, through one misfortune or another, and are sold to a wealthy mine owner where they join a slave force of miners on the planet of Naji'Bul. Whilst the PCs carry out their new duties as miners they find an entrance to some very old place which has been lost for many generations. It could be a way out to escape their slave masters, but what of the place they have stumbled upon? ● Abduction - This is a short scenario set on the feudal ruled planet of Ordo Madel. A renegade psyker called Gideon has escaped to that planet and is in hiding. The PCs have been hired by the Black Ship fleet to abduct Gideon and bring him to the Adeptus Astra Telepathica. There he will be tested for his suitability: does he serve the Emperor through the Adeptus? Or will he be sacrificed? The PCs need to catch him first. ● Rescue at Ross132a - There has been a prison take-over in the Ross 132 system. The one habitable rocky planet has a prison sited on it containing some of the most vicious criminals to be found for many star systems around. The prison is maximum security and it is believed by Imperial agents that the take-over was an inside job. The small number of Arbitrators were quickly overwhelmed and the prisoners have threatened to kill the rest of the prison staff if there is any Imperial retaliation. ● Terror on Vargon - The PCs, one way or another, are on a small mining colony called Vargon. Things start to go wrong when miners and colonists begin to suddenly disappear. Who or what, if anything, is responsible? The PCs soon get drawn into it. Can they possibly help? Or will they be the next victims?

SCENARIO IDEAS

Have a look below for scenarios ideas set in the magnificent 41st millennium. Perhaps they will get your creative juices flowing?!

Reconnaissance

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The easiest adventure to set up is your standard mission scenario. A standard mission scenario would involve virtually any kind of player character, be he a gangster, an Imperial Guardsman, or a Bandit. A reconnaissance mission is pretty good to start with. The PCs basically have to scout the land on some planet, a new planet perhaps teeming with hostile creatures? Maybe they have to find a rare chemical compound that only exists on certain planets?

Aliens!

The PCs are going about their business where they find evidence of aliens, Genestealers or Tyranid type creatures would be the best here. The PCs find some strange slimy substance. Are they alone? No X- Files situations here where the slimy substance just turns out to be cat's saliva! This would work very well indeed if the PCs were alone on a research station, orbiting a dead planet somewhere, and they don't have access to powerful weaponry. This scenario has many possibilities.

Assassins

The PCs have to kill someone. This person could be anything from an annoying drug dealer to a planetary governor. Who are the PCs' employers? The Imperium? An independent organisation? Of course, in the case of a drug dealer, all you would need do would be to have him staying in a simple bed- sit somewhere. In the case of a planetary governor you would need to do a lot more work. A governor would have agents of his own working for him whose job it is to find the assassins before they kill the governor. Perhaps the PCs' employers have agents that have infiltrated the governor's own household and have tracked him down to some swanky mansion somewhere.

I Rule the World!

A powerful crime boss, a mega rich drug dealer (or even rogue Imperial Guard Colonel), has taken over an entire feral world and is enslaving the inhabitants to do his evil bidding. This hasn't proved to be a problem with his army of armed thugs. The world also has a limitless supply of plants that he can use for drugs. Who can stop this madman? (or mad woman, even!).

Kidnap

The PCs must kidnap an important official and bring him to justice, or bring him to someone who wants revenge, like a powerful mobster.

Rescue

There are some hostages being held by a group of heavily armed criminals. They have threatened to kill them if their demands aren't met. The PCs are tasked with ensuring that this doesn't happen and must attempt a daring rescue.

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Sabotage

The PCs play the part of saboteurs and must destroy an important facility somewhere. This facility could even be in Ork hands. If so it could be the main facility that helps construct the dreaded Gargants (Ork titans).

Steal the Prototype

A new technology has been developed by a renegade Imperial Commander. He has poached the skills of a great Tech Priest who has helped to construct a weapon/device, or even a special tank or spacecraft. This is a perilous threat, for if this new technology got into the hands of Chaos what then? The PCs must steal this object, or destroy it if circumstances show there is no alternative. The renegade Imperial Commander has chosen a deathworld, a world that could not support intelligent life, for his base to ensure that whatever he is constructing would be safe.

To Serve and Protect

The PCs must escort a VIP, perhaps an ambassador, to a secret location. Unfortunately there has been a security breach thus allowing a group of villains/rival organisation to learn of what is going on. Can the PCs make good on their promise to protect the VIP or will he be assassinated or kidnapped? Will the VIP be very troublesome and make it difficult for the PCs to protect him?

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A WH40kRPG adventure by A.R Fawcett 2002

Plot Summary

The PCs are slaves, through one misfortune or another, and are sold to a wealthy mine owner where they join a slave force of miners on the planet of Naji'Bul. If you are running this scenario on its own then having the party starting as slaves has no real problems. If you are running this with established PCs you may need to run another scenario in order to sell the PCs into slavery. Whilst the PCs carry out their new duties as miners they find an entrance to some very old place which has been lost for many generations. It could be a way out to escape their slave masters, but what of the place they have stumbled upon? It is not a complete adventure and it allows the GM to make up some of his own details on how it should conclude. The region of Zanzibon should also give a colourful backdrop for more adventures.

The Story of the Zanzibon Temple

A very long time ago a temple dedicated to an unknown god was located at the Zanzibon mine and underneath it were its catacombs, where the favoured of the cult, and its disciples, were buried. A missionary of the Ecclesiarchy found the temple and was horrified with his find. His attempts to covert the populous was thwarted time and time again by the priests of the Zanzibon temple. But the missionary was biding his time until a group of Inquisitors and witch hunters could come to his aid. Predicting a disaster that their temple and their religion would fall, the priests invoked the forces of Chaos to aid them. The head priest sacrificed himself to be the host for a Daemon of Chaos so that there would be power enough to defeat the Inquisition. All went according to plan and the head priest was possessed by a Daemon known only as Graxxla.

The Inquisition did not expect to face a Daemonhost and were wholly unequipped to deal with this threat. So it was that Graxxla destroyed the surprised Inquisitors. With victory assured the priests were gleeful that their religion would be safe from the Imperium. But Graxxla wanted his payment and had designs on carving out a kingdom of its own in Zanzibon. Naturally the priests did not like this, but kept the Daemon happy by offering people to him as sacrifices as it so wanted; Graxxla had a taste for warm, human blood and flesh.

A century had passed and Graxxla was still demanding offerings and oaths of fealty. It was certainly enjoying all the attention that the mortals were giving him. Word travelled from miles around that a bloodsucking beast was at large in the arid wastes of Zanzibon and a movement was growing to get rid of it headed by Demapor, a great warrior and inspirational leader.

And it came to pass that Demapor followed by a group of fighters and psykers came to the temple to challenge the Graxxla. The enslaved priests did little to resist and a titanic battle ensued until it raged in

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The body of Graxxla was encased in stone with the holy blade still buried within it. Demapor decreed that the Daemon's tomb should stay in the catacombs and that the holy blade should also remain where it rests, lest the Daemon find its power again and escape.

The Mutant Protectors

Demapor died seven years later from a mysterious disease, and those who had aided him in combating Graxxla fathered a string of mutant sons and daughters. This was the curse that the Daemon spoke of. The mutants fled to the catacombs and the temple above it was finally destroyed. The descendents of those mutants lie in the catacombs to this day, living off rats, insects, and other things they can find inside or outside the catacombs, sworn to protect the tomb of Graxxla the Daemonhost.

Unfortunately, treasure hunters are lured in by stories such as this, eager to find the holy blade of Zanzibon, not knowing that to draw the blade would free Graxxla. Until now the mutants have had little trouble keeping the tomb safe from unwelcome visitors...

The Archeaoxenans

An Archeaoxenan is, more or less, a treasure hunter and a band of them have descended on Zanzibon with the express purpose of stealing Demapor's holy blade. To them, the tale of the Daemonhost Graxxla is nothing but a tale to scare hunters such as themselves away.

One such group of treasure hunters is led by Rhelic, a determined Archeaoxenan who has been to many worlds in his lifetime and has found many artefacts which he has subsequently sold to the Imperium for bucket loads of money. Now Rhelic wants Demapor's blade.

With Rhelic's money, the Archeaoxenans have managed to buy their way into finding one of a few entrances to the Zanzibon Catacombs - details on this is a bit sketchy, suffice to say they have enough money and firepower to persuade anyone to show them where an entrance is! What's more important is that they are not part of the Imperium at all. To them the Imperium is nothing but a bank; then there's the fact they have broken a few laws on many worlds, which they don't want to talk about too readily.

The PCs will face a dilemma. Who do they side with? The mutants? The archeaoxenans? Or will they go it alone and take the blade for themselves once they learn of its existence? Or will they just try to get out and take the opportunity to escape from slavery?

Introduction

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The adventure is set on Naji'Bul, a planet approximately 20 times the size of Earth comprising a diverse culture and is classified as a 'frontier' world. Imperial law is only moderately adhered to in the major cities, but elsewhere it is almost nonexistent as aliens and mutants mingle freely with the Human population; a Ministorum nightmare but one they can do little about at the moment.

The PCs have spent the last few weeks in captivity travelling to Naji'Bul. Now they lie in the slave pens of Zanzibon devoid of all worldly goods and belongings. Only rags keep them warm now although keeping warm is the last thing on a traveller's mind when he reaches Zanzibon because there is a perpetual heat wave all year round; 24 C is the coolest it can get during the day with 45 C being the hottest and at night the temperature can plunge to -20 C in some regions. The pens are nothing but Grox lairs and the slavers have done nothing to make them moderately comfortable. In effect they are nothing but open cells with each slave chained from hand to foot.

The PCs find themselves in the company of others like them, filthy Humans adorned with the scars and bruises given to them by their captors and others not like them; humanoids with varying degrees of deviancy such as three or four arms, one eyed, clawed hands, a furry hide and all manner of things which would send the Ministorum into a frenzy. There were savage fights aboard the slave ships but since landing in the anarchic squalor of Zanzibon no one feels like brawling due to the strength-sapping heat.

Then the door to the pen opens. Standing at the doorway is a bearded man brandishing a shotgun. His huge, bare belly spills over a utility belt and slung from shoulder to his ample waist is a belt of shiny shells. Behind him stand two, very ugly, hunched individuals with a drooping gait (any PC with the Alien Knowledge skill who can pass an Int test can identify them as Kroot, otherwise they can just be referred to as aliens.) One of them carries a shock maul (used many times to immobilise unruly slaves) and the other carries a hose.

"Time for a shower my pretties!" says the bearded man. He steps aside as the Kroot with the hose walks into the pen and starts to spray jets of water over the huddled slaves. With the heat and stuffy atmosphere, this is some welcome relief for the PCs! "Can't have you looking like the mob of filth you really are when we want to sell you to those nice gentlemen at the markets!" says the bearded man.

After a few minutes the Kroot leaves the pen and the bearded man says, "All of you get up!" Reluctantly everyone stands up, those who don't are kicked roughly by the Kroot until they do. Everyone is then shepherded outside. Anyone who tries to escape is roundly beaten by the slave guards (most of them are Kroot). If the PCs still have designs on escaping then have one of the slaves blown away by the bearded man (called Magnus.) You can have this happen anyway just for effect!

Next, the slaves are each given a number to wear round their necks written in Imperial numerals from numeral I (one) to L (fifty.) The PCs can be any number you wish (I, II, III, IV, V if you want!)

The Slave Market Bazaar

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The slave market is a hive of activity, not least because the normal market, where food and drink is sold, is adjacent to it so all the haggling can be heard adding to the general cacophony. The slave market is only open once every 3 or 4 weeks, depending on the slave ships, and when there isn't one the normal market takes over.

The PCs and the rest of the slaves are shepherded onto a set of platforms in the centre of the bazaar. Many onlookers gather behind the merchants, expecting much money to change hands. Imagine everywhere to be like an Arabian bazaar (the people are similarly attired because of the intense heat.) The PCs can be split up or bundled together as you like, it doesn't really matter.

Now the sale begins. Suffice to say it is like buying a prime bull and there are a few fights between merchants as they try to secure the best deal for the best slaves.

Now it is the PCs' turn. By sheer luck, coincidence, or the fact that they meet specific requirements, all the PCs are bought together by a buyer (make the PCs feel like objects! they have no rights!). The PCs may not even know each other so there might not be much of a coincidence of course! The buyer, Carolus, is from the Zanzibon Mine, ordered to buy new miners for the facility; slave miners.

The PCs are led away, by a mixture of Human and alien slave guards, to a waiting walker. Carolus doesn't even acknowledge the PCs. Any character who registers a complaint (they should have learnt by now!) is roundly beaten by one of Carolus's henchmen (suffering 1 Wound immediately.) The walker is a quadruped and is covered in the dust of heavy mining and the ever-present sand storms of the Zanzibon desert. A platform is lowered by hydraulics underneath the belly of the walker, allowing the PCs, and ten other slaves, to step onto it and then get onboard as it rises back up into the underside. The PCs are then herded into the rear of the walker where they are able sit down on pews; a lot more comfortable than the floor they have been so used to for weeks!

Suddenly, without warning, the walker lurches forward and the PCs fall backwards with the momentum. The inside of the walker is a depressing brown colour with an unhealthy smell of oil and gases emitted by the engine. Watching over the PCs is a guard armed with a Kroot long rifle (all they need to know is that it is a lasgun!). There are also other guards present, though they are seated (and belted in) elsewhere in the middle and at the front of the walker. Travelling by walker is one of the best ways to cross the arid plains of Zanzibon, as wheeled vehicles are only used through desperation and hoverers, while useful, tend to breakdown too frequently. Walkers on the other hand can easily traverse the rocky landscape with minimal difficulty.

Zanzibon Mining Facility

The PCs can see for themselves the mining facility of Zanzibon, once they have disembarked from the walker. Two large oil pumps (called 'nodding donkeys') dominate the eastern side of it. Houses, probably for the facility's paid employees, are dotted about on the eastern side of the settlement and row upon row

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Zanzibon Mining Facility has become a small town in its own right. The more slaves that are bought for the mine the more shacks are built to accommodate them, even though a few slaves die each week from fatigue, malnutrition or death at the hands of the guards. There are no walls to hem the settlement in because, as the PCs have heard many times by now, escape is futile. Not only are there the beasts of the desert and bandits to deal with but there is also hunger, thirst and the bitterly cold nights. It is claimed by the Zanzibon wardens that no slave has ever escaped and lived to tell the tale.

The mine itself lies underground and there are a series of entry points in the form of elevators, escalators and stairwells.

The PCs are immediately served up a meal of slop in a bowl and a small mug of water. They are barely given enough time to digest their (pathetic) meal before they are given the itinerary of the days ahead of them: breakfast at 4:30 am, lunch at 12:30 pm, dinner 8:00 pm, bed by midnight and up at 4:00 am. The PCs will stay in the slave shanty town. Feel free to add any colour you like here - even a few fights! The other slaves can regale the PCs with horror stories about the mine and their treatment at the hands of the guards.

For the first day, the PCs follow the rest of the slave miners down the mine shaft via one of the elevators. They are not chained and carry picks and shovels. Ever watchful are the armed guards (escape is futile!). The elevator creaks ever downwards until at last it comes to a halt and everyone is led out by half a dozen guards with jagged staves and whips. All around them the PCs can hear the sounds of labour and toil, scores of slaves hacking away at the rock and shovelling gravel. Occasionally, the nightmarish crack of a whip can be heard.

Even though the slave miners have their hands free no one is prepared to take on the armed guards with picks and spades. If the PCs try to act like Spartacus they will be ignored. There won't be any sally for freedom! At least not yet. Have the guards whip the PCs into shape to remind them of what they are.

Pit Falls

This is the bit that starts the adventure for real and you can play it whenever you want (you might want the adventurers to suffer being slaves a bit first! or add any encounters of your own.)

One of the characters, a good distance away from the guards, stumbles across a little opening in the floor created by a few hacks of a pick. There must be some space beyond it because air can be felt escaping through the cracks.

This is an entrance to the Catacombs of Zanzibon. They have been lost for generations and only a few people now know of its existence, including the PCs...

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Clearing away some of the rocks the PCs will see what looks like an old passage below them, about 2 or 3 metres. You should let them investigate with minimal difficulty. They should try to steal some useful aids, such as torches for example, and maybe some rope. They should get the message that they can't just pop down as they are! Perhaps they could create a diversion so that they can steal what they want? A fight usually works!

The Catacombs of Zanzibon

The catacombs haven't been extensively mapped but some of the most important, or interesting, places have been detailed below. Feel free to add them as and where you like. You must also take into account the movement and aims of both the Archeaoxenans and the Mutants (see below.) Alternatively the PCs can 'Go it alone' and ignore both the Archeaoxenans and Mutants.

Archeaoxenan Movement

The Archeaoxenans are in the catacombs too, as well as the PCs, although the PCs will have entered first. Don't let the Archeaoxenans face the PCs too early in the adventure, as the party might not yet be equipped to deal with them. However, the Archeaoxenans will attempt to talk to the PCs if they are not fired upon or attacked. Rhelic will introduce himself and will come across as a mild-mannered and cultured man. He will gladly take the PCs with him for the duration but will sell them to the mine upon leaving the catacombs. Rhelic must be persuaded otherwise. If the PCs aid him in a fight, perhaps against the mutants, and perform well, he might let them go instead of selling them back into slavery. If they really do well in a fight he might offer them a job as 'apprentice treasure hunters' (basically training in the Archeaoxenan career.)

If the PCs ally themselves with the Archeaoxenans then the mutants will be in much greater numbers and will attack them at every given opportunity the closer they get to Graxxla's Tomb. Only be killing Rhelic, and a few of his band, will the tomb be safe. If the Archeaoxenans overcome the mutants and get to Graxxla's Tomb then Rhelic will draw Demapor's blade and Graxxla at last will be released. Basically siding themselves with the Archeaoxenans will release the trapped Daemon.

Mutant Movement

The Mutant Protectors can make their presence felt at locations 3 and onwards. They will try to scare the PCs off to begin with. Otherwise they will gather their numbers and launch a possible attack if the PCs show hostile intentions. The PCs shouldn't be encouraged to attack the mutants as they might need them later on.

Here are a few encounters the PCs could have with the mutants.

The Watcher: A mutant with the black skin mutation stalks the PCs. He stays in the shadows wherever

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The Spiderman: A mutant with the suckers mutation is lurking around the PCs, much like the Watcher, except that it gets about by the use of powerful suckers which allow it to scale vertical walls and ceilings. There's nowhere he can't get to. If the PCs are causing grief then the Spiderman will attack from above, perhaps snatching a character with him (he will do this to rescue any mutants the PCs may have captured.)

Meet the Mutants: This can be played at any time (after the two above encounters have been played) and is automatic should the PCs manage to get to their lair without them knowing. This is the encounter which introduces the mutant band to the PCs for the first time. You might have to do some alterations if the PCs have been hostile to any other mutants encountered in the catacombs.

The mutants will gather in all their numbers for a show of force, brandishing their weapons (and mutations!) The leader, Maximilian, will introduce himself and ask the PCs' business. He knows they must be slaves and will be a bit friendlier to them. If the PCs want to know the way out then this is no problem and Maximilian gladly shows them the way. If the PCs wish to aid them against the Archeaoxenans then he will accept the help (he will have the PCs equipped with lasguns if he is satisfied with their intentions.)

Going it Alone

The PCs may choose to ignore both parties and go it alone. However, if they attack the mutants, the Archeaoxenans will sooner or later get to know this (hearing gun fire etc.) and come to their aid - man against mutant, man will always side with fellow man. This will automatically gain the trust of the Archeaoxenans (run the Archeaoxenan encounter above.)

1. Entrance Passage

This is where the PCs first emerge. It appears to be a long winding passage with uneven sides, and insects of various species crawl in and out of the nooks and crannies as the PCs approach (anyone with the Theology skill will know, on a successful Int test, that they are in the catacombs of a temple). Thick

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Passages like this maybe replicated throughout the catacomb complex.

2. Arachnid Lair

(This area should be very close to where the PCs first entered the catacombs.)

The PCs first become aware of a strong smell yonder and the bodies of desiccated rats and other vermin lie strewn on the floor of the passage on the PCs' approach to this area. The spiders are much larger than they were with many being the size of an outstretched hand. While they look distinctly unappealing they pose no threat to the PCs.

The Arachnid Lair lies in the bowl of a (small) natural cavern roughly 20m by 30m in area. Even larger spiders can be found here but they ignore the PCs, being content to just weave a web or stay still for a few weeks (every so often have a spider land on one of the PCs to keep the tension up). Large rocks and debris litter the cavern suggesting that there was a rockfall here a while ago. Rubble and fallen masonry lies in a large heap in the furthest corner of the cavern.

If the PCs care to look around a bit they will notice human bones on the floor amongst the spiders and cobwebs. A skull lies on a rock and when disturbed spindly spiders crawl through its open orifices (nose, eyes and mouth.) While this is an unpleasant site the most unpleasant comes from a figure wrapped in webs near the centre of the cavern. Strands are stuck to the ceiling of the cavern so that the figure looks like some grim puppet with its limbs resting in all kinds of uncomfortable positions.

On a closer inspection the figure appears to be human but has four arms and appears to have been dead for days, desiccated like the vermin on the floor with an agonised expression on its face. Wrapped in cobwebs above one of the humanoid's hands is a laspistol, a knife can be found in the grip of one of its other hands. Around the mutant's neck is a golden medallion of a lion's head (estimated value 200c.)

Even to the Mutant Protectors there are some areas they know very little about in the catacombs, especially the very dark areas. One of the mutants, Zephod, wandered into the arachnid lair and found himself the lunch for the great spider. Zephod desperately tried to escape but could not due to the toxins and poisons injected into him by the spiders. The other mutants do not know what has happened to him.

A PC may take one item from Zephod's desiccated corpse before a spider drops from the ceiling and attacks whoever it is who is disturbing the corpse. The spider will get its first attack in regardless because of the element of surprise. If the PCs shine a torch at the spider or injure it in anyway it will immediately scuttle off and hide. It only fancied a quick meal and won't put up much of a fight.

Spider

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M WS BS S T W I Dex Ld Int Cl WP Fel 4 25 0 30 30 5 20 - 5 2 10 6 -

Special Rules: The spider attacks by biting. If a bite wounds, a character must pass a T test or become paralysed for D6 rounds. Immune to all psychological effects but fears fire and blasting weapons.

The PCs are fortunate in that the great spider is not in residence at the moment. It conducts attacks from the comfort of its rubble home and then strikes when its spider swarm has done the business of immobilising the prey. The spiders are only active when the great spider is in the lair. If the PCs wait long enough this big spider will arrive sooner or later, but it isn't recommended that they face it without any weapons. If the PCs attack the Great Spider then D6+4 spiders will arrive to aid it (use above profile.)

Great Spider

The Great Spider lives under a pile of masonry and rubble. It has eaten several people who have wandered into the catacombs and has left any indigestible items on the floor. If the PCs search it they will have a change of finding the following: 5% chance of Revolver (loaded with 6 bullets); 10% chance of Lasgun; 25% chance of Gas Mask; 50% chance of Laspistol; Sword; Medi-pak.

M WS BS S T W I Dex Ld Int Cl WP Fel 5 35 0 55 44 17 16 - 43 5 43 10 -

Special Rules: The spider attacks by biting (has MA(2) per action because of its size.) If a bite wounds, a character must pass a T test or become paralysed for D6 rounds. A second bite, with a failed T test, results in the character's death in D6 rounds. Causes fear in living creatures under 10' tall. Immune to all psychological effects but fears fire and blasting weapons.

3. Crypt

(There are many of these dotted about the catacombs, each one an ideal area for firefights should the need arise, and each crypt is similar.)

This is where all the favoured disciples were laid to rest in their sarcophagi. Typically a crypt will be hexagonal in shape with up to four sarcophagi resting on top of each other by each wall and two sarcophagi will typically lie in the centre of the chamber (the bodies of more senior priests.) Some of the sarcophagi maybe disturbed as you see fit with the grim remains of the body displayed inside for everyone to see.

4. Laboratory

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(This chamber is directly adjacent to the Vault, see below.)

The Laboratory is where some secret tests were made and where the punishment of arco-flagellantation would be dispensed. Imagine it as Doctor Frankenstein's laboratory with lots of weird tanks of liquid and a load of tubing.

Dominating the centre of the Laboratory is a throne with a huge, muscular, cyborg humanoid seated on it. Metallic tendrils drop from what is left of its left hand and its right hand is nothing but a great snapping claw. Anyone with Engineering - Bionics, or Law who passes an Int test will identify this thing as an Arco-flagellant. Attached to the Arco-flagellant's head are many tubes which in turn are connected to a couple of drums of bubbling liquid suspended above it on a pole.

Within 2D6 Rounds, the Arco-flagellant will come to life and attack anyone in the chamber. It will stop once it is satisfied that the intruders are gone.

Also in this chamber in assorted drawers (an Observe test should be made for each one with penalties attributed to how valuable you think the item is):

- Parchment and plans for the Arco-flagellant detailing its trigger words - this is written in Secret Language - Ecclesiarchy and can only be read by someone with that skill. The trigger words are: Infectis (kill!), Stabilis (stay!), Patronis (guard!). Brave PCs will think to take the Arco-flagellant with them. If this is the case then have the PC make a Ld test whenever he issues a command. If successful the Arco- flagellant obeys and the character becomes his new master. Otherwise he will be attacked. Having an Arco-flagellant ally means that the PCs can 'go it alone' and possibly take on both the Archeaoxenans and the mutants! The Arco-flagellant is a savage beast and is almost impossible to stop without the use of heavy weaponry.

- A small, light metallic box with several buttons on it - this is a fully functional Refractor field device and can be identified as such on a successful Int test -20 (+10 per Military career completed, +30 Techadept, +60 Techpriest). Pressing a few buttons should make it work.

- A large, archaic-looking pistol with a wide, circular nozzle - this is a very rare Plasma Pistol. It was found by the priesthood of Zanzibon and experimented on. Unfortunately this tinkering has damaged the pistol's circuitry slightly so that its value is halved and it takes 5 Rounds to charge a shot (rather than the usual 3.) Only a very highly skilled Techpriest can repair it.

- Wrapped up in some mouldy robes is a laspistol.

Arco-flagellant Guardian

Arco-flagellants used to be people who committed offences against the Ministorum (the priesthood) or, in this case, against the Church of Zanzibon (whose origins do relate to the Ministorum.) Some heretics

http://www.criticalhit.co.uk/w40krp/scenarios/rags_riches.htm (10 of 16) [25/05/2002 15:33:38] Warhammer 40k Roleplay Adventure - From Rags to Riches are punished with arco-flagellancy. They undergo extensive surgery, turning them into frenzied killing machines. In this form, the Arco-flagellant can be implanted with many lethal weapons from rending claws to electro-flails. An Arco-flagellant is fitted with a sealed pacifier helm containing implants that connect into the cerebrum and spinal cord, which keeps them in a calm, barely conscious state. When in this mode the Arco-flagellant's mind is filled with sacred images and verses. The helm can be deactivated by means of a trigger word, releasing inhibitors and unleashing the full fury of the Arco-flagellant. Another trigger word activates the pacifier helm again, rendering the Arco-flagellant passive once more.

The Arco-flagellant Guardian has a set of trigger words which control it, stop it attacking etc. But these can only be found in the Laboratory.

M WS BS S T W I Dex Ld Int Cl WP Fel 5 60 10 63 66 15 52 14 - 10 89* 89* -

*An Arco-flagellant is more or less dead so these statistics are purely for completion purposes.

Skills: Dodge Blow; Furious Assault; Parry Blow; Strike Mighty Blow; Strike to Injure; Swift Assault.

Special Rules: Immune to all psychological effects and mind-influencing psionics; Immune to pain - the Arco-flagellant will keep on fighting through any criticals it sustains unless the head is destroyed; Causes fear in living creatures under 10' tall; One implanted Electro-flail in left arm; Metallic snapping claws for a right hand (functions as power fist).

5. Vault

If the PCs get a chance to look round this chamber they will find a collection of small chests with brass padlocks (CR 10%) and shelves with assorted religious artefacts and trinkets on them. Some of the chests are empty but those that aren't have a combined total of 746 credits in them. The religious artefacts are worth a total of 250 credits. There's nothing else in this chamber. Suffice to say a few of the priests have siphoned off funds over the years so that this is all that remains.

6. Study

This was where a lot of the research into daemonology was carried out by the priests and it is left exactly as it was.

Against the west wall of the room is a chest containing equipment used for summoning ceremonies; candlesticks and candles, incense burners, several small bags of incense, and so on. A character with the Daemon Lore skill will notice immediately that the tools here are used for summoning.

Against the south wall is a desk cluttered with notebooks and loose papers covered in the priest's

http://www.criticalhit.co.uk/w40krp/scenarios/rags_riches.htm (11 of 16) [25/05/2002 15:33:38] Warhammer 40k Roleplay Adventure - From Rags to Riches cramped, spidery handwriting. A character with Secret Language - Ecclesiarchy may make an Int test to get the drift that the papers deal with daemon summoning (if the character has Daemon Lore as well then he will notice this immediately.)

Against the east wall is a bookcase. The bookcase contains works on daemons worshipped by an elder (unknown) race and are written in an illegible language. However, there are many illustrations and all of them are repugnant and anyone flicking through the books must roll under WP or gain D6 insanity points.

7. Alcoves

These can be found in intervals of 5 metres along any passageway. Some are larger than others and some also contained a statue, which have since crumbled to the floor. The alcoves are ideal hiding places to spring a trap.

8. Library

The library is quite extensive and most of the volumes are historical works, philosophy or poetry, but there is a small fiction section. Many of the books are written in Secret Language - Ecclesiarchy bringing yet more evidence of the temple's Imperial origins, although it has long been destroyed.

Lying in one corner of the library is a large lizard. It is in the middle of consuming a rat meal and won't take kindly to being disturbed. If the PCs attack, it will defend itself and try to flee if at all possible.

Lizard

M WS BS S T W I Dex Ld Int Cl WP Fel 5 29 0 35 35 7 22 - 5 5 15 15 -

Special Rules: Immune to all psychological effects but fears fire.

9. Summoning Chamber

This was a highly secret chamber until the Zanzibon priesthood decided to bring Graxxla into existence with disastrous consequences. It was in this relatively spacious chamber that the Chaos Daemon Graxxla was summoned and subsequently possessed the body of the high priest.

The centre of the chamber (roughly 10 metres in diameter) is dominated by a pentagram with brass candlesticks at each corner. The rest of the chamber is unadorned save for a few scorch marks on the floor (they are burn marks which appeared when Graxxla materialised from the Realm of Chaos.)

http://www.criticalhit.co.uk/w40krp/scenarios/rags_riches.htm (12 of 16) [25/05/2002 15:33:38] Warhammer 40k Roleplay Adventure - From Rags to Riches 10. Mutant Lair

The Mutant Lair is nothing more than a carven interspersed with little passages and large alcoves, each one being a home to a mutant. The centre of the cavern is where the mutants gather for their meeting and it is also where they all eat; and they eat pretty disgusting things: insects, rats, spiders, snakes, lizards, and any other revolting things they can find in the catacombs. If they are lucky they can sometimes smuggle in some food from the Zanzibon bazaars or even from the slave wardens (but only if they are desperate!).

If the PCs are friendly with Maximilian and his mutants then they will be taken here and offered a meal of beetles and snakes, although if the PCs are squeamish or fussy then Maxmilian might be able to rustle up a bit of bread (depending on if the PCs have been well-disposed to him and his party.) Maximilian can offer the PCs each a pistol weapon (laspistols) if they so wish, and only if it's absolutely necessary.

Otherwise the PCs may sack the place in search for any possessions that takes their fancy - but the mutants may or may not be here and won't want them to take their belongings away, especially guns! If the PCs get a chance to search the lair then they will find the following: (the PCs should need to pass Observe tests for some items.)

2 Flak vests; 4 laspistols; 1 revolver; 2 lasguns; 4 frag grenades; 300 credits; 1 medi-pak.

11. Graxxla's Tomb

In the centre of a vast chamber is Graxxla's tomb. The Daemonhost itself lies in a petrified state, like a tall, gaunt, statue with the sword of Zanzibon thrust through its torso. Graxxla has the physique of a ten- foot giant, muscular, humanoid with a pair of long, twisted horns on his head. His face is contorted with an agonised expression, revealing a wide open mouth with an array of teeth. To anyone ignorant of the story of Graxxla, the petrified remains of the Daemonhost may look like nothing but a statue, and an ugly one at that.

For a long time Graxxla has remained in this state and will be forever so, as long as no-one removes the blade. The Archeaoxenans will try to remove the blade and the mutants want to stop anyone from doing this. Including the PCs. Removing the blade will require a Strength of 70 and a Strength test. If the blade is removed then Graxxla's petrified form gradually gains life; the grey, stone-like skin, slowly takes on a red hue until it is blood red; his eyes become milky white; and his clawed hands suddenly clench. Graxxla lives! The only way Graxxla can be destroyed is by someone wielding the sword of Zanzibon. Otherwise it could take some time and many people could die in the process... not least the PCs.

The Sword of Zanzibon

The Sword of Zanzibon can only be used by a psyker (Demapor was such a character). It is basically a force weapon that when it strikes Graxxla (and only Graxxla) the Toughness of the Daemonhost is halved

http://www.criticalhit.co.uk/w40krp/scenarios/rags_riches.htm (13 of 16) [25/05/2002 15:33:38] Warhammer 40k Roleplay Adventure - From Rags to Riches and the character's WS and I is increased by 20. Additionally, a character wielding the weapon is immune to Graxxla's daemonic psionics and any psychological effects he causes and Graxxla suffers -20 to WS and S against the character.

The Sword of Zanzibon is only effective against Graxxla and is useless against any other daemonic opponents. Further more its powers are only effective on the planet of its forging... although perhaps it could be made to be effective against any daemons, but that is another adventure entirely...

The Next Bit

What happens next depends on what the PCs have done. Did they destroy Graxxla? Did they prevent the Sword of Zanzibon from being drawn? If the PCs sided with the mutants then the mutants will guide them to a safe way out, far away from the mines and its slave wardens. Otherwise the PCs will have to find their own way out. How they achieve this is up to you. Suffice to say the PCs won't be slaves any more after this adventure and the whole of Naji'Bul is open to them although leaving Zanzibon could be a bit tricky...

EXPERIENCE POINTS

If the PCs prevent the Sword of Zanzibon from being removed from Graxxla's body then they each receive 200 experience points and 1 fate point. (Remember that the PCs were never meant to face the Daemonhost.)

If the PCs remove the Sword of Zanzibon from Graxxla's body and subsequently destroy the Daemonhost then they receive 100 experience points. However, in doing this, the curse of Graxxla could resurface, this time on the PCs... Profiles

The Mutants

Maximilian, Human/Mutant Leader

Age: 47 Height: 5'7"

Despite Maximilian's disturbing appearance he is a charismatic and down to earth kind of guy. He has been the leader of the mutant band for almost 20 years now and has seen off several groups of treasure hunters, although they seldom come in the present age. Time is spent whiling away the hours reading through the literature which the catacomb still contains and ensuring that there is enough food to eat and enough water to drink for the band. Like most of the rest of the band, Maximilian is descended from

http://www.criticalhit.co.uk/w40krp/scenarios/rags_riches.htm (14 of 16) [25/05/2002 15:33:38] Warhammer 40k Roleplay Adventure - From Rags to Riches those who fought against the Daemon Graxxla. He believes that should Graxxla be 'killed', i.e. sent back to the Realm of Chaos, the curse on them would be lifted. That is his theory but no one wants to try it out and draw Demapor's blade...

M WS BS S T W I Dex Ld Int Cl WP Fel 4 37 40 42 46 8 53 46 50 52 51 50 25

Skills: Dodge Blow; Night Vision - 10 metres; Read/Write; Secret Language - Ecclesiarchy; Specialist Weapons - Close combat, Conventional, Grenades, Lasers; Theology - Cult of Zanzibon.

Possessions: Dirty robes; Flak jacket; Laspistol; Sword; 2 Frag grenades; 3 Smoke grenades; 1 Blind grenade; 600 credits.

Mutations: Rapid Regeneration; Three Eyes; Very Warty Skin.

Mutants

Some of these mutants are not descended from Demapor's disciples. They are outcasts of society, even by Zanzibon's standards. However, Maximilian hasn't let them hamper the task of protecting Graxxla's tomb and has had any very dangerous mutants killed. That doesn't mean that there are no potentially dangerous mutants in the group but Maximilian's leadership is such that they will obey his every command.

M WS BS S T W I Dex Ld Int Cl WP Fel 4 30 30 32 32 7 40 35 25 29 25 29 18

Skills: Dodge Blow; Specialist Weapons - Conventional, Lasers; Strike Mighty Blow; Strike to Injure; Strike to Stun; other skills at GM's discretion.

Possessions: Rags; Hand weapons; Lasguns and laspistols (some may have the odd conventional weapon, one mutant may carry a heavy stubber if you wish); other items and equipment at GM's discretion.

Mutations: As determined by the GM.

The Archeaoxenans

Rhelic, Archeaoxenan Leader

Age: 50 Height: 5'9"

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M WS BS S T W I Dex Ld Int Cl WP Fel 4 46 62 50 52 11 62 44 50 57 58 50 40

Skills: Alien Knowledge; Astronomy; Cartography; Crack Shot; Custom Knowledge; Disarm; Dodge Blow; Evaluate; Fast Draw - Pistol; First Aid; Follow Trail; Haggle; Hipshooting; Identify Life-form; Orientation; Parry Blow; Psychic Sense; Read/Write; Repair Jammed Weapon; Ride; Rune Knowledge; Specialist Weapons - Alien weapons, Bolters, Close combat weapons, Conventional, Grenades, Lasers; Strike Mighty Blow.

Trappings: Lasgun (Triplex pattern); Laspistol; Neural whip; Flak armour on all locations; Photochromatic visor; Conversion field; Medi-pak; other items at GM's discretion.

Rhelic's Treasure Hunters

These are your typical monodominant humans. They despise mutants and almost hate psykers just as much. There can be as many of these henchmen as you like, depending on the number of the PCs and their experience, and, of course, if they manage to get the mutants on their side.

M WS BS S T W I Dex Ld Int Cl WP Fel 4 35 41 30 30 7 35 40 30 30 45 40 35

Skills: Dodge Blow; Specialist Weapons - Conventional, Lasers.

Trappings: Flak jacket; Lasgun; Knife.

Graxxla, Daemonhost

Profile

M WS BS S T W I Dex Ld Int Cl WP Fel 6 70 50 70 60 20 80 60 90 90 90 90 18

Special Rules: Graxxla has a Toughness of 100 should technological weapons be used against him, hand weapons of any kind are not affected; all other rules as for a Daemonhost detailed in the WH40kRPG Critical Hit Bestiary. Graxxla is the equivalent of a level 4 psyker.

http://www.criticalhit.co.uk/w40krp/scenarios/rags_riches.htm (16 of 16) [25/05/2002 15:33:38] Warhammer 40k Roleplay Adventure - Abduction ABDUCTION

By A.R.Fawcett '99

Plot Summary

This is a short scenario set on the feudal ruled planet of Ordo Madel. A renegade psyker called Gideon has escaped to that planet and is in hiding. The PCs have been hired by the Black Ship fleet to abduct Gideon and bring him to the Adeptus Astra Telepathica. There he will be tested for his suitability: does he serve the Emperor through the Adeptus? Or will he be sacrificed? The PCs need to catch him first.

Requirements

Any bunch of ragtag PCs will do; the PCs are hired by the Black Ship so they won't be bothered who the PCs are as long as they bring back this renegade psyker. Just make sure that the PCs have 3 or 4 grenades (this is room warfare and they will be pulverised without 'em!). Having access to some city floorplans would be good to keep track of the firefights.

Introduction

The Black Ship has taken what has seemed like an ice age to get to Ordo Madel. But that is not surprising as the Black Ship is a gigantic, ugly, leviathan. You saw it in all its glory when you first arrived from the last space port. It's huge towers stuck out of a massive flat ship chassis like some flying metropolis.

The whole ship is full of weird-looking humans. Psykers are strange creatures but at least being part of the Black Ship fleet's psyker abduction squads pays well, perhaps too well. This is your first abduction. You have all heard the stories and have tried to shut them out. Entire squads have rumoured to have been completely destroyed by the uncontrollable energies of the psykers they sought to capture. But you need the money.

You are led into one of the many refectory decks of the ship, which has now become a makeshift recruiting hall. There are all kinds of people here, readying their equipment and weapons whilst some smart Imperial clerk gives them their briefing. You are given baleful looks by many of the groups here. Some of them have probably got criminal records but the Imperium have probably ignored that, just for the moment at least.

Suddenly a voice sounds out over the public address system: "Bravo 5. Bravo 5. Proceed to briefing area

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20." It all sounds so efficient until the voice becomes more raised and hurried: "Come on! Get movin'! Get movin'!" The PCs are group Bravo 5, and one of the smart clerks clicks his fingers at the them and points to an area at the top end of the hall; briefing area 20.

Briefing area 20 is just another area sectioned off for the purposes of the Black Ship's missions. Occupying area 20 is not a smart clerk but a man with a rather large, smooth, bulbous head. He has a double chin, which overlaps onto his dark grey robes. His eyes are large and saucer-like and blink constantly. A sentence of his always begins with a long "mmm..." He is Parweski, a psyker of the Astra Telepathica.

"Mmm...greetings. I will dispense with the pleasantries. I know who you are and you don't need to know who I am. You are here to roundup renegade psykers. Mmm...and you get Gideon."

"Gideon is a rare specimen. He was caught by the last Black Ship 2 years ago at Ordo Sengis. He underwent psychic training but escaped. We have reason to believe that he wasn't tested properly for the purposes of the Astra Telepathica. Those responsible have been relieved of their duties (meaning sacrificed to the Emperor). We are not sure how powerful he is but we have reason to believe that he is no novice. He was in a shuttle destined for Earth 6 months ago but it never reached its destination. Now we finally have him. At Ordo Madel he leads a group of mutants, possibly other runaways that have escaped from the eyes of the Inquisition. The mutants must be destroyed but Gideon must be brought back here, and in a relatively good condition... If he dies you don't get paid."

"Gideon occupies a war-zone near the town of Los Healy. Don't worry the war isn't going on any more, it hasn't for 10 years. Gideon uses one of the old Imperial bunkers outside the town as his sordid abode. It does not help with Ordo Madel's feudal rule. The governor of the planet, Heinz Wasser, lives more like a king than a governor but he pays the tithes to the Imperial coffer on time each year. So there is no need to change anything. Gideon ambushes any easy-looking vehicles heading to and from Los Healy. The local authorities have done little to counter the threat, which is good, because we want Gideon; we don't want Heinz Wasser's deathsquads slaughtering everyone. It's best that we deal with this, i.e. you."

With that briefing ends. If the PCs ask at which bunker Gideon can be found at, Parweski replies "Just use your initiative."

The PCs will now be ready for the brief shuttle journey to the surface of Ordo Madel. Before they go they will be given an Electro-Lock. This fixes onto the wrist and ensures that should the prisoner attempt to escape he will be electrocuted. They won't be given any other specialist equipment whatsoever; do they they think that the Imperium can afford to equip everyone? However, they will be given one communicator if they don't already have one. This ensures that they can keep in contact with the Black Ship and the Black Ship can keep in touch with them.

http://www.criticalhit.co.uk/w40krp/scenarios/ordo_madel.htm (2 of 9) [25/05/2002 15:33:55] Warhammer 40k Roleplay Adventure - Abduction LOS HEALY

Los Healy is a small town of 12000 people and has a small spaceport located on the outskirts of the town. This is where the PCs land and disembark. All kinds of ships are docked here with servitors scuttling here and there from ship to ship. Ominous-looking spaceport guards walk slowly on their circuit ready for any trouble. All visitors are directed through to ID control where an old guard demands to see everyone's ID (the PCs do have their cards if they are wondering).

The short journey to Los Healy itself is via a rather old and rusted railway. The carriages rock from side to side making the trip far from uncomfortable. Everything is so empty. There are hardly any passengers at all. The PCs will see now why Gideon chose Ordo Madel as his hideout. Everything is in a state of disrepair. Where does all the money go? Into Heinz Wasser's huge palace and his massive army.

Where is Gideon?

The PCs can find this out at any of the Arbitrator stations, or they could have found this out at the spaceport. The Arbitrator stations in Los Healy are, like most buildings in the town, falling to pieces and the Arbitrators are not the sinister, smart, disciplined types that the PCs most probably know of, they are low-paid guardsmen. Guardsmen that have been put into the role of Arbitrators more as a punishment than through choice.

Any of these Arbitrators can be asked about Gideon. This will initially be met with a blank look and then a reply "Yes. We received a memo from your lot yesterday saying that you were coming. Gideon is it?" The Arbitrator retreats behind an outrageously big computer terminal where he speaks into a comlink (the PCs will also need to hand over their ID so that their details can be confirmed).

"Barny. Give me the data about Gideon. Everything. His attacks and where they occurred." The computer lazily splutters into life and a whole host of things start to spin from in and around it. "Barny used to be able to talk but his voice unit's bust up," says the Arbitrator, "We'll have your data through soon. Barny takes a while to warm up."

Eventually the data begins to load up on the screen. It displays a portrait of Gideon, a slender and almost scrawny-looking individual with a crop of thin hair and an 'Adolf Hitler' moustache. The PCs can also gain his personal details here, such as his age, height etc., from his profile below (apart from the profile of course!).

Attack Trends

The one iron trend is that the road that cuts through the Madel Mountains to the north east is the road that has had most reports of ambushes. The main highway is only ever threatened in the early morning. Coincidentally the mountains were the main centre of conflict in the civil war, hence all the bunkers scattered about the landscape.

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Where Now?

Obviously it is for Madel Mountains. They are some 10 miles away. The PCs cannot hope to walk all the way and fight a battle at the end of it! The PCs could hire a suitable vehicle, or hijack one if they are that way inclined (either is suitable). No public transport runs through the mountains. The terrain off the road is inhospitable and rocky, if the PCs decide to take their chances off road.

MADEL MOUNTAINS

If the PCs do not take any precautions and simply drive (or walk) up to or through the mountains, then a burst of heavy machine gun fire can be heard. The bullets pierce the chassis of whatever vehicle the PCs have; the windscreen smashes, sparks fly out etc., very dramatic.

Whoever is driving must pass a Drive test to control the vehicle thereby bringing it to a halt. If this is failed then the vehicle careers off the road and either thuds into a rock or spins out of control. The noise is deafening as it echoes around the mountainside. The bandit in the machine gun bunker is responsible for this welcome (see below).

If the PCs make a cautious approach to the mountains then they should be OK, until they get very close...

The Machine Gun Bunker

The bandits have stationed a lookout in this empty bunker, which covers the mountain road. It is very difficult to spot as it is built into the mountainside. It is extremely well protected and it has been known for whole platoons to be cut to pieces by several of these bunkers. The only full-proof way of getting rid of a bunker is to fire a super-krak missile right through its gun slit. But the PCs don't have a missile launcher and a super-krak missile.

The bandit that can use heavy weapons is stationed here and uses his heavy stubber to welcome anyone coming towards the mountains. The only thing the PCs will see of him is the burst of fire when he pulls the trigger. No matter how good the PCs think they have been in 'being cautious' the bandit will fire at them as soon as they come to within 150 metres of the bunker.

Firing at the Bunker

Firing any kind of weapon, other than a las-cannon or similar heavy weapon (no heavy bolter or heavy stubber), at the bunker will do very little damage to it. When firing at the bunker the PCs should roll to hit as normal. If anyone rolls equal to or under 05 to hit will have a lucky shot and hit the bandit.

http://www.criticalhit.co.uk/w40krp/scenarios/ordo_madel.htm (4 of 9) [25/05/2002 15:33:55] Warhammer 40k Roleplay Adventure - Abduction Otherwise the PCs' shots just ricochet off the hard concrete of the bunker.

Firing powerful weapons like Thermal guns or Plasma guns will certainly damage the bunker but can the PCs get close enough for a decent shot? Any one of these weapons must be within 100 metres to have a hope of damaging it; further away will have no effect at all.

Basically if the PCs stand out in the open they will die. The best way of dealing with it is to leg it towards the bunker, from cover to cover, and lob a grenade inside the bunker's slit. But this will have to be a brave person to try this, or at least a good climber, as the bunker lies perched upon a steep slope. It is negotiable but it will require a Dex test to scale (+20 Scale Sheer Surface).

Firing a Flamer at the bunker is an excellent tactic. The bandit can pass an I test to avoid being hit (roll to hit as normal instead of equal to or under 05 as above), but this will at least stop him from firing for D6 rounds. Remember that the bandit is protected by hard cover.

Unwanted Reinforcements

After a few minutes, you decide the best time, the PCs are fired on by the rest of Gideon's group from cover near the bunker (hard cover) either side of it. Gideon will be here if the PCs are tough bastards, especially if they have a psyker in the group.

As soon as the bunker and/or half of Gideon's group is incapacitated they retreat to somewhere behind the bunker. Ensure that at least two of Gideon's group survive including, of course, Gideon himself (if he was here). This should turn into an interesting gun battle once the PCs pursue them into the bunker.

THE BUNKER COMPLEX

Behind the bunker is a door, which, by now, is open (the Holding Room, below).

Map

There is no map. So what I have done is to just describe each location in the bunker. It is easy enough to create your own map so that the locations can 'slot' in. Ensure that there are some longish corridors, combined with wooden crates, so that there can be some good firefights.

Trip-mines

Gideon and the bandits have access to trip-mines, they are the same as trip-wire except that only a light infrared beam can be seen and not the wire. The bandits will place these around the complex as and

http://www.criticalhit.co.uk/w40krp/scenarios/ordo_madel.htm (5 of 9) [25/05/2002 15:33:55] Warhammer 40k Roleplay Adventure - Abduction where you want them. They can be fixed to any surface (apart from liquid of course!). The mine is triggered when someone walks through the infrared beam. The mine then basically blows up causing damage equivalent to a krak grenade. In order to spot the infrared beam an I test must be passed and these penalties apply: -0 for cautious movement, -10 for walking, -30 for running, -40 for a retreat (if a character is fleeing).

1. THE HOLDING ROOM

To the right is a door that leads into the pillbox itself (where the dude was shooting at the PCs) and in the centre of the Holding Room is a ladder that allows access to the rest of the bunker below. The bandits retreated down here and are ready to make a final stand.

As soon as anyone goes down the ladder he will be shot at by one of the bandits (using an Autogun) who fires up the ladder. If a character peers over the ladder, to quickly have a look below, then he will see a bandit fire a quick burst of autogun fire at him - the PC won't be hit, unless you feel that he should pass an I test first.

The PCs must now decide on what to do. If they simply climb down the ladder then they will be seriously shot-up by the bandits waiting at the bottom (in the Antechamber, below). If the PCs have some grenades then they can roll them down the ladder and remove any potential ambushers.

2. PILLBOX

This is where the bandit was stationed who was welcoming the PCs with his heavy stubber. The state of this room depends on whether the PCs had access to heavy weapons or powerful weapons such as a Plasma gun. If the bandit here was dealt with he will be lying, flayed on the floor in a pool of blood. If he wasn't then he will have escaped with the rest of the group down below (he will take his heavy stubber with him!).

The pillbox is totally empty except for a few slices of bread and a few cans of beer and the odd girly mag or two. Below the firing opening is a box of chainlink conventional ammunition (250 rounds, but it weighs a lot).

3. ANTECHAMBER

The bandits will be waiting here for the PCs. They have quickly overturned some tables and chairs for cover and are going to wait for the PCs to trundle down the ladder. If the PCs have lobbed a grenade or two down here then the bandits will break from their cover in a panic, especially if a gas type grenade is thrown down. Whether or not the bandits are injured by a grenade is up to you as they will have enough time to run for cover in another room (unless the PCs release a grenade at the last minute so that they blow up as soon as they hit the floor).

http://www.criticalhit.co.uk/w40krp/scenarios/ordo_madel.htm (6 of 9) [25/05/2002 15:33:55] Warhammer 40k Roleplay Adventure - Abduction If the PCs just trundle on down the ladder into this ambush then they will get what's coming to them. The bandits will open fire with all they've got. The PCs will then have to do it the hard way.

4. STASH

This is where Gideon keeps the stash, the loot that the bandits have taken from their quarries. Apart from weapons there are other things here too: some pirate videos, Vid sets, hi-fi systems, security cameras, hardcore pornography, and a couple of Imperial Guard uniforms.

This room will be difficult to get to as the bandits will seek to protect their stash. They don't know who the PCs are. By now they'll think that they are either rival bandits or bounty hunters working for the Imperium.

5. MESS ROOM

This will be the central room of the entire complex. It is quite big, certainly large enough for a good shootout. The bandits will retreat to this room in the face of determined resistance.

This is just your standard lounge but it is a very messy one. There is one totally decrepit sofa and five chairs, placed in front of a rather small vid set. The vid set sits on top of a wooden crate. A comlink talks to itself in one corner of the mess room. It is relaying Arbitrator patrol movements, amongst other things.

6. GIDEON'S QUARTERS

Gideon is the only one of the group to have his own room. This room used to be for the commanding officer of the bunker position, so Gideon thought it prudent to take it for himself. There are your usual bed, cupboard, and desk here.

Also, another reason why Gideon took this room is that there is a way down into an old disused sewer pipe which can be got to if someone thinks to look under the bed. Gideon will try to make an escape here, if he is losing the battle, and get out via the sewer pipe.

7. SEWER PIPE

A ladder leads down the sewer shaft for some 5 metres where it opens out to the main sewer pipe. The pipe is approximately 100 metres long, 1 metre in diameter, and opens out onto the Madel mountain range. Outside the pipe is a drop of approximately 20 feet ( or 7m). Should Gideon reach the end he will use his Psychic Jump to reduce the drop by 15 feet (he won't take any damage from the jump) to land reasonably safely. The PCs will either have to climb down, or attempt to shoot Gideon's legs with a well- aimed shot. It is possible that should Gideon get to this stage he will escape - he will use his psychic powers to throw the PCs off his trail.

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THE END

Once Gideon has been captured all the PCs need do is to contact the Black Ship. The Black Ship will then send a shuttle specially down to near the PCs' location and take Gideon, and the PCs, away. A job well done. Award them 100 to 200 experience points depending on whole well you think they have done. Otherwise if Gideon gets away then the PCs will just have to return to the Black Ship empty-handed and receive a stern reprimand.

GIDEON, Renegade Psyker Level 2 Age: 34 Height: 5'9" Weight: 135ibs

Gideon should be a very slippery character when you use him in the bunker. With his psychic powers he should be able to make it very difficult for the PCs. He will never ever give up. He knows that the PCs are working for the Black Ship fleet and will never go back to the Astra Telepathica. He knows that if he does go back there's a good chance that he will be sacrificed to the Emperor.

M WS BS S T W I Dex Ld Int Cl WP Fel 4 42 46 25 30 9 50 32 38 50 45 50 30

Skills: Dodge Blow; Flee!; Psychic Sense; Shadowing; Specialist Weapons - Bolt, Grenade, Laser; Street Fighting.

Possessions: complete suit of flak armour; Mouth piece with communicator, respirator; Photochromatic goggles; Bolt pistol; Knife; 2 Krak grenades; 3 Frag grenades.

Psychic Powers: Gideon should have roughly 4 powers chosen from any lore.

5 MUTANT BANDITS

M WS BS S T W I Dex Ld Int Cl WP Fel 4 30 41 3 3 7 40 30 25 27 29 30 29

Skills: Concealment Rural; Set Trap; Specialist Weapons - Grenade, Lasers, (1) has Heavy Weapon; Spot Trap.

Possessions: Autogun; (1) has Heavy Stubber; Flak armour; stash of 10 Smoke grenades, 12 Frag

http://www.criticalhit.co.uk/w40krp/scenarios/ordo_madel.htm (8 of 9) [25/05/2002 15:33:55] Warhammer 40k Roleplay Adventure - Abduction grenades, 3 Krak grenades, 4 lasguns and 8 laspistols.

http://www.criticalhit.co.uk/w40krp/scenarios/ordo_madel.htm (9 of 9) [25/05/2002 15:33:55] Warhammer 40,000 Roleplay Adventure - Rescue at Ross 132 RESCUE AT ROSS 132a

By A.R.Fawcett '99

PLOT SUMMARY

There has been a prison take-over in the Ross 132 system. The one habitable rocky planet has a prison sited on it containing some of the most vicious criminals to be found for many star systems around. The prison is maximum security and it is believed by Imperial agents that the take-over was an inside job. The small number of Arbitrators were quickly overwhelmed and the prisoners have threatened to kill the rest of the prison staff if there is any Imperial retaliation.

The Imperium will not tolerate this! The PCs are sent to Ross 132 to secure the main landing bay of the prison so that reinforcements can be sent to deal with the prisoners; the PCs must actually open the doors to the landing bay. The prisoners will try to keep the hostage prison staff alive for as long as possible, as it gives them some insurance.

REQUIREMENTS

Any players working for the Imperium. Imperial Guardsmen or Arbitrators would be ideal but not totally essential. You might have to adjust the introduction slightly for other careers. There should be one semi- experienced character in the party. This isn’t wholly a complete adventure. It could be a great scenario if you did the extra work of maps etc.

WHAT HAPPENED ON ROSS 132a

The prisoners at the facility of Ross 132a could not revolt without inside help or without the brains to instigate it. There are a small number of military prisoners there, including Radko Alienichev, a former sergeant of the Imperial Guard. He kept his former soldier buddies together, including some ex- Arbitrators, and thought of a plan. Within a few months Radko developed a close relationship with one of the facility’s doctors, by means of faking illness. He knew that if he could make friends with someone sufficiently high up in the ranks of the prison staff his plan would be some way to fruition.

The doctor in question was Heidi Premanova, an individual who developed a rapport with many of the prisoners. It wasn’t too difficult for Radko to seduce her. Eventually he managed to persuade her to gain access to the armoury and to smuggle a weapon through security. Heidi did this with no questions asked from the wardens. The wardens operate apart from the small Arbitrator presence there and they weren’t a

http://www.criticalhit.co.uk/w40krp/scenarios/rescue_at_ross132.htm (1 of 3) [25/05/2002 15:36:12] Warhammer 40,000 Roleplay Adventure - Rescue at Ross 132 problem when the rebellion finally began.

It was in the mess hall that the prisoners overwhelmed the wardens and any Arbitrators there. As Heidi had overrode the security girds, the prisoners not only gained access to the armoury, but to other parts of the facility as well.

Radko contacted the Imperium and gave a warning that should there be any retaliation the remainder of the prison staff, mostly technicians, would die.

INTRODUCTION

The space station Goliath orbits the hive world of Quphieth below. Interplanetary shuttles show up as tiny dots, as they go about their business in and around Goliath and enter its many docking bays.

You are aboard one of these and watch as the auto-pilot runs its course under and over the huge pylons of the space station. A huge ugly bulk freighter passes by displaying its immense size. Enforcer class ships escort the hulking trader out of the area. An Imperial Command Cruiser casts a gigantic shadow, even over the bulk freighter, as it follows its course, displaying its hundreds of laser batteries.

"You are cleared for bay 2131" says a voice on the shuttle communicator. The shuttle docks as requested in bay 2131. The many docking bay lights glitter like a sea of diamonds as the shuttle eventually docks. The shuttle doors slide open and you are greeted by a Second Lieutenant of the Imperial Guard, flanked by two sinister-looking Guardsmen. "Welcome to Goliath. The Captain is expecting you. This way." He gestures for the PCs to follow.

You are passed by Imperial pilots rushing quickly to their craft, some display the emblems of the Arbites and some display the flight badges of the Imperial Navy. The whole place is a hive of activity as service droids use their wielding instruments to repair the heavy metals of docked spacecraft. You can also hear a lot of swearing as certain repair jobs go wrong.

You follow the lieutenant across the huge docking bay to an elevator, which is duly vacated by a large group of Arbitrators, no doubt they are out to conduct their judicial duties. The elevator gently goes up and up and up, giving you are marvellous view of the activity in the docking bay through the Plexiglas window.

Eventually the elevator stops, the doors slide open.

"This way" says the lieutenant. You follow him down a long corridor as officers and androids pass hither and thither. The lieutenant stops outside a door and waits for the retina scan to scan his eyes. The door slides open and you are ushered inside.

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The room is quite spacious with a basin situated in the centre. In the basin are some comfy-looking blue chairs which are lined up around a round table. The entire north side of the room is given over to a spectacular view of the stars and the hive world of Quphieth below. Watching this view is a man dressed in a smart Imperial Guard officer’s uniform with the high rank of Captain on his shoulders. He turns, as soon as you walk in, to reveal a cleanly shaven face and an immaculately kept goatee beard. His hair is swept back. Contrary to his appearance he doesn’t speak in a clear, concise way.

"I’m glad you made it. I am deeply grateful to you all for volunteering for this mission" he says. Volunteer? You never volunteered for anything! It was your sergeant who felt you needed ‘extra curricular activity’ to move your training along. "I am Captain Berketov. Please be seated and we’ll get down to business."

The Briefing

Berketov presses a button on his chair, the lights dim and the table overturns itself to reveal a holograph unit. This instantly turns on to display a 3D face of a man. A rather malicious looking character with a balding head, brown eyes, high cheekbones and a closely trimmed beard.

"This is Radko Alenichev. He is responsible for the prison rebellion on the penal colony of Ross 132a, in which many of our people died. He is 41 years old and used to be in the Imperial Guard as a sergeant 16 years ago. That was before he mutinied and that is where he remains now, together with the small remnants of his unit. They all turned to piracy and smuggling and cost the Altair system a lot of money. It took an elite boarding party to bring this murderous bastard to justice."

Berketov presses another button and the image of Radko dissolves. Instead it is replaced by a dark skinned head. This fellow has a scar running from the top of the left cheek down to the base of the chin.

"This is Ossonoi Solomatine, one of Radko’s favourites. He is 32 years old and is a complete psychopath. This was due to an encounter with some alien creature a few years ago. He is unstable to say the least."

"Lastly this is the person who is directly responsible for the penal rebellion." The face of a woman appears.

"This is Heidi Premanova, 28 years old and a technician at the prison. It is believed she got close to Radko whilst he was in prison and was persuaded to override the security grids allowing the prisoners to escape from their cells. This was after she gained access to the armoury."

"

http://www.criticalhit.co.uk/w40krp/scenarios/rescue_at_ross132.htm (3 of 3) [25/05/2002 15:36:12] Warhammer 40,000 Roleplay Adventure - Terror on Vargon TERROR ON VARGON

By A.R.Fawcett '99

Plot Summary

The PCs, one way or another, are on a small mining colony called Vargon. Things start to go wrong when miners and colonists begin to suddenly disappear. Who or what, if anything, is responsible? The PCs soon get drawn into it. Can they possibly help? Or will they be the next victims?

Requirements

Ideally there will some characters of the Explorer class, like a Colonist, Prospector, or Sheriff would be perfect, but otherwise there are no restrictions. But not powerful characters please! The PCs ideally shouldn't be any of the fantastic characters like Sensei or Illuminati, just normal boring characters with moderately exciting jobs. The PCs will inevitably form the part-time police force of Vargon falling under the command of a more important NPC.

GM's Information

The mining colony consists of a hundred people, the total of which is made up of miners and their families. Vargon itself is mostly underground and is made up a habitation deck, a refectory deck, and two gigantic mining facilities. The mining facilities are fully automated and run constantly. They process and refine the raw material mined from the planet itself.

Vargon is almost self-sufficient, they grow algae in various areas of the mine to produce bulk loads of dried food and even ale. A relief ship comes once every 8 months with fresh supplies and comes to take away those miners who have reached the end of their contract.

The planet has a thin atmosphere with a high gravity. People can walk out in the open but must wear sealed suits and respirators as a precaution. Miners will go outside in enclosed mining vehicles to look for and to mine new veins of ore.

Vargon even has its own TV and radio station which is run by enthusiastic volunteers, which are almost always the younger members of the miners' families. The programmes are quite professionally done but most of the time feature length films are broadcast. But the highlight of the week is the 'Confessions Show' where the people of Vargon get to view their innermost thoughts amidst the yelling of the

http://www.criticalhit.co.uk/w40krp/scenarios/vargon.htm (1 of 8) [25/05/2002 15:37:20] Warhammer 40,000 Roleplay Adventure - Terror on Vargon watching audience, which never exceeds two dozen but they are there to create the atmosphere. All too often the show ends in punch-ups and mass swearing matches. The host of the show is the ravishing Tina that almost every male in Vargon wants to give a good 'seeing to'.

The Something

The 'something' is in fact a Genestealer. A 4th generation hybrid called Max Jeffries came to Vargon a while ago and got a job as a miner. What the population of Vargon doesn't know about is that he brought once of his 'brothers' with him, a Genestealer. Max wants to take over a population of his own and become a Magus and Vargon is just perfect. It is a small colony of sixty people with hardly any formidable individuals - but what about the PCs?

INTRODUCTION

Policing the decks of Vargon is about as exciting as watching grass grow (if the PCs know what grass is!). There is rarely any 'real' trouble although fights are not uncommon in the refectory. You have been chosen to act as Sheriffs, i.e. part-time policemen, and to serve Vargon's public trust. Your main role is to ensure that everyone is safe and to report back to the the self-appointed Sheriff Commander, Oleg Golovko, after each patrol circuit (Oleg is a stickler for professionalism and duty and has convinced many that he was once part of the Adeptus Arbites, which is total rubbish!).

Part of the PCs' patrol takes them past the radio station where DJ Mad resides. Every time the PCs make their circuit DJ Mad yells over the mic saying "And here's the filth doin' their rounds guys! The Imperium can't afford the professionals so we have the part-timers! Wave guys!" This is probably the harshest comment DJ Mad will ever give but he always greets the PCs with some cocky line. Use him to really get up the PCs' noses!

ONE OF OUR PROSPECTORS IS MISSING

Things start to go wrong when a Prospector fails to come back. The Prospector in question is Derek. He was out on the planet surface in a rock-crawler tasked with bringing back some more rock samples. The first that the PCs hear of this is a radio message from another one of the Prospectors. He fills the PCs in with what has happened and asks the PCs to investigate, "Derek was checking out some mineral deposits. I'll meet you at the north airlock."

Remind the PCs that it is regulation for anyone going onto the surface that they wear sealed suits. A sign outside the airlock will remind them if they forget! The PCs meet the Prospector officer here. He carries a hand-held scanner and hands it to the PCs, "Just follow the beeping on this and it will lead you to Derek's rock-crawler. I cannot come with you I'm afraid. I've got important work to be getting on with."

http://www.criticalhit.co.uk/w40krp/scenarios/vargon.htm (2 of 8) [25/05/2002 15:37:20] Warhammer 40,000 Roleplay Adventure - Terror on Vargon Outside, the surface is typically inhospitable with rocks jutting out everywhere. The beeping picks up apace as soon as the PCs follow an easterly direction. You can flesh this out as much as you want but suffice it to say the PCs will eventually reach the rock-crawler; the tracker beeping away like crazy.

The rock-crawler's engine is still running. Looking inside it, in the driver's area, the PCs will see one dead Prospector - Derek. He has been maimed as if a frenzied beast had attacked him (add some extra gory details). If anyone passes an Observe test, the only clues is a set of strange prints in the rock dust. Anyone with Alien Knowledge who passes an Int test can identify them as alien, but nothing more. The prints lead back in the direction of Vargon but soon disappear. The reason for this, is one of the exhaust ports, attached to one of the mine domes, blows out hot air which disturbs the surface of the planet.

The PCs won't immediately realise that the Genestealer used the exhaust port to get in and out of Vargon. The PCs shouldn't get any ideas about climbing through the port because a Genestealer's agility is so much more than any civilised race. The port travels for 50 metres before going up 25 metres. The Genestealer can easily scale these ports and at the same time avoid the blasting heat from the mines, can the PCs?

Inspecting The Body

Anyone with Medic can immediately notice that Derek was slashed repeatedly by an edged weapon. There are no gunshot wounds or anything like that. If the PCs do not have Medic then they can take the body to Vargon's surgeon and let him do the diagnosis.

THE NEXT GUEST

This can happen at anytime but this will always be the first incident of the unexpected 'guest' inside the mine itself. DJ Mad is mouthing off again, banging on about everything and anything over the address system. No one appears to be listening intently but everyone appreciates the normality and it improves working conditions. Until something goes seriously wrong...

DJ Mad is just about to introduce the day's guest, "And here with me today is Max Jeffries, or can I call you Jeffers? Jeffers is a miner, what else would he be? (Mad chuckles) An Arbitrator? Heavens above a Space Marine? Jeffers does an important job don't you?"

"Yes," replies Jeffers, in a deep voice, "I make sure that the refineries are working okay..."

"I'll just interrupt you there," says Mad, obviously bored already, "It is time for Mad's fact of the day...oh god nooo! Arrgghh" All of a sudden there is a blood-curdling sound and silence. Everyone ignores it and continues with whatever they are doing. But the PCs won't of course!

http://www.criticalhit.co.uk/w40krp/scenarios/vargon.htm (3 of 8) [25/05/2002 15:37:20] Warhammer 40,000 Roleplay Adventure - Terror on Vargon A Gory Scene

When the PCs rush back to the radio booth they are greeted by a gory scene. The booth is splattered with blood and human entrails. The floor of the booth, and the area around it, is nothing but a pool of blood; all that remains of DJ Mad. Max Jeffers still sits in his chair, covered in the DJ's blood and gore, with an expression of horror and terror. Just above the DJ's chair is an open ventilation grille, which is dripping with fresh blood and stringy pieces of human flesh.

Very soon Oleg arrives and lets it be known that he doesn't want this getting out to everyone in Vargon. "It's just another one of Mad's stunts," is what he'll say. "We best contact the Administratum, they'll hopefully bring some specialist help when they come. Meanwhile keep 'em peeled and watch out for anything. Report back if you notice anything even remotely peculiar."

Closely inspecting the slaughter the PCs won't uncover much of a clue as to what did this. But anyone with Alien Knowledge, and passes an I test, will notice the odd globule of slime or salvia dripping from the vent grille. If the PCs bring this to Oleg's attention he will be naturally curious, "I haven't seen anything like that. It's probably nothing. We don't have the facilities or expertise to analyse it properly here. We need reinforcements."

Questioning Jeffers

Once Jeffers is ready to talk he might be willing to answer any questions the PCs may have about the attack. This may take some time. Take as long as you want and keep the PCs in the dark for as long as possible.

"I was giving an interview to Mad and a monster burst out of the grille above him. It was so fast and I was so afraid. That was all I could see."

After the questioning Jeffers will insist that he does not need any help and wants to get on with his job. The reason for this is obvious because he is a 4th generation Genestealer Hybrid after all! What a great actor he is!

WHAT NEXT?

The PCs can have a look around the service ducts from the ventilation shaft if they want. If the PCs follow the shaft at a distance, the trail of blood is an obvious to follow, they will soon come to what now passes as DJ Mad; just some mangled, bloody remains. Mad has been cut to pieces and has been partially eaten. Perhaps the odd Cl test should be made here? Or gain an insanity point. After the mangled remains there are no other clues. The PCs will just have to be patient.

http://www.criticalhit.co.uk/w40krp/scenarios/vargon.htm (4 of 8) [25/05/2002 15:37:20] Warhammer 40,000 Roleplay Adventure - Terror on Vargon Add a few encounters of your own so that the PCs relax. Have a few fights perhaps in the refectory, for example, for the PCs to stop, or let them do a bit of gambling.

Nothing happens now for a few days. Everything is back to normal and doesn't feel as if that horrible incident happened at all. But that is all about to change quite dramatically when the PCs report back to Oleg! Little do the PCs know that during this period of stability in Vargon their Sheriff Commander has been 'infected' by the resident Genestealer.

THE PARASITE

The Genestealer has implanted a parasite into Oleg where it will eventually grow into a Lictor. If the parasite is allowed to do this the presence of a Lictor on Vargon will soon have it attacked by a Tyranid swarm as Lictors leave a scent that the Hive Fleets can home in on. Oleg knew nothing about the implant as the Genestealer secretes an enzyme that makes the victim forget the incident.

The PCs are about to be confronted face-to-face by this parasite when they report in at Oleg's office at the end of the week (at all other times the PCs use their hand-held comlinks).

It is just a normal debriefing with Oleg until he starts to stutter with a few sentences and then forgets things altogether. Then all of a sudden he begins to convulse, scattering the paper on his desk all over the floor and he bashes away anyone coming to help him. Then Oleg's head splits open in a shower of blood and gore, which splatters the PCs too, as a snake-like four-armed thing appears. Its head has a mouth full of teeth, and blood and brain, and it squeals excitedly at the PCs.

If the PCs don't act fast the parasite will quickly make its escape by squeezing into an open pipe. If the PCs can successfully roll to hit, either with hand-to-hand or ranged weapons, then the parasite will be killed (no profile is necessary). The PCs will have 2 rounds in which to achieve this otherwise the creature will escape.

TRACKING THE GENESTEALER

Tracking the Genestealer is more straightforward than you might think. Remember the scanner? The PCs can use this device to search for any hostile organism lurking around the ducts and shafts of Vargon. Not a very ambitious task!

INTO THE DUCTS

This part of the scenario will keep the PCs on their toes! You will have to map out this part of the

http://www.criticalhit.co.uk/w40krp/scenarios/vargon.htm (5 of 8) [25/05/2002 15:37:20] Warhammer 40,000 Roleplay Adventure - Terror on Vargon adventure and add a little more detail yourself. Here are a selection of things you can put in to make the PCs' trek interesting or uncomfortable.

1. The Service Ducts

It is pretty tight in the smaller ducts so there is only room for one person to crawl along it. The ducts travel all the way in and around Vargon. There are hundreds of miles worth of these steal tunnels but not all are big enough to allow the PCs to crawl along. Only 10% of the ducts can be traversed in this way.

2. The Ventilation Ducts

Upon crawling along the service ducts the PCs will slide into the various ventilation shafts. These shafts are wider and higher than the cramped service ducts (1.5m high, 1m wide) but, nevertheless, they still only allow room for one character abreast but he at least can walk on two feet (just).

The ventilation ducts transport breathable oxygen from the main oxygen processing unit way down beneath the complex. Without it, everyone inside the complex would have to breathe in the thin air from outside. This means that these ducts are constantly breezy thus giving the PCs a refreshing, cool, erm...breeze.

3. Ventilation Fans

There are dozens of these large fans in the complex. They ensure that the air gets blasted around the place. You will know when you are getting closer to one of these fans when the air currents become stronger and the sounds of a rotor spinning around can be heard.

Each fan occupies a shaft of its own. However, getting past one is a minor task in itself because the air is blasted at these points, quite ferociously, through the fan from a point in the wall. The PCs must jam the fan and avoid the blast of air, thus allowing them to get on with their mission.

The air is blasted through, into the fan, at intervals of 60 seconds (1 round). The PCs must get past the fan and drop into the shaft on the other side within that time span, otherwise there will be a big mess! Some Dex and I tests should do the trick.

If a character should be blasted into the fan then he will take D3 wounds regardless of any protection, even if, as they should be, the fan’s blades are jammed.

4. Ventilation Grilles

Without these how would our heroes get out of the ducts? You can place these at most rooms in the complex, positioned either six or seven feet up a wall, on the ceiling itself, or on the floor. All a character need do is to go feet first against a grille and bash it out. Of course this won’t be possible if the grille is

http://www.criticalhit.co.uk/w40krp/scenarios/vargon.htm (6 of 8) [25/05/2002 15:37:20] Warhammer 40,000 Roleplay Adventure - Terror on Vargon positioned on the floor, in which case the butt of a gun or a knife would suffice.

5. Elevator Shafts

There are plenty of these around and most ventilation ducts will lead to an elevator shaft if one crawls along one for long enough. The elevators lead to many parts of the complex. The elevator shafts themselves can be scaled should the PCs want to do that, they will have to take care not to lose their footing! Alternatively the PCs could wait for an elevator to arrive and jump onto it (vital if the Genestealer is chasing them!). The tops of the elevators can be prized open, as most are in need of maintenance, and entered. The PCs should be careful should they try this as there will be a great chance that someone will be inside the elevator (75% chance).

THERE'S MOVEMENT ALL OVER THE PLACE!

Play this before the Genestealer encounter. Suddenly the scanner bleeps, bleeps, bleeps, and bleeps, until there are many bleeps registering on the scanner. They are coming closer and closer to the PCs at quite a rate! The PCs should shit their pants here, until a swarm of rats come milling towards them from out of the darkness of the ducts. They swarm into and over the PCs like water. This might be enough to inflict a Wound or two on the PCs but only if you're feeling mean.

SOMFIN'S MOVIN'

This is the PCs' first contact with the Genestealer and probably the last, as they must try to kill it. The bleeping on the scanner starts again after an hour of non-movement. It is coming straight for the PCs, a lot faster than the rats. The distance on the scanner shows that the target is 50 metres away, then 45 metres, and so on until it gets to just 10 metres. But where is it? All there is is darkness ahead of them.

If the PCs do not prepare themselves, a gigantic claw tears through the duct above them and will strike a random character (roll to hit as normal). As soon as anyone starts to shoot the Genestealer will dart off down the duct above. It will continue to do this until the PCs have been weakened, or until it is cornered and destroyed.

THE GENESTEALER

This is a typical creature of its type (see Critical Hit's WH40kRPG bestiary.)

MAX JEFFRIES 'JEFFERS', Miner 4th Generation Hybrid, Level 1 Psyker.

Even though Jeffers is only a level 1 psyker his Genestealer brain makes him comparable to a level 3

http://www.criticalhit.co.uk/w40krp/scenarios/vargon.htm (7 of 8) [25/05/2002 15:37:20] Warhammer 40,000 Roleplay Adventure - Terror on Vargon psyker. So even a powerful PC psyker will find it hard to fathom this 'man's' mind - it is alien after all.

M WS BS S T W I Dex Ld Int Cl WP Fel 5 46 66 52 30 9 56 40 66 66 66 66 46

Skills: Dodge Blow; Psychic Sense; Specialist Weapon - Bolt, Close Combat, Grenades, Heavy Weaponry, Laser Weaponry; Strike Mighty Blow.

Trappings: Autogun and 300 conventional rounds stashed in his living quarters; Bolt pistol with 30 bolts; 4 Choke gas grenades; 3 Krak grenades; 5 Frag grenades; Conversion field.

Psychic Powers: Can have access to 6 powers from any lore of your choosing.

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