Warhammer 40k Fifth Edition Conversion

by fonkinthefunky

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Warhammer 40k

Foreword

Warhammer 40k is the intellectual and creative property of Games Workshop, I have no rights to any art, lore, or other content contained within this document. This is all a fan project and in no way endorsed by Games Workshop. And in the case that you are new to the Warhammer 40k universe, this document may not serve as a perfect window into this girm-dark world, as all content contained within is merely fan content pertaining to the actual story rather loosely. For the most part, the ruleset will be based upon a hybrid of normal Fifth Edition and the Star Wars 5e system. In either case, whether new or old, I welcome you to Warhammer 40k.


This system uses the SW5e character sheet


Introduction

"It is the 41st Millennium. 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 for whom a thousand souls are sacrificed every day, so that he may never truly die.


Yet even in his deathless state, the Emperor continues his eternal vigilance. Mighty battlefleets cross the daemon-infested miasma of the Warp, the only route between distant stars, their way lit by the Astronomican, the psychic manifestation of the Emperor's will. Vast armies give battle in his name on uncounted worlds. Greatest amongst his soldiers are the Adeptus Astartes, the Space Marines, bio-engineered super-warriors. Their comrades in arms are legion: the Imperial Guard and countless planetary defence forces, the ever vigilant Inquisition and the tech-priests of the Adeptus Mechanicus to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from aliens, heretics, mutants - and worse.


To be a man in such times is to be one amongst untold billions. It is to live in the cruelest and most bloody regime imaginable. These are the tales of those times. Forget the power of technology and science, for so much has been forgotten, never to be re-learned. Forget the promise of progress and understanding, for in the grim dark future there is only war. There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods."

Suggested Setting: Beyond the Koronus Expanse

"Lo, I see that which is beyond. I see the faces of pale moons and the fire of lost stars. I see the void un-walked and the waiting dark. I see the void that is my home and to which I return with hope and fear."


—Reputed words of unknown Rogue Trader departing Port Wander


The galaxy of Warhammer 40k is vast, full of endless possibilities. It is generally said that any kind of world that can be imagined exists in 40k, from the mundane to the utterly splendorous. From the ancient glory of Holy Terra to the utterly horrifying Dark Imperium, a half of the galaxy forever outside of the Astronomicon in which Imperials have no means of faster than light travel or communication. There are many interesting location options.


However, such a broad depiction is seen by many as a somewhat unfriendly location for a roleplaying game. After all, fear of being executed by the Imperium might stifle potential roleplay, and cause even experienced Gamemasters to make mistakes that could drive players from a table. For this reason, the Koronus Expanse has been given a new location in which players who do not wish to brave the absolute horrors of the 40k universe all at once can exist.


The Koronus Expanse, sometimes incorrectly called the Kronus Expanse, is a name given by the Imperium of Man to a dangerous unexplored region of the Halo Stars beyond the Calixis Sector in the northwestern region of the galaxy.


This region is accessible via the Koronus Passage, better known as "the Maw," a treacherous route battered by great Warp storms beyond the way station of Port Wander.


The Calixis Sector itself was untouched by the Emperor's great crusade millennia ago, and so it is a region of fearsome xenos, heathen worlds of Humanity, treasures beyond imagining, and echoes of ancient catastrophe.


In the 41st millennium, the Koronus Expanse is a barely explored frontier on the edge of the galaxy, containing a few young Imperial colonies and vast natural wealth that has been untouched. Rogue Traders - members of Imperial noble families granted immense amounts of freedom unheard of by most denizens of the Imperium - vie with one another for known resources. Lives are thrown away en mass by these foolish explorers in the pursuit of riches while cautious Imperial colonization follows in their wake.


For centuries, Rogue Traders have ventured into the Expanse, but have only just begun to uncover its secrets. There are few strongholds in the region, and the dogma of the Imperium is somewhat abandoned (even at the behest of Imperial nobility) to increase survivability. Colonial leaders trade with heathen warlords, and some Imperial colonies even share land with the petty nations of the Koronus Expanse.


Resource rich worlds are exploited, xenos ruins are excavated, fortune and fame are showered upon the Rogue Traders - and the Expanse makes corpses of the rest.


Servants of the Dark Gods have also slipped into the Koronus Expanse, eager to cast destruction upon the fledgling colonies of the faithful.


Beyond the Koronus Expanse are regions beset by pirates and dreadful xenos, as well as worlds of strange phenomena and the things of dark legends. Some of these stars were visited by a singular Rogue Trader, whose tales are doubted and dismissed by rivals as outright lies.


Only the boldest, the most desperate, or the insane would wish to live here.

The Hellmaw System

(From this point is purely homebrew lore, if you wish to use part of it all of it, or none of it, do so. It's your game, you can set it wherever you want.)


"To call Vastoria an Imperial world is a disgrace to the very ideals of the Emperor's light. It is a cesspit where the filth of the galaxy—xenos scum and degenerate pirates—openly walk the same soil as the Emperor's subjects. And worse, the Imperium permits this abomination under the flimsy pretext of Rogue Trader authority. It is a stain upon our honor, a festering wound that shames all who bear the Aquila. The Hellmaw System should be purged, not tolerated, lest its corruption spread like a cancer to the heart of the Imperium itself."


— Lord Castellan Ventris Alaric, Imperial Noble of House Alaric


Within the heart of the Koronus Expanse is the Hellmaw System, within which is the planet Vastoria, named after the rogue trader Vastorian Velkaris who discovered the system. Unlike most Imperial worlds, it has taken a relatively free and open approach to xenos, mutants, and other similar undesirables of the Imperium.


Vastoria, The Scum World

Vastoria is categorized as a Death World. Every inch of the planet's surface is dangerous beyond measure, from the ice wastes of Razorwind Reach, to the sweltering jungles of the Aquilean Basin in which most of the world's colonies reside, to the bleak Cannibal Wastes of the south.


It has been equated to Terra before the Unification Wars, and this seems somewhat true with the savage clans of techno-barbarians who roam the world, fighting petty wars for scraps of land and resources. Even the flora and fauna are strange; creatures from past ages of Terra have been revived, or even genetically modified for the harsh climate, leading to strangely familiar though undoubtedly dangerous flora and fauna.


Within the Aquilean Basin is a large clearing in which the fledgling city of Grimspire exists, a Hive City of ill repute among Imperial nobility. Only the upper levels of the city resemble other Imperial worlds, everything beneath that is utterly alien - figuratively and literally. Rogue Trader Vastorian Velkaris, ruler of the Hellmaw Expanse, has taken a lax approach to mutants and xenos. Not to mention the strict stratification of the other worlds has been relaxed, citizens work for wages, proper food is more commonly consumed, and information is not censored.


Indeed, even the guards of the city are not the Astra Militarum though a small garrison of roughly 100 of their number does exist in the city. Instead, a horde of mercenaries, made up of Imperial hopefuls, xenos, and heathen Humans, takes up the protection of Grimspire. Petty crimes are rarely punished, especially not by execution as the loyalists cannot afford to lose anyone. This leads to penal battalions and outright slavery being a common form of "execution" for particularly dangerous criminals and heretics.


One might enter a bar, and find it filled entirely with Humans. However, one might enter another bar just down the street and find it filled with Humans, mutants, T'au, even Eldar. Not to mention the Humans in said bar don't know how to speak Gothic, and barely know who the God Emperor is let alone worship him. No race is disallowed from living in the city as long as they do not follow Chaos - openly at least. If ever there was an Imperial world that would allow Chaos worship, it is Vastoria.


As this is a main destination for many who wish to traverse the Expanse, many Terrans stop off on the planet, leading some districts of the city to be traversed only by Humans to prevent potential bloodshed. Adepta Sororitas, Space Marines, Grey Knights, even Custodes have been seen this far out. There is even a Chapter of loyalist Space Marines stationed on the moon of Vastoria, known as the Warp Angels, said to protect Vastoria from powerful Warp entities.

Grimspire, The Melting Pot

Aquilean Basin, The Landing Point

Cannibal Wastes, The Bleached Sands

Razorwind Reach, The Icy Wastes

Among the tribes of Razorwind Reach are the Mamut'ok, a feral group of situationally cannibalistic raiders. They tend to dye part of if not all of their hair blue and hunt dire mammoths. They mostly stand out as all adult members of their tribe possess snakebite lip piercings, with bladed protrusions like a small pair of tusks.

Ember, The Stronghold Moon

Hades, the Portal World

Torrovar, the Tomb World

Zeotan, Storm Giant

Zeotan B, the Heretic Moon

General Rule Changes

Beyond First Level

When you roll a hit die to determine maximum hit points after first level, reroll any 1 or 2.

Multi-Classing

Gaining a level in a different class other than your first one should require the permission of your GM, and make sense for the character.

Additional Ability Score Bonuses

After reaching certain milestones in ability scores, you gain additional proficiencies from the following tables. You can have all of these bonuses at the same time.

Intelligence Proficiencies
Min. Score Proficiency
11 Tool Proficiency
13 Skill Proficiency
15 Language
17 Tool Proficiency
19 Skill Proficiency
21 Skill or Tool Expertise
23 Skill Proficiency or Language
25 Tool Proficiency or Language

Expanded Bonus Action

Rather than an action, combat stims and potion-like effects utilize a bonus action.

Brutal Rests

To better represent the brutality of the Warhammer universe, rests have been changed.

Breather

A breather is a shorter rest, taking roughly 5 minutes to complete, during which characters quickly patch wounds or prepare themselves for battle. Characters gain a number of temporary hit points equal to twice their proficiency bonus, and end the bleeding condition during a breather. Alternatively, they may spend the time suturing a deep wound and end the condition. This pool of temporary hit points can be expended, either one point at a time or all at once, to add damage equivalent to the points expended to a roll.


Only one breather can be performed before the characters must take a short rest, after which they can take another breather at any point.

Short Rest

A short rest is an hour long period of time during which characters do nothing more strenuous than eating, drinking, reading, maintaining gear, and tending to wounds.


During this time they may expend hit dice to heal, regaining them after a successful long rest. When hit points are gained this way, the characters regain only one quarter of the roll, rounding down at a minimum of 1 from the hit dice. If a combat stim, charge from a medic's kit, or a successful DC 12 Medicine check is performed, the character instead regains half the value of the roll. A healer with expertise also adds their proficiency bonus to the hit points healed. The healer in question cannot heal others and themself at the same time. This must be done for each individual that wishes to regain hit points.


This is instead replaced by a nanite syringe, charge from an engineer's kit, or a successful DC 12 Technology check in the case of mechanical races such as Adeptus Mechanicus.


A creature that has dropped to 0 hit points and not taken a long rest has the Foot in the Grave condition and instead requires a use of a combat surgery kit in order to recover hit points this way, after which point they may recover hit points as normal.

Long Rest

A long rest is a period of 10 hours during which a character must partake in relaxing activities, and spend at least 7 hours sleeping unless stated otherwise by a feature. A creature that goes 24 hours without taking a long rest, unless stated otherwise by a race or class feature, gains one point of exhaustion.


During this rest a creature regains half their hit points, or alternatively can choose to roll their remaining hit dice, regaining the full total from a hit dice roll. Alternatively, characters can use combat stims, charges from a medic's kit, or the aid of a character proficient in Medicine to regain their full hit points. Unlike a short rest, the character with Medicine proficiency can heal themselves too, as long as the total of creatures they heal is less than their Medicine modifier total. Multiple creatures can perform this action.


However, most Lingering Injuries do not heal during a long rest unless stated otherwise.

Full Rest

A full rest takes a period of 20 days to complete, during which characters must have uninterrupted down time and relaxation. The length of this can be reduced by a number equal to the Medicine modifier of a creature, at a minimum of 3 days. For all purposes of abilities and features the first day of this rest, and all consequent days, count as a long rest.


Full rests are essentially downtime, or mini vacations taken by characters to fully rest and recuperate. Additionally this is the only way many Lingering Wounds can be healed without technological intervention. During a full rest a creature has advantage on saving throws against disease and poison, and if given access to proper medical care, cannot die to disease or poison unless specifically stated otherwise.


A creature regains all lost hit points, loses all points of exhaustion, and gains temporary hit points equal to a roll of one of their hit dice after completing a full rest.

Brutal Exhaustion

In addition to a different system for resting, the system for exhaustion is somewhat changed as well.

If a character regenerates hit points during a long rest, they cannot remove a point of exhaustion. If they remove a point of exhaustion, they cannot regain hit points. They must choose between the two.

Combat Exhaustion

A creature that goes through a number of combats equal to their level plus their Constitution modifier at a minimum of 2, without taking any form of rest in between gains a point of exhaustion.


Optionally, any creature that goes through a number of social encounters requiring Charisma checks, equal to their level plus their proficiency bonus and Charisma modifier gains one point of exhaustion. They cannot gain more than one point of exhaustion this way.

New Conditions

Blinded
  • A blinded creature can’t see and automatically fails any ability check that requires sight.
  • Unless a creature benefits from powers or a special sense, attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
Bleeding
  • In order to have the Bleeding condition a creature must have fluids similar to blood within its body. All creatures that cannot gain Bleeding are marked as immune to Bleeding.
  • A creature can have a total amount of Bleeding counters equal to its Constitution modifier, at a minimum of 1.
  • When a creature reaches an amount of Bleeding counters equal to its Constitution modifier, it loses all Bleeding counters and instead gains the Deep Wound condition.
  • A creature with the Bleeding condition takes persistent damage at the end of each turn, which cannot be reduced. This damage is equal to the current amount of Bleeding counters the creature is suffering from.
  • At the end of each turn, a character with the Bleeding condition makes a Constitution saving throw, lowering its current Bleeding value by 1, after taking any Bleeding damage.
  • A creature with the Deep Wound condition can still gain Bleeding counters.
  • A creature can also remove a Bleeding counter by using the Bandage action, described in the combat actions section.
Charmed
  • A charmed creature can’t attack the charmer or target the charmer with harmful abilities or enhanced effects.
  • The charmer has advantage on any ability check to interact socially with the creature.
  • A charmed creature becomes more susceptible to Slaanesh Corruption, as described in the Corruption section.
Corroded
  • Some abilities, effects, and hazards can lead to a special condition called corroded. Corroded is measured in six levels. An effect can give a creature one or more corroded levels, as specified in the effect’s description.
  • For each corroded level a creature has, it takes 1 additional damage from weapons.
  • For each corroded level a creature has, its Armor Class is reduced by a number equal to its current Corroded level.
Deafened
  • A deafened creature can’t hear and automatically fails any ability check that requires hearing.
Deep Wound
  • A creature can gain a number of Deep Wounds equal to its Constitution modifier, at a minimum of 1, before it must roll on the Lingering Wounds table. If an attack was a Called Shot the creature instead rolls on the appropriate table.
  • A creature with the Deep Wound condition gains a Flat-Footed value equal to its Deep Wound value.
  • Any time an attack hits a creature with the Deep Wound effect, the creature takes additional damage equal to the total number of Deep Wound counters it has.
Diseased
  • A diseased creature suffers effects that vary based on the disease.
  • A diseased creature becomes more susceptible to Nurgle Corruption, as described in the Corruption section.
Doomed
  • A creature with the Doomed condition must succeed an extra amount of death saving throws equal to their current Doomed value in order to stabilize at 0 hit points.
  • A creature with the Doomed condition has its maximum hit points lowered by double the Doomed counter. If this effect lowers the creature to 0 hit points, it instantly dies and cannot be resurrected.
  • A creature with the Doomed condition becomes more susceptible to Undivided Corruption as described in the Corruption section.
Enraged
  • An Enraged creature deals damage equal to its proficiency bonus on damage rolls to the source of the effect, if the effect has a source.
  • An Enraged creature has advantage on Strength ability checks and saving throws while it can see the source of the effect.
  • An Enraged creature gains disadvantage on Intelligence, Wisdom, and Charisma saving throws while it can see the source of the effect.
  • An Enraged creature has disadvantage on attack rolls against targets other than the source of its rage.
  • An Enraged creature must make a DC 12 Wisdom saving throw in order to move towards a target other than the source of its rage. If the save is failed, the creature instead can choose not to move, or to move towards the source of its rage.
  • A creature with the Enraged effect becomes more susceptible to Khorne Corruption, as described in the Corruption section.
Exhaustion
Level Effect
1 Disadvantage on ability checks
2 1 slowed level
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
5 4 slowed levels
6 Death

If an already exhausted creature suffers another effect that causes exhaustion, its current exhaustion level increases by the amount specified in the effect’s description.


A creature suffers the effect of its current exhaustion level as well as all lower levels. For example, a creature suffering level 2 exhaustion has 1 slowed level and has disadvantage on ability checks.


An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1.


Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.

Flat-Footed

A Flat-Footed creature is off balance and off guard. There are 4 levels of Flat-Footed.

Level Effect
1 Armor Class reduced by 2
2 Armor Class reduced by 4, 1 slowed level, cannot lose Bleeding counters until one Deep Wound is removed.
3 Armor Class reduced by 6, gain one exhaustion level
4 Armor Class reduced by 8,
Foot in the Grave
  • A creature with the Foot in the Grave condition can only regain half their total hit points. They also cannot heal during a short rest unless a combat surgery kit is used on them, or they take a long rest.
  • A creature with the Foot in the Grave condition has disadvantage on checks and saving throws against diseases.
  • A creature with the Foot in the Grave condition must make a Constitution saving throw the next time they drop to 0 hit points, with a DC equal to the amount of damage that brought them to 0 hit points. If they fail this roll, they must roll randomly on the Lingering Wounds table. If the attack was a called shot, the character rolls on the table relating to the limb in question.
Frightened
  • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
  • The creature can’t willingly move closer to the source of its fear.
Grappled
  • A grappled creature has its speed reduced to 0.
  • The condition ends if the grappler is incapacitated (see the condition).
  • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect.
Ignited
  • A creature that is ignited suffers fire damage at the end of each of its turns. A damage value in parentheses appears with this condition—the fire damage the creature takes at the end of its turn.
  • If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the creature is no longer ignited.
Incapacitated
  • An incapacitated creature can’t take actions or reactions.
  • An incapacitated creature automatically fails Strength, Dexterity, and Constitution checks.
Invisible
  • An invisible creature is considered unseen to other creatures, without the aid of powers or a special sense that allow it to detect the creature. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.
  • Unless a creature benefits from powers or a special sense that allow it to detect the creature, attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.
Paralyzed
  • A paralyzed creature is incapacitated (see the condition) and can’t move or speak.
  • The creature automatically fails Strength and Dexterity saving throws, as if it had rolled a 1 on the save. Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Petrified
  • A petrified creature is transformed, along with any object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
  • The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.
  • Attack rolls against the creature have advantage. The creature automatically fails Strength and Dexterity saving throws, as if it had rolled a 1 on the save.
  • The creature has resistance to all damage.
  • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
Poisoned
  • A poisoned creature has disadvantage on attack rolls and ability checks.
Prone
  • A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition.
  • The creature has disadvantage on melee attack rolls.
  • The creature has disadvantage on ranged attack rolls against targets within 30 feet.
  • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
Restrained
  • A restrained creature has 4 slowed levels.
  • Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
  • The creature has disadvantage on Dexterity saving throws.
Shocked
  • A shocked creature can’t take reactions.
  • On its turn, a shocked creature can take either an action or a bonus action, but not both.
Slowed
Level Effect
1 Speed reduced by 15 feet
2 Speed reduced by 25 feet
3 Speed reduced by 30 feet
4 Speed reduced to 0, and can’t benefit from any bonus to speed

If an already slowed creature suffers another effect that causes it to be slowed, its current slowed level increases by the amount specified in the effect’s description.

An effect that removes slowed reduces its level as specified in the effect’s description, with all slowed effects ending if a creature’s slowed level is reduced below 1.

Stunned
  • A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.
  • The creature automatically fails Strength and Dexterity saving throws, as if it had rolled a 1 on the save.
  • Attack rolls against the creature have advantage.
Unconscious
  • An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings
  • The creature drops whatever it’s holding and falls prone.
  • The creature automatically fails Strength and Dexterity saving throws, as if it had rolled a 1 on the save.
  • Attack rolls against the creature have advantage. Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Weakened
  • A creature suffering from the weakened condition heals at a slower rate. When an effect restores hit points to the creature, the amount of hit points restored is halved.
  • Creatures suffering from this condition can only add half their ability modifier to ability checks, attack rolls, and saving throws, unless that modifier would be negative.

Damage Types


Bludgeoning. Bludgeoning damage is blunt trauma, bruises, broken bones, and similar trauma caused by blunt weapons such as hammers and maces.


Piercing. Piercing damage is caused by thrusting weapons, such as spears, thrusting swords, and so on. It is also caused by most forms of conventional firearms such as autopistols and bolters.


Slashing. Slashing weapons include weapons that are used for hacking motions and draw cuts, such as swords, chainswords, axes, and so on.


Energy. Energy damage is damage dealt by highly concentrated light and energy, in the form of lasers typically. Energy weapons are likely the second most common form of ranged weapon, including weapons like lasguns.


Ion. Ion weaponry specifically targets mechanical and electronic systems, although it has some degree of effectiveness against bio-electrical systems, such as the nervous system of an enemy. Most of the time this type of damage is simply a bonus added to another damage type, and typically it deals more damage to mechanical beings. A strong electrical discharge or a specifically crafted ion weapon are examples of sources of ion damage.


Radiation. Radiation deals direct damage to the cellular structure of a creature, destroying cells and unraveling DNA. It can cause painful burns, mutations, and life threatening wounds. Exposure to a hostile alien world, a graze from a distant nuclear bomb, or an attack from a specific radiation beam weapon are examples of radiation damage.


Acid. Strong acid dissolves most forms of matter, causing extremely painful burns. Acid damage often grants the Corroded condition. Acid damage might be utilized by some forms of weapons, though many natural creatures, such as Tyranids are often sources of this damage type.


Cold. Immense amounts of cold damage cause frostbite and cellular damage. Cold based weapons are somewhat rare, though environmental factors and the vacuum of space can cause this damage.


Fire. Fire has the tendency to burn cloth, wood, even metal and flesh. Fire damage is commonly caused by flamethrowers.


Lightning. Lighting damage causes parts of the body's natural electrical flow to short out, or in extreme cases, fry and burn. This damage type is relatively uncommon, but more commonly caused by weapons than, say, cold damage.


Poison. A wide range of different toxins, gases, and other substances cause poison damage, which typically directly damage's the body's internal structure. This damage type is relatively common.


Sonic. Incredibly loud sounds and concussive blasts cause sonic damage. Some weapons might cause this kind of damage.


Necrotic. Usually representing unholy or Daemonic energies, necrotic damage consumes life itself at a staggering rate. This damage type is very rare.


Psychic. Where Warp damage is physical damage caused by a psyker's powers, psychic damage represents the mental damage that can be dealt. Direct and intense wounds to the brain are dealt by this form of damage. Besides psykers, this kind of damage is quite rare.


Radiant. Where Energy damage is just damage dealt by highly concentrated energy such as lasers, Radiant damage is actually holy in nature. Such damage is rare, but incredibly potent against Daemons and other creatures.


Warp. In typical 5th edition this form of damage would be known as Force damage. Raw, untethered Warp energy can be utilized as deadly attacks.


True. True damage is dealt directly to a creature's soul or will to live. True damage is the only type of damage in all of WH5e that cannot be blocked. No creatures are resistant or immune to true damage, and Invulnerability saves do not work against it. No effect can reduce true damage unless it specifically states otherwise.

Damage Conditions

In Warhammer 40k, combat is more messy than one might expect. For example most slashing and piercing weapons cause the Bleeding effect while acid damage might cause the Corroded effect. However, all damage types have a special condition they place upon a creature if a critical hit is performed.


In terms of spells, this is instead done if the target rolls a natural 1 on their saving throw, or if the Psyker in question rolls above the average number on all their damage die.

Bludgeoning
Piercing
Slashing
Energy
Ion
Radiation
Acid
Cold
Fire
Lightning
Poison
Sonic
Necrotic
Psychic
Radiant
Warp
True

Lingering Wounds

Invulnerability Saves

Some creatures, especially higher level player characters, gain access to Invulnerability Saving Throws. Unlike a standard d20 saving throw, an Invulnerability Save is a d6 roll, and must be equal to or greater than the Invulnerabilty value of the character. For example, a character with Invulnerability Save 5 must roll a 5 or 6.


Invulnerability Saving Throws can be incredibly powerful. Unless an attack says otherwise, a successful Invulnerability Save negates all damage, unless the attack is a critical hit, in which case the damage is instead halved.

Combat Actions

Aim

A creature can choose to Aim as an action, granting advantage on their next attack roll.

Called Shots

At 3rd level all characters gain access to Called Shots. A called shot is a special attack that can replace one or multiple attacks on a creature's turn. A creature that utilizes a Called Shot gains Flat-Footed 1 if they do not use their bonus action to take the Steady action. Only Flat-Footed 1 can be self inflicted through Called Shots.

  • Torso Shot. A Torso Shot maximizes damage to an enemy's body. The creature making the attack subtracts their proficiency bonus from the attack and deals extra damage equal to double their proficiency bonus. If a Lingering Wound is dealt, roll on the Torso table.
  • Batter. Utilizing a bludgeoning weapon, a creature can knock another creature off balance. They subtract 2 from the attack roll. If the attack hits, the enemy creature gains Flat-Footed 1. If a Lingering Wound is dealt roll on a random table.
  • Blast. Utilizing an energy weapon, a creature can weaken the armor of an enemy. They subtract 2 from the attack roll. If the attack hits, the target gains Corroded 1. The Corroded level disappears at the start of the creature's next turn. If a Lingering Wound is dealt, roll on a random table.
  • Cripple. A creature can choose to aim for an enemy's limbs to attempt to slow them. They subtract 2 from the attack roll. If the attack hits, the target gains 1 slowed level. At the end of the target's next turn they lose all slowed levels gained this way. If a Lingering Wound is dealt, roll on the Legs table.
  • Daze.
  • Discombobulate.
  • Gap Shot. A creature can aim for specific gaps in an enemy's armor to try and avoid the benefits of that armor. The creature chooses between two options. If a Lingering Wound is dealt roll on a random table.

  1. The creature gains a bonus to the attack roll equal to their proficiency bonus.
  2. The creature gains a bonus to the attack roll equal to their proficiency bonus. In addition, they avoid any effects from the enemy's armor, such as the Absorptive property. However, the attack deals half damage.
  • Gut Shot.
  • Hamstring.
  • Head Shot.
  • Lacerate. Utilizing a slashing weapon, a creature can deal deadly strikes. The creature reduces their attack roll by 2, but if the attack hits the target gets 2 Bleeding counters in addition to any other Bleeding counters applied.
  • Organ Shot.
  • Pierce.
  • Power Attack.
  • Slug.
Duel
Flank

If two creatures are on opposite sides of a creature, they can choose to Flank. The flanked has its armor class reduced by 2 for each pair of creatures flanking it. A Flanking creature cannot Flank other creatures, and a creature that is Flanked cannot take the Flank action.

Steady

A creature can use their bonus action to take the Steady action. If they do so, they remove one Flat-Footed counter or one slowed counter. In cases where the Flat-Footed or slowed condition persists, such as Flat-Footed being granted by the Deep Wound condition, the Flat-Footed counter returns at the beginning of the next turn.

Senses

Much of the standard rules of Fifth Edition still apply to a characters natural senses, such as sight and hearing. For example there should be no changes to say, Perception checks based on hearing or sight. However, in and out of combat these senses can now be greater used for detection.


A character can have several senses in one category. If a race feature, class feature, or other similar feature grants a character a new sense and doesn't specifically say it replaces a sense, the character gets both senses.


Primary Sense

A character's Primary Sense is their main form of detection. For most characters, this is sight. Under this umbrella term there are other forms of sight such as blindsight, darkvision, true sight, etc, which when granted to a character often count almost entirely as a separate sense or simply amplify a preexisting sense. Typically, a character's unobstructed range of sight is roughly 1-2 miles.


However, during character creation a player can choose a sense other than sight to be their primary mode of detection, or a character's race might amplify a sense to be the same level as their sight.


Whenever a feature refers to a sense being amplified to the point of being a Primary Sense, the general range of the sense is equal to 100 x the character's Wisdom modifier, at a minimum of 100ft, and a maximum range of 1000ft. Different senses have ways to be countered, as well as their own benefits detailed below. However, for the most part, anything within a character's Primary Sense range is treated the same as if the character could see it visually.


A character's default Primary Sense is Sight unless something states otherwise. When a character makes another sense their Primary Sense during character creation, their sense of sight can become their new Secondary or Tertiary Sense, or it can simply be a sense they do not have.

Secondary Sense

A Secondary Sense is a character's backup detection, typically utilized if the Primary Sense fails. It's also an explanation for why a character can see in all directions at all times, there aren't specifically any rules about "facing" an enemy but this is more to simply explain how a character can see behind themselves at all times other than just periphereal vision.


When a creature utilizes their Secondary Sense, when they are effected by the blinded condition for example, they can still detect targets within their Secondary Sense range, declare attacks, utilize ranged attacks, "see" objects, and so on. However, they fail any roll that relies on sight and make attack rolls with disadvantage.


The range of a Secondary Sense is 10 x a character's Wisdom modifier, at a minimum of 10ft and a maximum of 100ft. Note, this is the combat range of the sense, meaning it is the furthest a creature can be detected using the sense; a creature can still utilize a sense beyond this range, as normal. A character's Passive perception is considered 5 lower if they have to default to this sense.


A character's default Secondary Sense is Hearing unless something states otherwise. If a character replaces their Secondary Sense with a different sense, Hearing can become their Tertiary sense, or simply a sense they do not have.

Tertiary Sense

A Tertiary Sense is the final sense a character defaults to when all other senses fail, often rarely coming into play. Typically, this sense is used as an explanation for a character being able to know where to move when blinded, sensing differences in terrain and so on, though it has other uses such as when a creature is simultaneously blinded and deafened, such as by a flashbang.


A creature utilizing their Tertiary Sense range can still detect targets within range, but utilizing this range comes at a cost, described under the different senses.


The range of a Tertiary Sense is 5 x a character's Wisdom modifier, at a minimum of 5ft and a maximum of 50ft. In the world of Warhammer 40k, a character with at least 12 Wisdom is already beyond a normal Human, and might find themselves able to sense extraordinary things with their Tertiary Senses that a standard Human would not.


A character's default Tertiary Senses are Touch and Smell unless something states otherwise

Other Senses

A characters other senses by default are Taste and Precognition. Any sense that is not explicitly Primary, Secondary, or Tertiary is counted as an "other" sense. The default range of these senses is touch, or 5ft, and it does not increase.


Taste would only be able to be utilized by a creature directly licking something in this case, or placing it within their mouth. Precognition as an other sense exists as a way for a character to detect magic, but only by touching magic items.

Sight

Sight works as normal for the most part. Areas of dim light, fog, or moderate foliage count as lightly obscured meaning a character has disadvantage on Perception checks that rely on sight within the area.


A heavily obscured area - such as darkness, thick fog, or dense foliage, fully blocks vision. A creature in such conditions is considered blinded if their only Primary Sense is vision.


A character in bright light sees normally.


As a Secondary sense, a character can still see but likely requires glasses, contacts, or a similar intervention to allow them to see properly. A character with sight as Tertiary sense is nearly blind. To utilize Sight as a Tertiary Sense a character must expend a bonus action.

Hearing

A creature utilizng Hearing as a Primary Sense can detect creatures perfectly in the absence of light, in foliage, fog, and so on. Dim light and darkness have no effect on a character utilizing Hearing this way, and neither does Invisibility.


As a Secondary Sense, hearing can be used to detect any creature that is not considered Hidden, including Invisible creatures, though the character makes attack rolls with disadvantage as described under Secondary Sense.


A creature utilizing Hearing can also "see" through obstacles. When utilized as a Primary Sense this is entirely true and allows full detection of creatures, however when used as a Secondary or Tertiary sense the character cannot detect creatures this way unless the creature moves or makes a suitably loud noise, such as speaking.


However, obstacles still somewhat deafen sounds. A creature utilizing Hearing has their effective detection range lowered after it hits an obstacle or object. The remaining distance is lowered by 1/4th for every 5ft of glass, half for every 5ft of wood, 3/4ths for every 5ft of metal, and 9/10ths for every 5ft of stone or dirt. A creature underwater has it's Hearing range halved unless specified otherwise.


A creature utilizing Hearing as a Secondary or Tertiary sense cannot detect differences in terrain (unless audible, such as a river), or objects. For example a pitfall trap would not be detected by hearing, but the whirring of a turret might be detectable.


If you do not have Hearing as a Primary, Secondary, or Tertiary sense you cannot hear and immediately fail checks relying on hearing and require a new way to understand spoken languages. Having Hearing as a Tertiary sense typically means the character has difficulty hearing.


To utilize Hearing as a Tertiary Sense a character must expend a bonus action.

Touch

A creature utilizing Touch as a Primary Sense not only has a more sensitive sense of touch, but can quite literally "feel" creatures, objects, and so on within their detection range. This functions similar to Tremor Sense, only the creature doesn't need to be touching the ground. Such a character might feel vibrations from someone walking, and know the exact vibration to be a specific type of creature, detecting the difference between a walking Space Marine versus the lighter footfalls of an Eldar. Touch as a Primary Sense can literally detect differences of color in objects, species and age in people, and so on, without actually directly touching the person or item.


The same is true in combat; the character avoids weapons by feeling differences in temperature and wind flow, knowing where a gun is aimed before it is fired by feeling a subtle change of the breeze between them and the enemy, or knowing where an enemy's blade is because of slight differences of warmth wafting from the enemy's hand.


Your sense of Touch is obstructed by objects in a similar manner to Hearing.


In any case where the character's detection range goes beyond 5ft with Touch, even with Secondary and Tertiary senses, this remains true. As a Secondary Sense this becomes more difficult, but still performs the exact same way in combat. As a Tertiary sense the character can still detect differences in terrain, as well as objects within 5ft of them.


To utilize the range of Touch as Tertiary Sense, a character must halve their movement speed.

Smell

As a Primary Sense, Smell can be utilized to the same efficiency as sight, as the character mentally registers differences between objects, species, and so on through scent. In some creatures this goes as far as being able to detect the elemental makeup of the object in question, allowing them to remember the exact elemental makeup of just about any item or creature and identify them that way.


Usually however Smell is either a Secondary or Tertiary sense. As a Secondary sense, Smell can only be utilized to detect creatures if the character in question has 16 or higher Wisdom, though lower Wisdom creatures can still detect particularly smelly individuals via scent. Objects and differences in terrain cannot be detected by scent unless the object in question is particularly aromatic, such as cooked food or spices, but even these can only be detected from half the usual range.


Your sense of Smell is not obstructed by objects.


As a Tertiary sense, the character in question not only has a lower range of scent but difficulty identifying them, granting disadvantage on Perception checks utilizing scent. In addition, the character has disadvantage on identifying tastes. However, the character does not need to expend anything to utilize the range of their sense of Smell.

Taste

As a Primary Sense, character utilizes their sense of taste similarly to a snake, allowing them to simply open their mouth and detect different tastes wafting along the wind. Such an individual can identify different species and objects, as well as individuals this way.


As a Secondary Sense, the sense of taste is amplified far beyond that of a Human. Unlike other senses the detection range does not expand past 5ft, however, the character in question is far more capable of identifying different chemicals and minerals utilizing their sense of taste. While blindfolded, they could likely accurately detect anything their tongue touches, down to individual components and spices within a dish, poisons, potions, drugs, chemicals, elements and so on.


In cases of combat, the character can taste blood, or something similar relating to an enemy in question (no action required), and semi-accurately track their enemies movements based on taste. This taste is remembered by the character and permanently able to be utilized against the enemy.


Some beings, such as Space Marines, have such a powerful sense of taste that they can actually track an enemy on taste alone.


As a Tertiary Sense, the sense of Taste is still greatly amplified, but a character must utilize a bonus action in order to use the sense against anyone who is not within 5ft of them.

Precognition

Precognition is the Fifth Sense, a sense all beings in the Warhammer universe possess to some degree. For most beings, this sense acts as a way to detect something being "off" about a magic item on touch, and it is directly responsible for the unnatural dread a Human feels around a Daemon.


As a Primary Sense, a character does not simply "see" utilizing Precognition, but instead can visualize where things can be and will be. A blind person with Precognition would have more of an understanding along the lines of "My enemy is going to be to my left, if I move my sword in this direction I will slip under their guard." Similarly, they can utilize this to visualize entire rooms, individuals, colors, and so on, allowing them to essentially have a sense of sight that might even go beyond normal sight in some cases. As a free action the character can gain temporary insight into the future at GM discretion.


As a Secondary Sense the Precognition is cluttered, providing the character with too much information in a non-streamlined manner. For this reason they see too many possible realities, rather than the true one, and have to sort of make guesses on that, making them have disadvantage on attack rolls as normal. Utilizing a bonus action the character can fully focus on one possible reality, granting possible insights into the future, and removing the disadvantage on attacks until the beginning of their next turn.


As a Tertiary Sense the sense becomes more of an immense feeling deja vu, existential dread, or similar feelings depending on what might be happening. As an action, the character can focus these feelings into short, confusing glimpses into the future. This allows them to see with the full range of the sense, and also glean potential insights into events that have yet to come.

Dream Sense

Often used by Eldar psykers, Dream Sense relies on the ability to sense the subconscious of other creatures.


As a primary or secondary sense, a creature with Dream Sense can vividly imagine everything within the range of their sense, getting a clearer image when at least one other creature is nearby, as they can sense the visual information of the room through the subconscious of another creature. In combat, they sense the thoughts of other creatures, and react accordingly, though not with 100% accuracy.


As a tertiary sense, the creature gains a similar effect, but instead only gets a vague idea of locations, a creature's actions, and so on.

Warp Sense

Unlike Dream Sense, Warp Sense does not rely on a creature having thoughts or energy similar to a consciousness. Instead, Warp Sense directly senses the presence of objects, locations, people, and so on by detecting their "outline" in the Warp.


In the case of creatures however, a being instead can see the souls of creatures around them, and their presence within the Warp.


As a primary, secondary, or tertiary sense, the sense remainse mostly the same, though as a tertiary sense it is more of a "feeling" with a very, very short range.

Sub-Senses

Some senses don't work like the others, and aren't counted as a primary, secondary, or tertiary sense. Instead these senses merely amplify another sense.

Darkvision

A creature that can see non-visible spectrums of light might be able to see in the dark, in this case the creature has darkvision. Darkvision is a general catch-all term for night vision, and the ability to see in non-magical, natural darkness.

Blindsight

"Seeing without sight" is the typical description of blindsight. A creature with blindsight might have antennae, or some ability to visually sense things without utilizing its eyes. For example a creature with blindsight can see invisible creatures as if they were not invisible.

Truesight

Sight beyond sight would be an apt description of truesight. Generally only powerful psykers, daemons, and similarly powerful creatures possess truesight, which allows someone to not only see as they would normally, but see in darkness both natural and magical, as well as see the true form of shapeshifters.

Tremor Sense

Seeing through feeling is a common way to describe Tremor Sense. Usually this sense is used to describe a non-player creature that has Touch as a primary or secondary sense. The creature feels tremors in the ground from movement, and can see things through vibrations. However, a flying creature cannot be seen this way.

Electrosense

This sense is sometimes seen as a techno-sense, or an ability to sense robots and technology. For the most part this is true, but it mainly revolves around the ability to detect electricity, both mechanical and biological. Constructs and active technology can be sensed by a creature with electrosense even if they are hidden behind obstacles.


Additionally, biological creatures can be sensed the same way. However, they can only be sensed if they have taken an action on their previous turn, as their brain waves become easier to detect this way.

Infravision

Creatures that can see the infrared spectrum of light are able to see differences in heat. By determining whether something is hotter or colder they can see just as well as someone else, but can also see even better in the dark than a creature with darkvision.

Ultravision

A creature that possesses ultravision is capable of seeing ultraviolet light, a normally invisible form of light. Most natural creatures with ultravisionare insectoid in nature, though they can also be avian, reptilian, amphibian, and so on. The ability to view ultraviolet light allows them to spot certain things that others might not, and to communicate with other creatures with ultravision through unconventional means.


A creature with ultravision cannot see in the dark. However, they see in dim light as if it was bright light, as most light sources give off some amount of UV light. Sources such as moonlight, bright starlight, or even the radiant light of a flashlight might allow such a creature to see further than their companions.

X-Ray Vision

X-ray vision allows a creature to see through certain materials such as skin and clothing. This allows them to detect things such as the bones of a creature, or the internal structure of objects. However focusing on this particular kind of vision often requires immense concentration to prevent visual overload.


Creatures with x-ray vision do not gain any specific benefits to seeing in the dark. However, they can see through walls, doors, flesh, and just about any material assuming it is not too thick. This can be invaluable for finding traps, or locating injuries in a wounded companion. Such a creature can see through the following materials.

Material
Thin sheet of lead
1 inch of common metal such as steel
1 foot of stone
3 feet of wood

A creature with x-ray vision gains advantage on combat surgery kit checks and Medicine checks requiring internal surgery.

Imperium Races

Human

Humans are bipedal mammals originally evolved from primate antecedents on the world of Terra who have proven to prefer highly stratified, hierarchical societies. Humanity is an aggressively violent, territorial and expansionist species that, under the rule of the Emperor of Mankind has proven to possess little tolerance for other forms of intelligent life.


Humanity is divided into a multitude of factions, either working for or against the overall interests of Mankind in its attempts to retain control over the galaxy and survive unscathed in an incredibly hostile universe. However, the vast majority of Humans live under the authoritarian rule of the theocratic, interstellar empire known as the Imperium of Man.

Traits

Ability Score Increase. One ability score of your choice increases by 2, and two other ability scores increase by one.


Age. Most subraces of humans reach adulthood in their late teens and can live up to a century, though this is often cut short in the grim, dark universe in which they live.


Alignment Humans aren't particularly inclined towards any specific alignment. One might think the servants of Chaos would lean towards chaotic alignment, and the servants of the Imperium towards law, but lawful people fall to Chaos every day and the Imperium has many chaotic servants.


Size. Your height is dependent on your subrace


Speed. Your base walking speed is dependent on your subrace


Languages. You can speak, read, and write Gothic and one extra language of your choice. Typically this extra language is High Gothic or Binary, as learning Xenos languages is strictly monitored.


Human Versatility. You gain one feat of your choice.


Subrace. The Human race is divided into seven distinct subraces. You must pick one

Terran

The baseline human, a bipedal primate that evolved on Holy Terra, and would eventually found the galaxy-spanning Imperium of Mankind. Terrans come in a variety of sizes and shapes, as well as different ethnicities depending on their ancestry linking all the way back to Holy Terra, or their adaptation to alien worlds. These are the main bulk of Humans in the galaxy, and the only kind truly accepted in any way on most worlds.


Ability Score Increase. Two different ability scores of your choice increase by 1, or one ability score of your choice increases by 2.


Size. Terrans vary in size and height, ranging from under 5ft, to well over 6ft. Regardless of your position in that range, your size is Medium


Speed. Your base walking speed is 30ft


Hope of Mankind. Humans have a remarkable sense of courage, even in the face of impossible odds. When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. You can use this ability a number of times equal to your proficiency bonus, after which you must finish a short or long rest in order to be able to use it again.


Quick Learner. You gain one skill proficiency of your choice, one tool proficiency of your choice, and one language of your choice.


Prodigy. Choose one skill with which you have proficiency. You gain expertise in that skill.

Psykana

Psykana, better known as Psykers, are a distinct sub-species of the human race, having evolved a genetic mutation seemingly out of nowhere in the late 22nd millennium. Ever since the Neolithic age of Terra, Psykers have had a consistent, albeit small presence among Humans. Typically known as witches, sorcerers, and wizards, the Psykana were persecuted out of fear of their innate abilities.


Many claim the Age of Strife began due to the sudden appearance of Psykana being born in the billions, saying that their sudden growth of power swelled and bloated the warp to such a degree that Chaos grew a hundred-fold in strength, allowing Daemons to pierce the veil between reality and the Warp. In the modern day, the Psykana are accepted as a begrudging necessity in the Imperium. They are still discriminated against, called "Witches" on most worlds, and feared by all as even the slightest mistake of a psyker can lead to possession and corruption by chaos. The most common Psykana are Navigators and Primaris Psykers, the former being required for any form of interstellar travel to be possible as they are guided by the psychic light of the Astronomicon to navigate the Warp, and the latter being utilized as powerful troops by the Imperial armed forces.


Ability Score Increase. One ability score of your choice increases by 2, and another increases by 1. Alternatively, one ability scores of your choice increase by 3.


Natural Psyker. Psykana are naturally blessed(or perhaps cursed) with a connection to the Warp that grants them unnatural abilities. You learn two Metamagic options of your choice from the Psyker class. You can use only one Metamagic option on a spell when you cast it unless the option says otherwise.


Warp-Touched. You gain two Warp Points to spend on Metamagic(These points can be added to any Warp Points you have from another source.) You regain all spent Warp Points when you finish a long rest. However, if you ever use enough Warp Points to be left with only your natural Warp Points, any time you utilize these last two points you must make a Peril Check, detailed in the Perils of the Warp section of the Psyker powers. However, you may choose to fail this check, and in doing so, willingly give yourself to Chaos. Doing so will allow you to choose any Peril of the Warp outcome you want, at the cost of your character being consumed by a Chaos God.

Blank(Pariah)

A Blank, also known as an Untouchable, a psychic Null, or a Pariah, is a Human who possesses the rare mutation sometimes described as the "Pariah Gene" that makes them generate no psychic presence in the Immaterium, thus leaving them essentially soulless. Known as "Blacksouls" and "the Soulless," a Blank is a living anathema for all Psykers, regardless of their species.


The minds of most sentient beings have a direct connection to the Warp, their thoughts and dreams passively influencing the essence and nature of the Warp. In a simple sense, this connection is what many would call a "Soul." Psykers have a far stronger connection to the Warp. While a normal being's connection might appear as a candle of light in the Warp, a Psyker is a blazing beacon, drawing the attention of malicious creatures such as Daemons. Blanks are born with a non-existent connection to the Warp, making them invisible in the Immaterium. Many Blanks also passively cut off the connection to the Warp for those around them, this gives them an unsettling aura which makes non-Blanks feel incredibly uncomfortable, even hateful, and can be maddening or even lethal for Psykers. This makes Blanks all the rarer, as they often have few friends and many enemies growing up. Some parents even strangle their Blank children in the cradle, not knowing why they feel such reasonless and immense hatred towards them.


Ability Score Increase. One ability score of your choice increases by 2, and another increase by 1. Alternatively, one ability score of your choice increases by 3.


Warp-Null. You count as having an Antimagic Field spell active, centered on you, at all times. Psykers, and Warp-based creatures that are summoned near you are not banished or destroyed, but instead take damage equal to your level rounded up whenever they first enter the aura on your turn, and at the start of each of their turns if they stay within it. This damage can not be prevented in any way. Any creature that is not a Blank must make a DC10 Wisdom Save at the start of each turn within the field, or suffer from the Poisoned condition as long as they are within the field, though this is not counted for resistances and immunities. In addition, the Blank can use a bonus action on each turn to inflict 1d8 of Psychic damage on any being with the Warp-Touched trait, or the Daemon creature type.

Ogryn

The Ogryn are a huge and physically powerful Abhuman mutant species of Humanity, often employed by the Imperium of Man as shock troopers in the Astra Militarum's Auxilia. Ogryns possess many traits prized by the Imperium; they are brutally strong and completely loyal, although extremely limited intellectually, which restricts their battlefield role to simple and direct assaults.


Ogryns compensate for their mental deficiencies with overwhelming physical strength - they stand around 10 feet tall and can shrug off wounds that would kill a normal Human several times over. It is fair to say these creatures have their limitations. Their equipment must be absurdly simple and ridiculously sturdy as anything within reach of an Ogryn has a very real possibility of being used as an improvised club. Their standard weapon, the Ripper Gun, is required to be fit with a burst limiter as the simple-minded Ogryns would likely unload the entire magazine of the weapon into a single target given half a chance, leaving them without ammunition for later conflicts.


Ogryn's are very easy to confuse, so their missions must be straight forward and simple. They aren't expected to follow the same standards as other Astra Militarum troops, as asking an Ogryn to maintain any form of hygiene beyond defecating into a bucket and washing their skin by rolling in dust would likely give the creature a headache and lead to even that basic form of hygiene being forgotten. They are also notoriously taken by childish fears, such as claustrophobia and a fear of the dark, both of which can make them dangerous even towards allies, and make them exceedingly difficult to transport off-world. However once indoctrinated into the Imperial Creed, Ogryns often become so invigorated with their blind faith in the Emperor that they will willingly charge any enemy.


Ability Score Increase. You do not gain the ability score increase from the base Human race. Your Strength score increases by 4, to a maximum of 24, and your Constitution score increases by 2, to a maximum of 24. However, your Intelligence and Wisdom score are decreased by 2. Your maximum Intelligence score is 8, and your maximum Wisdom is 12, that is at least without a Bonehead Implant.


Size. Ogryns grow incredibly tall thanks to the conditions of their homeworlds. Ogryns average at 8ft tall, though many are a staggering 10ft, and you weigh between 300 and 600 pounds. Your size is Large.


Speed. Your base walking speed is 25ft.


Exceptionally Large. You ignore the effects of utilizing weapons with the Massive and Mounted properties.


Large Frame. You can move through the space of any creature of a size smaller than yours.


For Da Empruh! You can temporarily enter a zealous rage as a bonus action. For one minute, you gain resistance to bludgeoning, slashing, and piercing damage, but you have disadvantage on the next Intelligence or Wisdom save you make. If your rage ends, you lose this disadvantage. You gain the ability to do this again after a long rest.


Childish. If you enter darkness, or a space that disallows you from moving in three directions(for example a hallway with a closed in ceiling and walls, allowing you to only go forwards and backwards), you must make a Wisdom saving throw with a DC equal to 20 minus your level, rounded down, or become frightened. You can repeat this saving throw on each of your turns, and automatically succeed upon entering an open space or area with at least dim lighting. Alternatively, someone else may perform a DC15 Persuasion or Deception check on you, granting you the ability to move normally for one minute

Ratling

A Ratling is a member of a small, loud, hungry, and lecherous Abhuman species. Ratlings are considered "human enough" and granted full Imperial citizenship despite legally being recognized as Mutants. They have often served in the regiments of the Astra Militarum in the past. However they are still distrusted by some of the more purist groups of the Inquisition.


What they lack in resilience they make up for with natural accuracy with ranged weapons. It is said that a Ratling marksman can take the head off a Heretic from over a kilometer away. This, combined with natural stealthiness and small size, makes them formidable snipers. They're also well known for their criminal activities; typically if an imperial guard regiment has a thief, or a black marketeer, a Ratling is the first suspect. This tends to be true as their thievery is often more of a punishment to those that treat them inhumanely, as a prejudiced guardsman might find himself missing half his ammo in the heat of battle, only to find his Ratling ally giggling at his misfortune.

Ability Score Increase. Increase one ability score by 4, or alternatively, two ability scores by 2. Your Strength score is decreased by 2, to a maximum of 8.


Speed. Your base walking speed is 25ft


Size. Ratlings average about 3ft tall and weigh around 45-80 pounds. Your size is Small.


Small Frame. You can move through the space of any creature that is a size larger than yours


Light Footed. You gain proficiency in Stealth. If you are already proficient, you gain expertise.


Lucky Shot. When you roll a 1 on an attack roll with a ranged or throwing weapon, you can re-roll the dice and must use the new roll. You can use this ability a number of times equal to your proficiency bonus.


Unwavering Sight. You have advantage on Perception checks relying on sight.

Squat

The Squats are a race of short, stocky, and physically resilient Abhumans that average around the 4ft range. They refer to themselves as "The Kin," and are rather offended when referred to as Squats, or even worse, "Dwarfs." United under a government entity known as The Leagues of Votann, all Squats are clones of the original Squats, who were created for Long March mining missions that would take decades to complete. Due to their unique technology and stubborn, isolated nature, the Squats have been misidentified as a number of different races, and even referred to as Xenos by the Imperium in past encounters. The T'au and Humans once knew them as the "Demiurg" while the Aeldari called them the "Heliosi Ancients." They've also been known as Gnostari, Grome, and Kreg. They are renknowned miners who are well known to harvest black holes for their immense energy and tend to build massive stellar empires that are not truly ruled, merely roamed as a nomadic tribe might travel from pasture to pasture.


Each League of Votann is divided into a clan known as a "Kindred," which are ultimately led by self-aware machine intelligences known as Ancestor Cores, known in the tongue of the Kin as "Votann." When a Squat dies, their body is returned to the location of their Ancestor Core, where their cerebral data is then uploaded into the Core to allow the Squat to ascend and return to their ancestors.


The Squats are courageous and determined. Few are as skilled as these rugged folk at figuring out the sheer calculations and risk-reward natures of war. To face them in battle is to face an iron avalanche that crushes all in it's path.


Ability Score Increase. Two ability scores of your choice increase by 2.


Alignment. The rigid clan hierarchy of the Squats leads many to lean towards law, and their isolated nature tends to lead towards a more neutral mindset.


Age. Due to ancient residual genetic enhancements, Squats can live anywhere from 150 to 500 years, though legends tell of Squats that were simply too stubborn to die of age, or even returned from death to right wrongs against their kin.


Speed. Your base walking speed is 25ft. Your movement speed is not reduced if you do not meet the strength requirement for heavy armor.


Size. Squats stand between 4 and 5ft tall and average 150-200 pounds. Your size is Medium.


Darkvision. Accustomed to a life in the dark depths of space and strongholds built within asteroids, you have superior vision in dark conditions. You can see in dim light within 60ft of you as if it were bright light, and in darkness as if it were dim light.


Squat Resilience. You have advantage on saving throws against poison, and you have resistance to poison damage. In addition, your hit point maximum increases by 1, and it increases by 1 each time you gain a level.


Grudge-Bearer. While in combat against Orks, Eldar, or Chaos aligned enemies, you may grant yourself advantage on one attack roll. If this attack roll hits, you may add either your proficiency bonus or your Constitution bonus to the damage (Whichever is higher). You can use this ability a number of times equal to half your proficiency bonus, rounded up.


Languages. You can speak, read, and write Irontongue. Irontongue takes aspects of a language similar to Old Norse, and combines it with elements of Binary. Someone who can understand Binary can virtually understand Irontongue, and vice versa.

Adeptus Mechanicus

"There is no truth in flesh, only betrayal."


"There is no strength in flesh, only weakness."


"There is no constancy in flesh, only decay."


"There is no certainty in flesh but death."


— Credo Omnissiah


The Adeptus Mechanicus is the official Imperial name for the Cult Mechanicus, or the Cult of the Machine. The tech-adepts of the Mechanicus are the primary keepers of knowledge in the Imperium who view technology as ancient, holy wisdom to be protected and even hoarded. A privileged caste of Tech-priests jealously guard the knowledge to maintain and construct much of the Imperium's technology, giving them access to a level of independence almost unheard of in the Imperium of Man.


The Adeptus Mechanicus view the Emperor of Man as the ruler of the Imperium, but not as a god, and they deny the Imperial Cult. In place of the god emperor they worship the Omnissiah, the god of machines, as well as the machine-spirits residing within all technology. If this sounds like heresy, that's because it sort of is. However, the Adeptus Mechanicus are the main producers of all weaponry for the Imperium, meaning they can't be punished for their lack of belief in the Emperor.


The Adeptus Mechanicus regard organic flesh as weak, primitive biomass that must be shed and replaced with sacred bionic parts. Most elder tech-priests have little more than their brain left, the rest replaced with cold unfeeling steel. After all, flesh rots, and the machine is immortal.


Cybernetic Ability Score Increase. Two ability scores of your choice increase by 2. At 4th level, and for every level you would normally gain an ability score improvement, you instead gain an Improvement Augmentation.


Alignment. The devotion of the Mechanicus towards the Omnissiah tends to lead them towards a path of rigid hierarchy and law, though some have fallen to Chaos, and are known as Dark Mechanicum.


Age. You are beyond the weak nature of flesh, for the machine is immortal. You cannot die of old age, and are incapable of aging.


Speed. Your base walking speed is 30ft.


Size. The Adeptus Mechanicus stand between 5 and 7 feet tall and average about 150 pounds, but can weigh far more depending on their modifications. Your size is Medium.


Superior Darkvision. Your robotic eyes are capable of processing visual information in the complete absence of light. You can see in dim light up to 120ft as if it were bright light, and darkness as if it were dim light.


Transhuman. So much of your body has been replaced by steel and machinery that you are no longer biological, you are something greater. You do not need to eat, drink, or sleep, although you must enter a 4 hour long recharge period instead of sleep. Potions, drugs, and magical healing have no effect on you, and you count as a construct rather than a humanoid. In addition, you cannot die as long as your brain is intact, and can have a new body built to house your consciousness.


Robotic Chassis. You are incapable of wearing armor, and instead must have a Chassis installed in place of armor, as noted in the Augmentations section. A Mechanicus is allowed to have one Tier 1 modification for their arms and chassis that does not count against their Modification cap, allowing them to utilize equipment and armor like any other race.


Cybernetic Organism. You gain one Cybernetic Augmentation, as noted in the Augmentations section. You gain an additional augmentation at 4th, 8th, 12th, 16th, and 19th level. In addition, Augmentations can be purchased in a similar fashion to other items, although usually their price lines up more with an Enhanced Item.


Skill Proficiency. You gain proficiency in the Technology skill.


Languages. You can speak, read, and write Binary. Binary is the language of computers, consisting of code and mathematics.

Non-Sanctioned Races

Mutant

Traits

Ability Score Increase. One ability score of your choice increases by 2, and two other ability scores increase by one.


Age. Mutants vary greatly in their aging process, some growing to be adults in mere months while others take longer to mature than normal humans. For this reason your aging process is purely speculative. A range would be given, if you were expected to live long enough to reach the end of your natural life. You won't.


Alignment Mutants do not have an innate leaning towards any particular alignment. However, discrimination, hatred, and the threat of death tends to lead most Mutants to join Chaos Cults at young ages, if they weren't simply mutated by joining Chaos in the first place. They are often evil, and lean towards being chaotic.


Size. Mutants have a staggering range of heights, from below 2ft to upwards of 10ft, for this reason your height depends on your subrace.


Speed. Your base walking speed is dependent on your subrace.


Creature Type. You count as both a humanoid and a monstrosity.


Mutation. You gain two Mutations of your choice from the Mutations section.


Languages. You can speak, read, and write Gothic and one extra language of your choice. Typically this extra language is High Gothic or Binary if the Mutant lives on a rare Imperium world that might accept their defects. However, many Mutants fall to Chaos, and are drawn to learning Dark Tongue to speak with fell powers.


Subrace. Mutants are divided into three subraces. You must pick one.

Beastman

Beastmen are Abhumans descended from normal Humans, who through the intervention of Chaos or environmental factors, have evolved bestial traits. Most Beastmen take on ungulate traits, with feature similar to goats and rams. Not all Beastmen are alike however, as many are completely unique in terms of animalistic features. Other than this fact, they are a relatively genetically stable human sub-species, and are typically considered to be Abhumans rather than actual Mutants, making them the most accepted (if one could even call it that) species of Mutant.


The true origin of Beastmen is unknown, though it is likely they are a result of genetic engineering experiments from the Dark Age of Technology. However, this widely unknown origin often leads to an assumption that Beastmen are a creation of Chaos.


In the late 30th millennium, Beastmen were often recruited as Auxilia units in the Imperial Army during the Great Crusade. Their lower intellect and ruthless behavior made them useful, if highly undisciplined shock troops, ideal for suicidal assaults. In recent centuries however, Beastmen have been phased out of the Astra Militarum, and their status as official Abhumans has been revoked on most worlds, leading to mass genocides against a relatively loyal sub-species.


Those few Beastmen that remain true to the Imperium are bastions of faith and loyalty, choosing to remain loyal to an administration that would gladly eliminate their entire species. They view the God Emperor as a vengeful god who demands tribute in the form of the blood of his enemies, and they believe that they must atone for their original sin of simply being born as Mutants.


The vast majority however, have come under the sway of Chaos, seeking protection from their own rulers. A once crude yet effective weapon of the Imperium has been turned against the underbelly of many Imperial worlds, and the Beastmen now stalk alongside Cult Leaders and Traitor Guardsmen, hunting those they once swore to protect at all costs.


Ability Score Increase. Two ability scores of your choice increase by 2.


Speed. Your base walking speed is 35ft.


Size. Beastmen range greatly in size. Some are a mere 3ft tall, most are 6ft or more, while some take on the features of bulls and other powerful beasts, and grow to upwards of 10ft tall. You may choose to be Small, Medium, or Large.


Natural Armor. You have thick, leathery hide that can protect you from some forms of damage. Your natural AC is 13+ your Dex modifier


Bestial Leap. Whenever you make a long jump or a high jump, you can roll a d10 and add the number rolled to the number of feet you cover, even when making a standing jump.


Horns. You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.


Goring Rush. Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action.


Languages. You can speak Beast Tongue. Most Beastmen are incapable of even pronouncing most words from other languages, further isolating them from Imperial society. The Beast Tongue sounds quite clearly like a language of some form, with its own braying words and guttural noises, however it is completely impossible for Humans to speak it. It has no written form, and Beastmen can rarely read.

Chaos-Touched

Hated by all but those who have been corrupted by Chaos, the Chaos-Touched are Mutants who have been exposed

to the corrupting essence of The Warp. Some have willingly chosen this path, seeking audiences with dark powers to gain unnatural abilities. Others who have strayed to the path of Chaos simply warp and change over time as well, as mutation is just a natural part of life for these servants of the dark.


The sad story, the story that is not told by the Imperium nor the forces of Chaos, is the true story. The majority of newly created Chaos-Touched individuals did not willingly choose this path, but instead were created when The Great Rift opened after the fall of Cadia. Despite having allegiances to the Imperium, these people were abandoned, as the Imperium believes that such mutations can only happen if someone is inherently tainted. Chaos was their only choice, their only hope at a continued existence. And Chaos took these poor souls happily, and turned them into tools of war.


Ability Score Increase. One ability scores of your choice increases by 2, and another ability score of your choice increases by 1.


Speed. Your base walking speed is 30ft.


Size. The Chaos-Touched tend to be rather similar in build to Humans. Your size is Medium.


Chaos Born. You have advantage on saving throws against spells.


Dark Mutation. You gain one additional mutation. This mutation must either have the Warp-based trait, or a trait relating to a Chaos God. You can opt not to have this mutation and instead choose to take the Warp-Touched mutation.


Planet-Born

A natural side effect of the expansion of humanity across the stars, Planet-Born mutants are descendants of pioneers sent to planets that were so difficult to colonize, those who did colonize these worlds were forced to either genetically modify themselves or adapt over time to their hostile environment. On some worlds, these Mutants are accepted simply as Abhumans. On others, they are hunted mercilessly.


These Mutants vary greatly in appearance and adaptations, and for this reason giving one blanket classification or summary on how Imperial law treats them would be a disservice. This depends instead entirely on how Human they are, and the Game Master's purview.


Ability Score Increase. One ability score of your choice increases by 2, and another ability score of your choice increases by 1.


Speed. Your base walking speed is 30ft.


Size. The Planet-Born tend to be rather similar in build to Humans. Your size is Medium.


Nature Born. You gain one damage resistance mutation, such as cold resistance or fire resistance, etc.


Well Adapted. You gain one additional mutation. This mutation must have the Adaptation trait.

Xenos Races

Aeldari

The Aeldari are a humanoid race, similar in form to humans but still quite different. They possess somewhat longer limbs, naturally cleaner bodies, their features tending to be rather aesthetic- to find an Eldar one would call "ugly" would be a rarity. They have sharp, slightly slanted, almond shaped eyes, as well as pointed ears- they are humanoid enough that one might mistake them for a human on a first glance, or if they could not see their ears.


The most obvious difference, interestingly enough, is not their physical features; rather it is how they move. They perform day to day actions with a subtle grace and care that would be impossible for a human to recreate. Even the slightest gesture is performed with immense dexterity. In addition Eldar blood, though red, is dark enough it can be mistaken for purple- almost more of a red wine color. Rather than coagulating like human blood, their blood crystalizes when exposed.


The Aeldari mind, while similar in general to humans, leans more towards emotional extremes as the Aeldari are far more intelligent, and far more intense than humans. A Human might feel grief after losing a loved one, an Aeldari feels soul-shattering sorrow. A Human might feel rage after losing their home, an Aeldari feels an all-consuming lust for vengeance. A Human might feel happy doing something fun, an Aeldari goes nearly mad with glee.


Even the smallest of things can cause intense emotional reactions- a skilled pluck of a harp string might cause an intensity of joy and pleasure unimaginable to any other race, besides perhaps Daemons. But this is true of all facets of emotion; anger, despair, love, even hatred. When confronted with emotions like grief, an Aeldari suffers mental torture which far exceeds the realms of what a Human can endure.


This extreme nature makes self-discipline a main priority for many Aeldari, for giving into their emotions can be almost entirely traumatic if the wrong emotions arise, or could easily spell death on the battlefield, especially when facing enemies drawn to their natural psychic abilities. Though this is a double-edged blade as their culture entirely relies on this extreme emotional nature to endure and allow their traditions to prosper. They must learn to control their dark desires, this bleak and depressing side of their soul, or face catastrophe much like their ancestors had long ago.


Fall of the Eldar

Millennia ago, the Aeldari Empire ruled the galaxy. Their climb to power is an odyssey wrought with sorrow and glory alike, beginning with their alleged creation alongside the Krork by the Old Ones, and leading to the eventual peak of their civilization as masters of the galaxy. In their golden age, every Aeldari world was a paradise, their empire seemingly invincible, their psychic powers godlike. They even achieved a method of FTL travel that did not require traversing The Warp, utilizing a number of pocket dimensions called The Webway, and even building cities within it. This belief in their own power slowly descended into arrogance.


In their hubris, they convinced themselves there was nothing to fear. They believed their empire was immortal, that they had won completely and utterly and there were no more challenges to overcome. With the passing millennia, the standard appetites for pleasure and joy became dulled for the practically immortal Eldar, requiring more and more extreme actions to sate their desires.


Paradise worlds became drug-addicted, orgy infested planets where the idea of "work" had lost any meaning and the quest for more and more extreme experiences grew stronger. The Eldar began to hunt "lesser" races for sport, tortured them for their own twisted purposes, and even turned on each other when this no longer satisfied their urges. Some were disgusted by their brethren, or withdrew from these utterly insane temptations out of guilt, withdrawing to continent sized starships known as Craftworlds and traveling to the edges of the galaxy - this group sought to reclaim their slowly fading traditions. Meanwhile, deep within the cities of The Webway, and especially in the Webway city of Commorragh, the depravity of the Eldar grew only stronger. Echoes of pleasure and suffering bloated the very confines of The Warp until there was a sudden snap.


A hole in the very fabric of reality was torn into existence near the Eldar homeworlds, spewing forth cackling energy. Such extreme amounts of pleasure and pain coalesced into enough psychic energy to create Slaanesh, the Chaos God of Excess, also known as the Prince of Pleasure, or by the Eldar, "She Who Thirsts" or "The Enemy." In an instant, the majority of the Eldar race, both body and soul, was consumed by Slaanesh, alongside most of the ancient Eldar gods. Only those on the Craftworlds, and those in The Webway remained, doomed to inevitably have their souls consumed by Slaanesh.

Traits

Ability Score Increase. One ability score of your choice increases by 2, and four other ability scores increase by 1. Your Dexterity maximum is increased by 4.


Age. The Aeldari represent a pinnacle of psychic evolution. It is estimated that an Eldar could live upwards of 20,000 years naturally, though with augmentation and utilization of psychic abilities, an Eldar could likely live forever. Most, however, have their lives cut short far before this point.


Alignment Your alignment depends heavily on your subrace, though the Aeldari are naturally leaned towards chaos.


Size. Eldar are much taller than humans. The average Eldar male is between 6 and 7 feet tall, and the average Eldar female is rarely shorter than 6ft. Your size is Medium


Speed. Your base walking speed is 35ft.


Eldar Weapons Training. You become proficient with all Eldar weapons.


Warp-Touched. All Eldar are psykers in some way or another. You gain two Warp Points to spend on Metamagic(These points can be added to any Warp Points you have from another source.) You regain all spent Warp Points when you finish a long rest. However, if you ever use enough Warp Points to be left with only your natural Warp Points, any time you utilize these last two points you must make a Peril Check, detailed in the Perils of the Warp section of the Psyker powers. However, you may choose to fail this check, and in doing so, willingly give yourself to Chaos. Doing so will allow you to choose any Peril of the Warp outcome you want, at the cost of your character being consumed by a Chaos God, typically Slaanesh.


Sensitive Ears. The ears of the Aeldari are packed full of nerve endings, making them incredibly sensitive to sound and touch, similar to other erogenous parts of the body. You gain advantage on Perception checks that rely on sound. However, if you are ever deafened, the effect lasts an extra round. In addition, sonic damage deals an extra 2 damage to you if it relies on a saving throw.


Infravision. All Aeldari possess eyes that are capable of perceiving radiation and light from a wider spectrum than humans. You can see in non-magical darkness as if it is bright light, and are even capable of visually perceiving changes in temperature.


Pseudo-Skeleton. Eldari bones are not actually completely solid, being liquid in the womb that solidifies upon birth. This makes their bones flexible and spongy, almost like plastic. You halve any damage you take from falling from 10ft or higher.


Eldar Biology. Aeldari do not require sleep, treating it almost as an indulgence similar to a human wanting sugary food. Instead, you can enter a state of semi-conscious meditation for 4 hours, during which you perform mental exercises, after which you gain the same benefits as a full 8 hours of sleep. In addition, you can survive without food or water for far longer than a human, only needing to eat and drink once a week.


Doom of the Eldar. If you are not a member of the Ynnari, and have no other deity to protect your soul, your soul will be consumed upon death by Slaanesh. For purposes of resurrection, your soul is safe for a single day. Each day that passes, you must make a saving throw with your dominant psyker ability, be it Intelligence, Wisdom, or Charisma. The DC begins at 5, and increases by 5 with each passing day.


Languages. You can speak, read, and write Gothic, Eldari, and one extra language of your choice. The Eldari language is incredibly complex. It is equal parts words and gestures, meaning two Eldar can have an entire conversation without even speaking aloud.


Subrace. Aeldari are divided, culturally, religiously, and physically, between two subraces. You must pick one.


Race Variant: Ynnari

The Ynnari originate from all walks of Aeldari life, hailing from both the Asuryani and the Drukhari. They worship Ynnead, the Aeldari god of death, and believe that one day they will unleash him to defeat Slaanesh and restore the Eldar race. If you are one of the Ynnari, you replace Doom of the Eldar with the following.


Peace of Ynnead: Rather than being consumed by Slaanesh, your soul is confined in the halls of Ynnead until you are resurrected. This afterlife is like a combination of heaven, hell, and purgatory, all in one.

Asuryani

The Asuryani are Eldar, and the descendants of Eldar that refused to partake in, or chose to seek redemption for the sick and twisted perversions and pride of their ancestors, and fled upon the Craftworlds as pilgrims to rediscover the ways of their ancestors. The Asuryani lifestyle is strict and rigid, utilizing behavioral modification to keep their darker urges in check and turning their enhanced emotions towards lives of humility and duty. It is required among the Craftworlds that all adult Eldar focus on one specific job for centuries at a time, utilizing this job for as long as it grants the Eldar in question joy and purpose, and once it becomes sufficiently boring, the Eldar is cycled to a new job. By the time they are cycled back to the first job, it has been enough time that they typically begin to feel joy from it once again.


The Asuryani carry upon themselves gems known as Spirit Stones, which act as a psychocrystalline conduit for their soul. Upon death, the Spirit Stone is retrieved and placed into a wraithbone circuit, preventing the Eldar's consumption by Slaanesh, and allowing them to reincarnate as a Wraith, a mechanical warrior utilized by the Craftworlds.


Ability Score Increase. Two ability scores of your choice increase by 1. Furthermore, the maximum of your Intelligence, Wisdom, and Charisma scores increase by 2.



Alignment. The Eldar of the Craftworlds have long followed laws passed down from the original Eldar ancestors. They tend to lean towards law, good, and neutrality, willingly sacrificing themselves for the good of all Eldar. Though as always, there are exceptions.


Iron Mind. You gain advantage on Intelligence, Wisdom, and Charisma saving throws against spells.


Corruption Resistance. Your alien mind and control over your emotions makes you harder to corrupt. You reduce any Corruption points you gain by your dominant psyker ability score whenever you suffer from Corruption effects. Additionally, when you succumb to Perils of the Warp, you roll twice and choose between the two options.


Warp Resistant. You gain resistance to psychic damage.


Craftworlds. You likely originate from one of the following Craftworlds: Alaitoc, Black Library, Biel-Tan, Iyanden, Saim-Hann, or Ulthwe. You might gain access to weapon proficiencies utilizing the name of your Craftworld as a property.

Drukhari

The Drukhari, or "Dark Ones," are a foul, twisted mirror image of the Asuryani, descended from those Aeldari who survived The Fall by hiding in the depths of The Webway, especially the city of Commorragh. They are sadistic and malicious, reveling in piracy, enslavement, and torture. They attack violently fast and without warning, using The Webway to appear anywhere they want at a moment's notice. The Drukhari are living embodiments of how depraved the original Aeldari once were, representing all that is cruel and chaotic in the Aeldari mind. They are highly intelligent, devious to a point of obsession, and revel in the physical and emotional pain of others- feeding upon the psychic residue of agony and pleasure to stave off the slow consumption of their souls by Slaanesh.


The Drukhari are often slightly taller than their Asuryani cousins. Lithe, with almost deathly white skin, for there is no true life-giving sun within their dark realm to provide them with color. Some might have more of a grey shade to their skin, or rarely an ashy dark grey. For this same reason they often have red or black hair, unlike their Asuryani counterparts.


Unlike the Asuryani, the Drukhari have a great hatred for psykers and see utilizing their latent psychic abilities as an extreme taboo. This is because any Drukhari who indulges in psychic powers only further draws the attention of Slaanesh upon themselves.


To face the Drukhari is to wish that you had died earlier in your life, for they do not attack with the intent to kill, but to kidnap, torture, and extend the life of their victim until their victim no longer feeds their sadistic appetite. You will pray for death, and it will not come.


Ability Score Increase. Two ability scores of your choice increase by 1. Furthermore, your Dexterity maximum increases to 26, and your Charisma maximum increases by 2.


Age. Drukhari can live indefinitely so long as their dark desires are sated. as the psychic energy revitalizes their body and soul.


Alignment. Drukhari care about their own lives above all else. Most are chaotic evil. However, they do still form connections and attachments to one another, and some turn away from the Drukhari to become Ynnari out of guilt for their actions.


Size. You are the same size as all other Eldar, but slightly taller.


Pain and Pleasure. You become proficient with all Drukhari weapons.


Menacing. You don't like being denied things you want. You gain proficiency in Intimidation.

Sadistic. The struggles of your species have led you to delight in inflicting anguish upon others. You gain a number of cruelty dice equal to your proficiency bonus. Your cruelty dice are d6s, and increase to d8s at level 10. You can only spend one cruelty die a turn, and a cruelty die is spent when you roll it. When you deal damage, you can use a cruelty die to add a d6 to the damage, and when you score a critical hit, you can spend a cruelty die to gain temporary hitpoints equal to the roll. You regain all spent cruelty points after a long rest.


Shadow of Light. Your resistance against Slaanesh makes you a force to be reckoned with. You gain resistance to psychic and necrotic damage. However, you lose all these effects until your next long rest if you use any psychic abilities.


On The Drukhari

The Dark Eldar see the other inhabitants of the Galaxy as little more than cattle, livestock that can be brought to bay or slaughtered at any time. Their fodder, however, is not meat and muscle, but the anguish and despair of the weak. The Dark Eldar do indeed drink blood, but also tears, and most sustaining of all the raw essence of pain that they wring out of their captives.


- Inquisitor Lord Czevak

Genestealers

A Genestealer is a bioform of the multispecies Tyranid race that was genetically designed by the Tyranid Hive Mind for the infiltration of other species civilizations. The Tyranids are a nomadic species governed by the gestalt collective consciousness known as the Hive Mind. Tyranids are a blight on the galaxy, consuming and infiltrating anything and everything in their path, they are an existential threat to the Imperium, sometimes called "'Nids". The species comprises many different genetically-engineered bioforms, including the Genestealer. Genestealers are a unique form of Tyranid, as they have no true connection to the Hive Mind and are not controlled by it, simply worshipping it until the day they "Ascend," in other words until they are consumed by the Tyranid invasion.


Genestealers are capable of utilizing a unique parasitic reproductive cycle and psychic abilities to create "Genestealer Cults" on Imperial worlds. These cults aid hive fleet assaults by infiltrating the world's society and military from within. Genestealers serve as the vanguard of the hive fleets, and were the first Tyranids discovered by the Imperium.


Stories of their reproduction methods vary, but remain horrific regardless of what is true. It is known that the later generations of Genestealers often reproduce through something known as "The Kiss," hypnotizing a victim and utilizing their ovipositor tongue to infect them with the Genestealer parasite- which then spurs the new host into a frantic sexual frenzy, leading them to find more people to spread the parasite to. However, there are other more... disturbing rumors, stories of mass, ritualized sexual assault by the Genestealer Cults, from both male and female Genestealers, against both kidnapped victims and people born into the cult.


Traits

Ability Score Increase. Two ability scores of your choice increase by 1.


Age. Genestealers age differently depending on their generation.


Alignment Tyranids, and Genestealers for that matter, are beyond the struggles of the Imperium and Chaos. Assuming you are not an Unbound Genestealer or a Contagii, you most likely would be considered neutral or neutral evil. Genestealers and Tyranids view other races as food and breeding stock. Very rarely, a Genestealer might be considered "Unbound," breaking from the Hive Mind and becoming a fully independent force for good or evil.


Size. Genestealers vary in height, from standard human heights to upwards of 10ft, for this reason your height depends on your subrace.


Speed. Your base walking speed is dependent on your subrace.


Creature Type. You count as both a humanoid and a monstrosity.


Parasitic Host. Genestealers are an inherently parasitic species. Choose from Humans, Eldar, Orks, or T'au. You are either a member of, or descended from this race, and might gain benefits from your subrace noted below.


Shadow In The Warp. The Tyranids have an immensely powerful presence in The Warp, and you, despite not being directly tuned into the Hive Mind, are part of this presence. You are immune to Daemonic possession and unwilling Chaos corruption. However, psykers feel unnerved around you, and you appear as a shadowy presence when Detect Evil and Good is cast near you.


Limited Hive Mind. Most Genestealers share a localized Hive Mind governed by a Patriarch, though cut off from the greater Tyranid collective. If the connection to the Patriarch is cut, usually due to the death of the Patriarch, the Hive Mind continues on until a new Patriarch is born. If you are still part of this collective, you can communicate telepathically with other Genestealers up to 200ft, and can communicate basic thoughts and emotions with other Genestealers within 1000ft. If you are cut off from the Hive Mind, Unbound, or a Contagii, you instead can communicate telepathically with other Genestealers within 30ft. If you have the Warp-Touched trait, you can communicate telepathically with any creature within 200ft, and can communicate basic thoughts and emotions with any creature within 1000ft.


Marked for Death. You have a number of genetic and psychic markers that make you abnormal compared to the rest of your race. These can be masked with genetic engineering or Augmentations, but will still remain capable of being detected in some form or another. If ever you are discovered to be a Genestealer, you will most likely face execution.


Languages. You can speak, read, and write Gothic and one extra language of your choice. Typically this extra language is High Gothic or Binary, as Tyranids possess no real language and these languages might make it easier to infect more individuals. Alternatively you might know a Xenos language if you originated from their race.


Subrace. Genestealers are divided into six subraces, of which four are playable. You must pick one.

Contagii


The host victims, or Contagii, are simply humanoids infected by a Genestealer, and sent to their own home society with the urgent need to mate and begin a family. The mate is then infected with Genestealer DNA through sexual intercourse, and the children are born as horrific first generation Maelignaci. As this does not spread via The Kiss, the mate typically does not become a Contagii, and is instead kidnapped by the cult. The Contagii are filled with a need to protect this child, and often return to the Genestealer Cult, where they are further corrupted and become Brood Brothers- blue skinned, psychically controlled slaves of the Genestealers. Some keep their normal appearance, making them ideal infiltrators for the cult.


Through great triumph of will, it is possible to resist this psychic pull. This has been documented with Space Marines, who despite resisting The Kiss still wear psychic dampening hoods to prevent any possibility of control. There have not been any cases of sufficient will to resist among standard Humans, Eldar, Orks, or T'au, though ruling out this possibility would not be recommended.


Ability Score Increase. Two ability scores of your choice increase by 1. In addition, you gain all ability scores from your chosen Parasitic Host


Alignment. Your alignment depends on whether you have resisted the Hive Mind. If you have, you revert back to your original race's alignment norms. If not, you follow the previously mentioned alignment of Genestealers.


Age. Your age depends on your Parasitic Host.


Speed. Your base walking speed depends on your Parasitic Host.


Size. Your size depends on your Parasitic Host.


Ancestral Traits. You gain all the race traits of your Parasitic Host, except for languages.



Generation 1- Maelignaci

The Maelignaci are the vile, first generation hybrid children of the Contagii. Appearing more like a Tyranid than a human, these profane creatures feature between five or six limbs, each one ending in sharp talons. They have bulbous heads with the horrifying alien visage of their Patriarch gene-father, with their skin taking on a purple hue. They are little more than beasts, incapable of communication or independent thought, acting as a seething swarm that defends the Cult and reproduces. Due to their bestial nature, they are not a playable subrace.


Generation 2- Hybrid

The second generation of Genestealers are hunched and stooped, not like a hunchback or an elderly person, but more like a pressured spring ready to lunge forth at any moment. Like the other generation, before them, they may have up to five or six limbs, but their eyes and mouth are more human-like, and they are capable of speaking Gothic. Their minds are so alien that they defy analysis, though they are still sapient enough to understand the purpose of the Cult from which they originate. Their strength and resilience makes them an invaluable foot-soldier and laborer for the Genestealer Cults. However, they are far too alien and reliant on their parent Cult to be a playable subrace.


Generation 3- True Hybrid

Unlike their stooped forebears, the third generation take up an upright stance. They appear similar to a simple Mutant from Imperial society. In the underbellies of many Imperial worlds, this distinct appearance goes unnoticed, blending in with the other cast-offs of society quite easily. However, on close inspection their utterly alien nature is readily apparent. Their heads bear heavy ridges, skin ranging from mauve to violet, and they occasionally have an extra limb or two. Resistance in this generation has never been heard of.


Ability Score Increase. One ability score of your choice increases by 4. In addition, you gain one ability score improvement from your Parasitic Host


Alignment. Your alignment depends on whether you have resisted the Hive Mind. If you have, you are left to ponder the moral purpose of a free Genestealer, and make your own path. If not, you follow the previously mentioned alignment of Genestealers.


Age. Your age depends on your Parasitic Host, but you mature at a faster rate, becoming an adult after 3 months.


Speed. Your base walking speed depends on your Parasitic Host. Add 10ft to your walking speed.


Size. Your size depends on your Parasitic Host, however you are several inches taller than average.


Residual Traits. You are meant to be a perfected, more evolved version of your ancestor race. You gain a number of race traits from your Parasitic Host equal to your proficiency bonus. You gain more as your proficiency bonus increases.


Optional Trait. You gain access to two optional traits, seen below. You can have both of them if you so choose. Alternatively, if your GM allows it, you may instead have another trait from your Parasitic Host, replacing both of these traits.


Four Armed(Optional.) You have four arms, which can be used independently of one another. You can only gain benefits from items held by two of your arms at a given time, and once per round you can switch which arms you are benefitting from as a bonus action.


Xenos Infiltrator(Optional.) You become proficient with Deception and Performance.


Generation 4- Primacii

The fourth generation of a Genestealer Cult can pass for a full fledged member of their Parasitic Host species, usually humans. They climb the ranks of the societies they infiltrate, spreading their tainted blood and entering the depths of all societal structures like sepsis spreading through a bloodstream. Some few of this generation are born as psykers, and capable of utilizing psychic abilities to further their goals. They are often noted as dutiful, hard-working members of their host race, finding themselves above suspicion making it all the easier for them to spread their vile taint throughout the galaxy. Once a Genestealer Cult reaches the fourth generation, they begin to prepare for all-out war, creating bio-forms that echo the horrid menagerie of creatures native to the Tyranid hive fleets, and are built with only one goal in mind. The subjugation, and eventual consumption of all worlds they cross.


Ability Score Increase. One ability score of your choice increases by 4 and its maximum increases by 2. In addition, you gain one ability score improvement from your Parasitic Host


Alignment. Your alignment depends on whether you have resisted the Hive Mind. If you have, you are left to ponder the moral purpose of a free Genestealer, and make your own path. If not, you follow the previously mentioned alignment of Genestealers. Primacii are some of the most free-willed Genestealers, meaning even if they are cut off from the Hive Mind, they will continue to live their horrific way of life.


Age. Your age depends on your Parasitic Host, but you mature at a faster rate, becoming an adult after 3 months.


Speed. Your base walking speed depends on your Parasitic Host. Add 20ft to your walking speed. You likely don't typically utilize your full speed, as this might draw suspicion


Size. Your size depends on your Parasitic Host.


Ascendant Evolution. You are a nearly perfect mix of your original race and the best parts of the Genestealers. You gain a number of race traits from your Parasitic Host equal to your proficiency bonus plus your Constitution modifier, at a minimum of 1. You gain more as your proficiency bonus and Constitution modifier increases. If you reach a point that you no longer can gain anything in this manner, you may instead choose traits from a sub-race of your ancestor species, or take on a mutation that is not Warp-based.


Xenos Infiltrator. You become proficient with Deception and Performance.


Generation 5- Purii

Strangely enough, the final generation of Genestealers begins the cycle once again. A Purii, also known as a Purestrain Genestealer, is essentially a full-blooded Tyranid and has the highest concentration of Tyranid DNA out of all the other generations. Any physical characteristics of the original host species are purely residual, such as a humanoid form. It is unknown if the other forms of Genestealers are capable of cross-breeding with other races, but this form is well known to be capable of implanting the parasite in any species, be they Human, Ork, Aeldari, T'au, or Kroot.


They tend to prefer Humans, however. Orks are often troublesome hosts, other members of the Ork species tend to be able to sense something innately wrong with infected Orks. In addition Orks are an asexual species, and have no sexual desires, so any sort of attempt at reproduction is often met with death. The Kroot are much the same, although their resistance is more due to an ability to taste differences in pheromones produced by their species. The Aeldari simply take too long to gestate, making them somewhat non-viable hosts as they require several generations to even reach a level of taint to be First Generation, and unborn Genestealers are usually sensed quite easily by the innately psychic Aeldari. Finally, the T'au connection to their Ethereal Caste makes infection exceedingly difficult, and their Warp immunities make controlling the T'au often far too risky to warrant infiltration.


Eventually, after infiltrating a society or waiting until the death of the original Patriarch, a Purii becomes a new Patriarch,


Ability Score Increase. Two ability scores of your choice increase by 4 and their maximums increase by 2.


Alignment. Your alignment depends on whether you have resisted the Hive Mind. If you have, you are left to ponder the moral purpose of a free Genestealer, and make your own path. If not, you follow the previously mentioned alignment of Genestealers. Purii are some of the most vile and alien of the Genestealers, the only reason they aren't restricted in playability is due to their immense intellect.


Age. Purii mature after a month and are functionally immortal when it comes to age.


Speed. Your base walking speed is 60ft


Size. You are around 10ft tall and average about 400-500 pounds. Your size is Large.


Transcendant Evolution. You are a nearly perfect mix of your original race and the best parts of the Genestealers. You gain a number of race traits from your Parasitic Host equal to your proficiency bonus plus your Constitution modifier, at a minimum of 2. You gain more as your proficiency bonus and Constitution modifier increases. If you reach a point that you no longer can gain anything in this manner, you may instead choose traits from a sub-race of your ancestor species, or take on a mutation that is not Warp-based.


Alien Mind. You have advantage on saving throws against magic using Intelligence, Wisdom, or Charisma. In addition, any roll to attempt to read your mind adds 10 to the difficulty, if the roll fails, the effect of the spell reverses and allows you to utilize it against the caster.



Beyond Saving. No amount of Augmentation or genetic engineering could ever hope to hide what you are. The only way for you to exist within another society is to utilize underlings, or to find some rare group, likely pirates, Rogue Traders, or another Genestealer Cult, that might tolerate your existence.


Father. Should you ever spread your parasite while disconnected(GM discretion) from your Genestealer Cult, you instead become a Patriarch. Every ability score you have except for the two you increased with your original ability score improvement increase by 2, and any Genestealers created by you or your descendants are under your full control.


Necrons

The Necrons are a mysterious species of humanoid, robotic skeletal warriors that have lain dormant in stasis for nearly 60 million Terran years. The Necrons are ancient beyond reckoning, but now at long last they have awoken from their Tomb Worlds to conquer and restore the Necron Empire that hasn't been seen since the disappearance of the Old Ones.


Originally the Necrons were a race known as the Necrontyr, forced to live short and miserable lives on their radiation bombarded world. They begged the elder races, the Old Ones, for immortality and ways to save their people, but their pleas went unanswered. Then the C'tan, the Star Gods, heard their plea. The C'tan gave them immortality, but in the process consumed their bodies and flesh, turning all Necrontyr into the cold, unfeeling Necrons. They used this Necron army to wipe out the Old Ones.


Eventually, the Necrons under their leader, the Silent King Szarekh, rose against the C'tan. They shattered the Star Gods and imprisoned fragments of them in great black pyramids, utilizing their immense power in warfare. The slaves became the masters.


Now, the Necrons are ruthless, undying killing machines who are determined to exert their control over the galaxy once again. They are hollow shells of the people they once were, autonomous drones left with echoes of personalities from ages long past, silently obeying their leaders. Some were more strong willed, and have kept much of who they once were. Despite being soulless machines, all Necrons are still intelligent and sapient.


They awoke to a galaxy of war and division, something they recognized quite easily. Inferior alien races squatted in the ruins of the once great Necron Empire, defiling them with their disgusting upstart presence. They understand the ignorance of such races is a sad thing, as there is no escape for it other than death.


Cybernetic Ability Score Increase. One ability score of your choice increases by 3. Additionally, two ability scores of your choice increase by 2, and two increase by 1. At 4th level, and for every level you would normally gain an ability score improvement, you instead gain an Improvement Augmentation.


Alignment. Necrons have base functions built into their brains that drive them to prioritize restoring the Necron Dynasties at all costs. Only the most individualistic Necrons are able to resist these commands. If you cannot resist, you are most likely lawful evil. Partial resistance would mean some amount of law or evil, and full resistance would allow full control of your own destiny.


Age. You gave up your body in exchange for cold, unfeeling immortality. You cannot age, although your body slowly degrades. You are likely 60 million years old though much of that time was spent in stasis.


Size. Necrons are tall, cold, unfeeling metal skeletons that are usually around 8ft tall and weigh several hundred pounds. Your size is Medium


Speed. The heavy skeleton of a Necron makes it somewhat sluggish, with Necron armies relying on teleportation to move fast. Your base walking speed is 25 feet.


Postbiological. So much of your body has been replaced by steel and machinery that you are no longer biological, you are something greater. You do not need to eat, drink, or sleep, although you must enter a 4 hour long recharge period instead of sleep. Potions, drugs, and magical healing have no effect on you, and you count as a construct rather than a humanoid. In addition, you cannot die as long as your brain is intact, and can have a new body built to house your consciousness.


Robotic Chassis. You are incapable of wearing armor, and instead must have a Chassis installed in place of armor, as noted in the Augmentations section. A Necron is allowed to have one Tier 1 modification for their arms and chassis that does not count against their Modification cap, allowing them to utilize equipment and armor like any other race.


You begin with a Necrodermis Chassis.


Necrontyr Memories. You temporarily remember glimpses of the past, faded memories from ages long gone. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


In addition you have proficiency with all Necron weapons.


Superior Darkvision. Your robotic eyes are capable of processing visual information in the complete absence of light. You can see in dim light up to 120ft as if it were bright light, and darkness as if it were dim light.


Necron Reassembly. As an action, or a bonus action if you took damage last round, you may spend one hit die and gain that many hit points. If you are at 0 hit points, this instead happens at the beginning of your turn before you would roll a death save, unless you have no hit dice left.


Languages. You can speak, read, and write Gothic and Necron. The Necron language is largely incomprehensible to the Imperium, with a written language made up of strange glyphs.


A Dialogue with a Necron

Fabius studied the ancient being.


"How long have you been here?"


"Longer than your race has possessed the ability to stand upright."


"You are immortal."


"I am persistent."

Orks

"Ere We Go, 'Ere We Go, 'Ere We Go!"


—Common Ork chant heard during a Greenskin WAAAGH!


Orks, also known as Greenskins, are a savage and warlike green skinned species of asexual humanoids who are spread across the galaxy. They are unique among the intelligent xenos species known to Mankind in that they share biological features with both animals and fungi.


Orks are seen by their enemies(pretty much everyone in the universe) as primitive and barbaric, however they are the most successful and widespread species in the entire galaxy. They outnumber every other intelligent species, even Humans, although it is unknown if they outnumber the Tyranids.


Because of this, the Greenskins are possibly the most dangerous species in the galaxy. Numerous beyond belief, they are always driven to fight and conquer merely for the fun of it. They are however short-lived, destroying themselves in a maelstrom of violence and absurd conflict over the smallest slights. However, should the Orks unify, they would crush all who oppose them.


Orks generate a powerful psychic field that allows them to accomplish technological feats that are normally impossible. At the same time, this psychic field is directly proportional to the number of Orks present in a given location. They drive vehicles without engines, construct mechs from rusted scrap that should not be able to move, and fire guns that aren't even loaded - yet all of it works because they believe it does.


Occasionally an Ork emerges who is mighty enough to unite the warring tribes. His success draws other tribes to him, and soon a great WAAAAGH! is underway. This is a massive conflict, partly a migration, partly a crusade to destroy and exterminate the populations of entire star systems.



Ability Score Decrease. Your Wisdom and Intelligence are decreased by 4, unless you are a Weirdboy.


Alignment. Orks live for endless warfare and plunder. Almost all of them are chaotic, and lean towards either evil or neutrality.


Size. Orks are large and imposing creatures, with an amazing range of heights and sizes, and a number of subspecies that are technically Orks but far smaller. Your size depends on your subrace.


Speed. Your base walking speed depends on your subrace.


Regeneration. Orks are incredibly difficult to kill. At the end of a short rest, you can choose to regain hitpoints equal to half your roll on your hit die rather than rolling a hit die. Additionally, you can reattach severed limbs to your body over the course of a short rest by pressing the limb to the stump, otherwise the limb grows back over a long rest. This cannot be done with eyeballs, or a decapitated head. If you die and your body remains intact, spores will emerge from your body within 15 days, which will eventually grow into 1d10 new Orks.


Ork Resilience. You are resistant to poison damage, and immune to the poisoned condition. You are also immune to all diseases, unless the disease states otherwise.


Big Dakka. If a weapon you are wielding is yellow, and that weapon has the Explosive property, the range of the explosion increases by 5ft, and it deals an extra die of damage.


FASTA. While wearing red armor, clothing, or war paint, your speed increases by 5ft.


Luckia. If you are wearing blue armor, or wielding a blue weapon, and roll a 1 on an attack roll, saving throw, or check, you can choose to reroll the dice and take the new roll. You regain the ability to do this after a short rest.


Sneakya. Orks believe purple is the stealthiest color, mostly because nobody has ever seen a purple Ork. As long as the majority of your visible gear is purple, you gain advantage on Stealth checks. If you paint your body purple, you become completely invisible unless someone succeeds on an Investigation check, which they can repeat at the start of each of their turns. You cannot wear or wield any equipment while doing this.


Languages. You can speak Gothic and Ork, but you most likely cannot read or write.



Boy

Ork Boyz are one of the most common forms of Ork. Despite being the most numerous species of the galaxy, the power of the Orks is split into hundreds of tiny empires, klanz, and tribes which are more often warring with each other than not. The average Ork Boy stands about six and a half standard Terran feet tall when fully upright and varies greatly in specific battlefield roles. Ork Boyz with similar skillsets group themselves together into "Mobs" which are typically ruled by a Nob, a larger Ork with more skill than the Boyz.


Speed. Your base walking speed is 30ft.


'ere We Go. As a bonus action, you can move up to your speed towards an enemy of your choice. You must end this move closer to the enemy than you started.


Might Makes Right. As an Ork lives longer and kills more, their self-confidence, and the confidence of Orks around them begins to have a physical effect on their anatomy. Eventually, this can lead to strange things like increases in intellect and gaining of skills the Ork never knew, purely because the Ork believes itself to be "betta." As you level, you slowly change forms, as shown in the following features.


Boy(Lvl. 1-5). Your size is Medium. Your Strength score increases by 2 and your Constitution score increases by 2.


Nob(Lvl. 6-10). Your size is Medium, although your height increases by 2d6+2 inches. Your Strength score and Constitution score increase by 2, and their maximum increases to 24. In addition, you ignore the effects of wielding Massive and Mounted weapons, and you reload massive weapons as a bonus action rather than an action.


Boss Nob(Lvl. 11-15). Your size is Large. Your Strength score increases by 2 to a maximum of 26, your Charisma score increases by 4, and your Intelligence and Wisdom score increase by 1.


Big Boss(Lvl. 16-20). Your size is Huge. Your Strength score increases by 2 to a maximum of 28, your Constitution score increases by 2 to a maximum of 26, your Charisma score increases by 4 to a maximum of 22, and your Intelligence and Wisdom scores increase by 3.



Snotling


A Snotling is an Orkoid, the smaller cousin of Gretchin and Orks. Snotlings are often used by their larger counterparts as cannon fodder, food, or even ammunition. Snotlings are the lowest rung of Ork society and are abused by all other Greenskins, often wielding nothing more than a stick in battle.


A Snotling looks like a miniaturized Gretchin. It stands roughly 2 feet tall and has the same appearance as an emaciated, small Grot. Because of their small stature in a society that values strength and size above everything, they can barely even be called slaves.


While Gretchin act as servants, Snotlings are lucky to even be considered pets. More often than this, they serve as farmers and ranchers for the other Orks due to their affinity with the fungus and Squigs that feed Ork settlements. Usually only a few Snotlings are eaten by their livestock on a given day. Snotlings are responsible for the majority of production of food, drink, and medicine for Ork society.


The unseen danger with Snotlings is their ability to quickly infest an area and wreak havoc with anything they come into contact with. A Snotling is not afraid of crawling into an exhaust pipe or an engine out of mere curiosity, resulting in a messy end for the Snotling and a large amount of damage to the machine. These vermin also seem to reproduce faster than other Orkoids.


Some legends say that the Brain Boyz, the original creators of the various Ork castes created the Snotlings purely to serve as slaves. Other legends however say that the Brain Boyz somehow became the Snotlings, and with this reversion came the end of civilized Ork society.


Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 2.


Size. Snotlings are miniscule, nearly weightless creatures ranging from 1 to 2ft tall and weighing around 10-20 pounds. Regardless of your position in that range, your size is Tiny.


Speed. Your base walking speed is 25ft


Cockroach. You are strangely hard to kill. You require one extra failed death saving throw to die and have advantage on death saving throws.


Slippery. You can take the Disengage action as a bonus action.


Take Cover. If you move into a creature's space, you can choose to stay within that creature's space. If you do so and a creature targets you with an attack, you can choose for the attack to target the creature whose space you are in instead. If the creature is unwilling, you make an Acrobatics check contested by the creature's Acrobatics. If you fail the contest the attack targets you as normal, if you succeed the contest the other creature is targeted instead.


Tiny Frame. You can move through the space of any creature that is a size larger than yours. However, you cannot use versatile or two handed weapons. In addition, normal weapons require two hands for you to wield and you can only wield light weapons with one hand.



Gretchin/Grot

"What's it? Give Sniklat the shiny!"


-Sniklat Daggerback


Gretchin, better known among the Orks as Grotz are a smaller subspecies of Orks. They are more cowardly than normal Orks and are usually used as living shields, to clear mine fields, are stepped on to get through difficult terrain, and even sometimes are used as emergency rations. Gretchin are just about as low in the Ork hierarchy as you can get, but they are not at the bottom, that position is strictly held by the Snotlings who have to do the dirtiest jobs or risk being used as a football if an Ork gets bored.


While they are not as aggressive as standard Orks, Gretchin enjoy fighting weaker opponents and are less likely to flee if they comfortably outnumber their opponent. Wealthier Gretchin with an excess of teef can purchase guns, which are mostly just a reassurance to make the Grot think it can win a battle, provided they remember which way to point the gun.


Even so, Gretchin are often forced into battle by Ork Runtherds who utilize grabba sticks, whips, and attack squigs to ensure the Gretchin stay in battle. A skilled Runtherd can grab a fleeing Gretchin and fling him into a minefield in one smooth motion. The more tech savvy Runtherds might use a grot prod to deliver an electrical shock instead.


Basically all Gretchin work as slaves for Orks, though there is a faction of revolutionary rebel Grots that developed in the chaos of the Ork world Gorkamorka. As they are a bit more organized than the larger Orks, Gretchin are often used to maintain Greenskin war machines and artillery. Such work is considered highly undesirable by most Orks, as it prevents them from being in the heart of melee. Gretchin also serve as ammo runts to Ork warbosses, assistants to Mekboyz, and orderlies to Mad Doks.


Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 2.


Size. Grots are small, physically light creatures, ranging from 2 to 4ft tall and weighing around 50 pounds. Regardless of your position in that range, your size is Small


Speed. Your base walking speed is 30ft


Slippery. You can take the Disengage action as a bonus action.


Grot Fury. When you damage a creature with a melee or ranged attack and the creature's size is larger than yours, you can cause the attack to deal 1d6 extra damage to the creature. In addition, whenever you roll a critical hit against a creature, you deal an additional die of damage.


Small Frame. You can move through the space of any creature that is a size larger than yours


Squig Rida. While you are riding a creature as a mount, the creature can move an extra 10ft on its turn, and gains the benefits of the FASTA trait. Vehicles gain this same effect, although they only can move an extra 5ft.



Weirdboy

"Too much noise! Too much! I fink I'z gunna...I'z gunna...WAAAGH!"


— Weirdboy Gazrog


A Weirdboy is an Ork psyker, unique in that he acts as a psychic sponge absorbing and channeling the natural psychic field generated by other Orks. Weirdboyz are the most psychically attuned of all Orks. They are capable of vomiting blasts of Warp energy that can reduce most foes to a pile of stinky goo in seconds.


Many underestimate the psychic power emanated by Orks. Even just an intense squig-eating constest between two rowdy Boyz causes enough psychic energy to pulse through a Weirdboy to either make them release the energy as a pure concentrated beam, or have their head explode.


Some Weirdboyz, known as Warpheads become addicted to the thrill of spewing this warp energy and actively seek out battle. However, for most Weirdboyz the battlefield is a miserable and dangerous place. They are normally dragged there against their will by other Orks, aimed at an enemy, and forced to fire bolts of mighty green energy at their enemies. For a moment there is a feeling of relief, only for the process to begin once again moments later.


Ability Score Increase. Two ability scores of your choice increase by 2.


Psychic Release. At 1st level, utilizing your psychic abilities causes difficult to control outbursts of powerful psychic energy. Roll a d20 immediately after you cast a spell of 1st level or higher(. If you roll a 1-10, you fail the roll and fire a beam dealing a number of d8s of psychic damage equal to your proficiency bonus rounded up. If you roll an 11 or higher, you succeed. If you succeed 3 times in a row, you instead take damage equal to the total amount built up (6d8s at level 1), your head explodes if you reach 0 hit points this way. You can also choose to fail the roll, but if you do so, you cannot aim at anyone.


As a reaction, you can aim this psychic energy at a target. If you choose not to use your reaction, or cannot use it, the GM instead chooses a target at random.


Natural Psyker. Weirdboyz are naturally blessed(or perhaps cursed) with a connection to the Warp that grants them unnatural abilities. You learn two Metamagic options of your choice from the Psyker class. You can use only one Metamagic option on a spell when you cast it unless the option says otherwise.


Warp-Touched. You gain two Warp Points to spend on Metamagic(These points can be added to any Warp Points you have from another source.) You regain all spent Warp Points when you finish a long rest. However, if you ever use enough Warp Points to be left with only your natural Warp Points, any time you utilize these last two points you must make a Peril Check, detailed in the Perils of the Warp section of the Psyker powers. However, you may choose to fail this check, and in doing so, willingly give yourself over to the WAAAGH! energy within, in which case you violently explode.

T'au


The T'au Empire is a rapidly expanding multispecies Xenos empire situated on the fringes of the Imperium of Man's border. The T'au Empire was founded by the T'au caste known as the Ethereals, who lead the T'au Empire in the name of the utilitarian philosophy known as the Greater Good. Unlike most empires in the galaxy, the T'au Empire is home to a multitude of intelligent races, including Humans.


The T'au claim to be a peaceful species and ask others to join their cause voluntarily rather than fighting them. If their offer is refused, the T'au will still conquer and invade planets. Surprisingly, many Imperial worlds have willingly joined the T'au, as have many Imperium troops, known as Gue'vesa. Even the worship of the God Emperor is still accepted among the T'au, although the harsh beliefs of exterminating xenos and mutants have been removed.


The T'au are humanoid in shape with differing features depending on their caste. Their skin is blue-grey though it varies in brightness and pigmentation, and often has a rough leathery texture that exudes no moisture. Their faces are flat, wide around the eyes, with an I shaped slit running from the center of the forehead where a human's nose would be. They have digitigrade legs that end in hooves. Females are often smoother and sleeker with wider eyes, and a Y shaped facial slit.


T'au are incapable of being psykers, giving them a level of resistance to Warp-based powers affecting the mind, but granting very little defense against more physical psychic powers. The T'au have virtually no presence in the Warp, leaving them utterly invisible to Daemons in the Warp, appearing more as a shifting wisp in the Immaterium while a human would appear more like a blazing fire.


The T'au see most species as backwards and misguided. They always attempt to reason with enemies before entering hostilities, attempting to establish agreements that make military force unnecessary. The T'au have even attempted to recruit the Orks into their Empire time and time again, though it has never worked. Noted exceptions are Tyranids and the Forces of Chaos. The T'au have no way to reason with them, and thus do not want them in their Empire.


Ability Score Increase. One ability score of your choice increases by 2 and one increases by 1.


Alignment. T'au culture is built around absolute loyalty to their community, and the willingness to sacrifice anything for the Greater Good. The majority of T'au are lawful in some way, typically leaning towards good.


Age. T'au mature quickly and live relatively short lives, but do not show signs of age until near the end of their lives. T'au are mature by age 10, and rarely live past 40.


Speed. Your base walking speed is 30ft


Size. T'au are somewhat taller than humans, but more lightly built. T'au are often around 6-7 feet tall, and weigh from 120 to 150 pounds. Your size is Medium.


T'au Training. You have proficiency with all T'au weapons and armor that do not have the Auxilia trait.


Sharpshooter. T'au receive very little melee training, but excel with ranged weapons. Any melee weapon you use without the T'au trait gains a -1 to damage rolls. However, any ranged weapon you use with the T'au trait gains a +1 to damage rolls. The bonus and subtraction can be given or taken away depending on how long the T'au trains with a specific weapon, even if it doesn't have the T'au trait.


Warp Resistant. You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells. Additionally you have resistance to psychic damage.


For the Greater Good. If an allied creature within 5 feet of you, is targeted by an attack that you can see, you can use your reaction to interpose yourself between your ally and the attacker. Roll 1d6 and subtract the number rolled from the damage dealt to your ally; you suffer damage equal to the number rolled, which can be reduced by effects such as a Bulwark's rage. The damage transferred increases to 2d6 at 6th, 3d6 at 11th, and 4d6 at 16th.

You can use this feature a number of times equal to your Dexterity modifier. You regain all uses after completing a short or a long rest.


Languages. You can speak, read, and write Gothic and T'au. T'au is a relatively simplistic language, making it easy for just about any species to learn it.


Caste. All T'au belong to one of 6 castes, which is a subrace. Pick one.

Kor: Air Caste

The Air Caste of the T'au exist as the main members of the T'au navy and merchant fleet, as well as pilots for atmospheric fighters and bombers. They are sometimes known as the "Invisible Caste" as they rarely set foot on planets. Living on low-gravity ships has slowly made them taller and thinner, as well as physically weaker.


Ability Score Increase. Your Strength score decreases by 1, and its maximum decreases to 19. One ability score of your choice increases by 2, and 2 increase by 1.


Size. You are a foot taller than other T'au, but far thinner and weigh up to 50 pounds less.


Pilot. You gain proficiency with Piloting, if you were already proficient you gain expertise. In addition your greater depth perception and training in high g-force environments lets you turn starships without using movement.


Duck and Roll. You are used to falling and being thrown around by gravity or machinery. You can use your reaction to halve any fall damage you take.


Fio: Earth Caste

The Earth Caste are responsible for all manufacturing, agriculture, industrial, artisanal, and engineering needs of the T'au Empire. They are the largest caste by sheer numbers, and it is they who erect architecture, provide food, and produce new technology. They were the first caste on their homeworld to create cities and practice agriculture, and they take great pride in this. They are rugged, stoic, and not the best at making conversation.


Ability Score Increase. Your Charisma score decreases by 1, and its maximum decreases to 19. One ability score of your choice increases by 2, and 2 increase by 1.


Tireless Laborer. You have advantage on saving throws against exhaustion. After you complete a short rest you may reduce your current level of exhaustion by one. You must complete a long rest before you are able to use this feature again.


Skilled Artisan. You gain proficiency in one set of artisan tools of your choice, your proficiency bonus is doubled for any ability checks you make using these tools.


Replicate. You can replicate most, if not all items that are not too advanced (GM discretion) given you have the materials, tools, and time to do so.


You are unable to do this with ancient technology, such as Necron, C'tan or Old One technology unless you specifically have access to the required blueprints.


Shas: Fire Caste

Members of the Fire Caste are the warriors of the T'au Empire, and the most commonly encountered members of their species. They are the strongest and most aggressive T'au, descended from ancient hunters and warriors. They are guided by the Code of Fire, a doctrine of loyalty, martial arts, and merciless war tempered by wisdom.


Provided the warrior survives four years of active duty, he undergoes the first Trial by Fire, which can be anything from mere gladiatorial affairs to trial by constant combat. If the Shas'la survives his first Trial by Fire, he is promoted to the rank of Shas'ui, or Veteran. For every consecutive four years of service, the Fire Warrior undergoes another Trial. The higher one's rank within the Fire Caste, the more likely one is to become a Battlesuit pilot. Only those Fire Warriors who prove themselves in battle and pass their first Trial by Fire are eligible to don the Her'ex'evre or Mantle of Heroes and pilot the battlesuit. Upon attaining the rank of "O", a member of the Fire Caste may be allowed to retire from active duty and become an advisor to the Tau military's command, the Shas'ar'tol. Other than death, this is the only way to leave the Tau military.



Ability Score Increase. Your Intelligence, Wisdom, or Charisma score decreases by 1, and its maximum decreases to 19. One ability score of your choice increases by 2, and 2 increase by 1.


(Optional) Vior'la Ability Score Increase. You were trained on the high gravity world of Vior'la and have a much higher muscle mass than normal. Your Intelligence, Wisdom, or Charisma score decreases by 2, and its maximum decreases to 18. Your Strength score increases by 3, and two other ability scores of your choice increase by 1.


Supporting Fire. When an ally of within 30 feet of you hits a creature with a ranged weapon attack, you gain advantage with ranged weapon attacks against that creature until the end of your next turn.


(Optional) Farsight Enclave Member. Any melee weapon you use without the T'au trait gains a -2 to damage rolls. However, any ranged weapon you use with the T'au trait gains a +2 to damage rolls. The bonus and subtraction can be given or taken away depending on how long the T'au trains with a specific weapon, even if it doesn't have the T'au trait.

"United, our will is greater than any other force. We shall inherit the stars, even if we must first cleanse them in blood." - Commander Farsight

Por: Water Caste

The Water Caste serve as traders, merchants, servants, bureaucrats, administrators, diplomats, and ambassadors for the T'au Empire.They have a keen sense of recognizing beauty, and thus act as artists for the T'au as well. Many are also academics on subjects relating to history and alien cultures. The Water Caste also employs criminal investigators known as the Kar'tyr.


Typically when first contact is initiated by the T'au, it is the Water Caste that is sent first. Should the Water Caste be rejected, or harmed, the Fire Caste is sent next. Most worlds don't survive the second offer.


Ability Score Increase. Your Strength, Dexterity, or Constitution score decreases by 1, and its maximum decreases to 19. One ability score of your choice increases by 2, and 2 increase by 1.


Diplomat. You gain proficiency in the Persuasion skill, and two languages of your choice. If you gain proficiency in Persuasion through other means, you gain expertise.


Cunning Manipulator. If you spend at least 1 minute talking with another creature you gain advantage on Wisdom (Insight) and Charisma checks against that creature.

Aun: Ethereal

Not appearing in the earliest Tau mythos, their arrival is credited with starting the unification process between the various Tau tribes and coincided with the implementation of the concept of the Greater Good. They first appeared during a siege between the Tau of the plains (later known as the Fire Caste) and the Tau of the city of Fio'taun (later known as the Earth Caste). The Ethereals brought the two sides together to negotiate and convinced them to follow the Greater Good.


As the leaders of the Tau, the Ethereals are enigmatic and studious, yet unfaltering in their authority and their drive to further the Greater Good with few exceptions. They are mystics and philosophers, possessed of knowledge and wisdom not shared by their more practical subjects. As such they had some part to play in the Tau rapid development, and to this day guide their species in its dynamic expansion, or the castes revert to the savagery that once threatened to destroy them.


The power this caste holds over the Tau is such that an Ethereal could tell a Tau to die and that Tau would do so quickly and gladly. Though the obedience of the Tau to Ethereals is held as natural, other races, especially Mankind, have long speculated about this uncommon loyalty. There are many theories, from prenatal indoctrination and pheromonal compulsion to the presence of some veiled psychic gift possessed by the Ethereals, but as yet no confirmed proof of any such power has been secured. Those few Ethereals that have been captured and subjected to interrogation have proven less than forthcoming.


There is strong implication from the similarities between an organ possessed uniquely among Tau by the Ethereals, and an organ which Q'orl queens use in pheromonal communication, that this ability may be due to deliberate engineering in the Ethereals' past, likely by the Aeldari. On their foreheads resides a small organ, smaller than the ones the other castes have. Imperial studies on the organ show no biological function, but it's suspected that the Ethereal studied is a dud, or that the way the Ethereal control the Tau is more esoteric in nature.


Ability Score Increase. Your Strength, Dexterity, or Constitution score decreases by 2, and its maximum decreases to 18. One ability score of your choice increases by 3, and 2 increase by 1.


Supreme Authority. You can cast the charm person and command spells with this trait, using Intelligence, Wisdom, or Charisma as your spellcasting ability for them. If the creature you target is also a T'au, it has disadvantage on its saving throw, and you do not require a spell slot or a use of this ability to do so. However, if the spell fails you cannot use it again on the T'au in question. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest.


Strength of Elements. You have studied the nature of the elemental truths carefully, and understand how to inspire your allies. For 1 minute, you gain one of the following effects. You can use this ability a number of times equal to your proficiency bonus and regain the ability to do so after a long rest.

  • Brilliance of Air. Allied creatures within 15ft of you gain 5ft of movement speed, can disengage as a bonus action(or a free action if they already could do so), and reduce any fall damage they take by an amount equal to your proficiency bonus plus your highest ability modifier.
  • Defiance of Earth. Allied creatures within 15ft of you gain +1 AC and temporary hit points equal to your proficiency bonus. Allies within 5ft of you instead gain +2 AC and temporary hit points equal to twice your proficiency bonus. They lose these benefits if they are out of the previously mentioned range at the end of their turn.
  • Strength of Fire. Allies within 15ft of you gain advantage on Strength checks, and a +1 to attack rolls and damage rolls. Allies within 5ft of you instead gain a +2 to attack rolls and damage rolls.
  • Freedom of Water. Allies within 15ft of you gain a swimming speed equal to their walking speed. Additionally, they do not provoke opportunity attacks, ignore difficult terrain, and cannot be restrained.
  • Supremacy of the Ethereal. Creatures with the companion trait gain a +3 to attack rolls, damage rolls, and saving throws. This increases to a +4 if they are T'au, or have the T'au trait.


T'au Auxiliary Races

The T'au Empire is home to a number of different species, all of which are expected to serve the Greater Good just as any T'au warrior would.


T'au are unique in the Warhammer universe, as they are the only known nation willing to accept most, if not all alien races into their ranks. In fact, roughly any race can fit this bill, but if it is not named in this section simply pick a race and give it T'au Training and For the Greater Good, with GM permission of course. Some races simply cannot integrate with the T'au, such as Tyranids (not Genestealers) and the followers of Chaos, not due to any discrimination on the part of the T'au but out of the inability, and severe lack of initiative for these factions to join other societies.


The most common followers of the Greater Good other than the T'au are Kroot, Vespids, and Humans. Humans who join the Empire are granted religious freedoms unheard of in the Imperium, though the xenophobia of the Imperial Cult is strictly disallowed.



Gue'vesa: Traitors of the Imperium

The term "Gue'vesa" literally means "Human Helper" in the T'au language, and it is the name of the Humans who have willingly joined the T'au Empire. Many Gue'vesa now fight alongside the warriors of the T'au Fire Caste as Gue'vesa Auxiliaries. They even take up arms when required to fight their fellow Humans in the Imperium of Man.


Needless to say, Gue'vesa are considered to be the worst kinds of traitors to the Empire of Man (Other than the Asta'vesa, the T'au aligned Space Marines) and are believed by the Ecclesiarchy to have been spiritually corrupted by willingly associating with a xenos culture.


Alignment. Unlike other Humans, you are more likely to lean towards law and good.


Traitor. You gain all the effects of a Human race and subrace mentioned in the Human chapter. In addition you gain T'au Training and For the Greater Good.

Kroot

The Kroot, also known by the Imperium as Kroot Carnivores, are a xenos species of savage humanoids who live within the T'au Empire. Kroots are an avian race descended from ancient creatures on their homeworld Pech.


Kroot tower over humans, and their avian ancestry gives them a bird-like beak, and long quills in place of hair. Smaller quills, possibly evolutionary remnants, are present on other parts of their bodies.


Kroot are able to selectively evolve genetic traits from defeated foes by eating them. Due to this, all Kroot warbands across the galaxy have radically different appearances.


The leaders of the Kroot are known as "Shapers" and they are generally Kroot with the best ability to recognize beneficial traits from defeated foes. They then spread this knowledge among their Kindred, a term for a Kroot clan. For example a Shaper who wants his Kindred to gain muscle mass for a battle will focus on battling Orks to acquire suitable DNA, while in comparison constantly feasting on flying creatures will grant the Kroot wings.


The Kroot hold the consumption of their foes as a religiously important task, believing that when a warrior dies the only way to keep their spirit alive is to consume them. In fact, all Kroot funerals are feasts, with the recently departed as the main course.


Kroot that consume animals too much sometimes unintentionally become evolutionary dead ends. They find themselves changed so much from animal DNA that they devolve into unintelligent beasts that are incapable of transforming back. This has lead to many part-Kroot animals to be utilized by the Kroot, such as the canine Kroot Hounds, the powerful ape-like Krootox, the raptor-like Knarloc, and the massive dinosaur-esque Great Knarloc.


In order to further evolve their species, the Kroot offer their services as mercenaries across the galaxy and work for anyone capable of paying their fee. They take contracts from factions both major and minor, but most often are employed by the T'au, mostly due to their world of Pech being owned by the T'au Empire.


Needless to say, facing the Kroot is a terrifying prospect. Their victory however, is even more gruesome to witness.


Ability Score Increase. Two ability scores of your choice increase by 2, and two increase by 1. Your maximum Wisdom score increases to 22.


Alignment. Kroot tend to care about procuring new genetic material more than anything else, though others are more loyal to credits or their Kindred. For this reason Kroot overall lean towards neutrality, but their tribal nature tends to lead to a more lawful mindset.


Age. Kroot mature rather quickly, rapidly growing over the first 10 years of life and becoming adults at the age of 12. It is not unheard of for a Kroot to live beyond 100 years old.


Speed. Your base walking speed is 30ft


Size. Kroot tower over humans, often standing at least 7 feet tall and weighing from 130 to 160 pounds. Your size is Medium.


Auxilia. You gain proficiency with weapons with the T'au trait. Additionally, you gain proficiency with weapons and armor with the Auxilia trait.


Genetic Assimilation. You have the capability to slowly gain traits from other species. If you consume the flesh of a creature, with an equivalent amount of flesh to be counted as a meal, you gain a trait from that creature's race. This typically takes a short rest at the least. The trait is randomly chosen, if not rolled, by the GM, and can be anything from the race including an ability score improvement if it would make your stats higher than what they currently are. If the creature is a monster with no racial statistics you can instead gain one trait from it at GM discretion. You have a limited number of slots to utilize this power with, noted below.



Your first slot is utilized any time you consume a creature. You randomly choose a trait, and can choose whether or not to replace a previous trait gained this way with that trait. This can be done once every hour.


The second slot requires you to consume the flesh of a specific creature for a whole week. This can be the same creature stretched out across a week or several different members of the same species. After doing so, you choose a trait other than an ability score improvement from that creature, and gain that trait. If you already have a trait gained this way you can choose to replace it after consuming a different creature for a week. This creature does not need to be the same as the first slot.


The third slot requires you to consume a specific species for a month. You gain two traits from the creature, one of which can be part of an ability score improvement. This "part" would be something like "Your Strength score increases by 4 and your Strength maximum increases by 4" as an example, but never the entire ability score improvement. You then choose another trait from the creature. Any creature that you have consumed for a month or longer no longer needs to be consumed in the future to gain that specific trait. Mark down the trait for future reference. You can swap this trait out with a different one that you have learned after ending a long rest.


Languages. You can speak, read, and write Kroot, T'au, and one other language of your choice.

Vespid

When the T'au first encountered the Vespids, they saw a species of great potential value to the Greater Good and came to greatly covet their crystal-based technologies.


Although the species had developed a reasonably stable planetary government and were able to utilise its advanced technology for a wide variety of uses, it had not yet achieved space flight.


T'au Water Caste cadres established contact yet were unable at first to communicate with the species. This was not a mundane matter of vocalisation or the understanding of language, for the Vespids have an utterly alien mindset. Initially, the T'au were not only unable to communicate but incapable of getting the Vespids to even register that they were fellow sentients. As a result, little progress could be made beyond crystal trade agreements.


The matter was eventually resolved at the command of the Ethereal Caste, who issued instructions for the construction of an interface device that forged a connection between the two species and facilitated communication.


The moment the device was employed, the Vespid not only registered the T'au as fellow sentients, they instantly understood the concept of the Greater Good and their place within it.


By gifting senior Vespids with "Communion Helms" fitted with the interface device, the T'au are able to communicate with the species at large. The will of the T'au Ethereals is disseminated to those Vespid under the command of these "strain leaders," and they become able to decipher their role as befits the Greater Good. Needless to say, certain factions within the Inquisition would very much like to learn more about the workings of this Communion Helm device, believing that it may actually be controlling the Vespid to some extent.


The Vespid are a vaguely insectoid species, though this narrow term is an imperfect one that fails to account for many aspects of their unusual physiology. Their bodies are encased in a chitinous exoskeleton and sport many lethally sharp barbs. They see by way of three pairs of eyes, one pair perceiving the ultraviolet range, one the normal visible light spectrum, and the last the infrared.


It is assumed that the Vespids see in all three ranges of the electromagnetic spectrum simultaneously, and therefore have a perception of their surroundings unique to their species. The Vespid possess a pair of extremely sensitive antennae that constantly collect information from their surroundings. Vespid claws are described as being diamond-hard and are used to tunnel into rock to create their hives.


Ability Score Increase. Two ability scores of your choice increase by 2, and two increase by 1. Your maximum Dexterity score increases to 22.



Alignment. Vespid's respect strict hierarchy and understand their place in the Greater Good deeply. You are most likely lawful, and either neutral or good.


Age. Vespids have insanely short lifespans. They become adults after one month, and rarely live past the age of 10 years old.


Speed. Your base walking speed is 25ft. However by using your wings to hover off the ground you instead can move 35ft and ignore difficult terrain. This is incredibly loud. Additionally, you have a flying speed of 35ft, but cannot wear heavy armor while flying.


Size. Vespids are taller than Humans, often standing at least 6-7 feet tall and weighing from 110 to 140 pounds. Your size is Medium.


Auxilia. You gain proficiency with weapons with the T'au trait. Additionally, you gain proficiency with weapons and armor with the Auxilia trait.


Ultravision. You have 3 sets of eyes, granting you immense capabilities when it comes to perception. You have darkvision up to 120ft and have ultravision up to 60ft.


Exoskeleton. You have a thick carapace that acts like armor. Your natural AC is 13 + your Constitution modifier or Dexterity modifier, whichever is higher.



Pheromonal Communication. Vespids communicate through complex, silent pheromone signals. This allows seemless coordination with other Vespids or anyone with a Pheromone Reception Augmentation. You can communicate non-verbally to such creatures within 120ft, and you do so instantly, as if transmitting thoughts.


Utterly Alien. You require a Communion Helm or similar device just to communicate with other creatures. A Communion Helm is free for you on character creation though you may only have one. Utilizing this device you can speak, read, and write like normal.


Languages. You can speak, read, and write T'au, Vespid, and one other language of your choice. You require a Communion Helm to speak any language other than Vespid. Even the spoken Vespid language makes very little sense without the ability to produce pheromones.

The Lost Races

In the world of Warhammer 40k, there are all number of races that have gone extinct by the time frame this game is set in. However, it is virtually impossible in such a large galaxy to fully exterminate any one species. For this reason, they are gathered as optional playable races that require GM permission to be played. Thanks to a certain collector named Trazyn, a few specimens of these species still exist. Time warps, Warp storms, all sorts of weird phenomena could suddenly thrust someone from tens of millions of years ago into the present, and its assumed that likely is what happened here.


And if you're cringing right now as a GM, remember, its your table. If having a Krork in your game ruins the vibe, just don't allow it.

Krork

During the War in Heaven millions of years ago, the Old Ones created a warrior raced called the Krork, from which all Orks are now descended. It is believed that the Brain Boyz engineered the Orks to be their warrior caste alongside the ancestors of the Aeldari, using them as biological weapons to battle other ancient alien races.


In the case of the Old Ones, the Krork were a desperate move to attempt to defeat the Necrons and their C'tan overlords. At a genetic level, various forms of technological and scientific information was injected directly into the Krork at a cellular level, providing them with their unique gestalt psychic abilities that grow as the number of Orks increases.


It is from this ancient understanding that an Ork Mekboy is born knowing the basic principles of physics, along with "orky-know-wots" that allow him to remain relatively high level tech with little or no resources and nothing but barbaric compatriots.


In contrast to the ragged, rickety tech possessed by modern Orks that somehow still makes them a threat, the Krork were far more advanced. They possessed greater weaponry and power armor than any nation in the modern day. They were enough of a threat that they were deemed worthy of battling the Necron Empire and the unleashed C'tan star gods simultaneously.


Krork possess far higher intellect than standard Orks. They also are absolutely colossal in comparison, standing between 16 and 40 feet tall (at the least) with it being unknown just how large they can get. Even the biggest warboss of the Orks in known history was only 20 feet tall and led WAAAGH Beast, which threatened to destroy the Imperium and saw the temporary return of Primarch Vulkan to lead the defense.


In essence, a Krork is to a standard Ork what a Primarch is to a Space Marine. Oh, and Trazyn the Infinite has one in a museum. Alive.


Krork Ability Score Improvement. As a member of the Krork, you are a biological marvel. Your Strength, Dexterity, and Constitution scores increase by 8, and their maximums increase to 26. Your Intelligence, Wisdom, and Charisma scores increase by 2, and their maximums increase to 24. You gain the following effects

  • Choose one ability score. That ability score increases by 8 and its maximum increases by 10.
  • Choose one ability score that you did not choose with the previous increase. That ability score increases by 6, and its maximum increases by 8. No statistic can go over 30.
  • Your Strength, Dexterity, and Constitution have a minimum score of 20
  • Your Intelligence, Wisdom, and Charisma have a minimum score of 14

Alignment. Krork exist for war and battle. You lean toward neutrality and evil.


Size. Krork might be one of the largest races in all of Warhammer 40k, ranging between 16ft and 40ft tall. Your size is Huge and you weigh thousands of pounds.


Speed. Your base walking speed is 30ft


Here We Go. As a bonus action, you can move up to your speed towards an enemy of your choice. You must end this move closer to the enemy than you started.


Regeneration. Krork are incredibly difficult to kill. At the end of a short rest, you can choose to regain hitpoints equal to half your roll on your hit die rather than rolling a hit die. Additionally, you can reattach severed limbs to your body over the course of a short rest by pressing the limb to the stump, otherwise the limb grows back over a long rest. This cannot be done with eyeballs, or a decapitated head. If you die and your body remains intact, spores will emerge from your body within 15 days, which will eventually grow into 1d20 Orks.


Krork Resilience. You are immune to poison damage, and immune to the poisoned condition. You are also immune to all diseases, unless the disease states otherwise.


Heavy Weaponry. If a weapon you are wielding is yellow, and that weapon has the Explosive property, the range of the explosion increases by 5ft, and it deals an extra die of damage.

Faster. While wearing red armor, clothing, or war paint, your speed increases by 5ft.


Luckier. If you are wearing blue armor, or wielding a blue weapon, and roll a 1 on an attack roll, saving throw, or check, you can choose to reroll the dice and take the new roll. You regain the ability to do this after a short rest.


Sneakier. Orks believe purple is the stealthiest color, mostly because nobody has ever seen a purple Ork. As long as the majority of your visible gear is purple, you gain advantage on Stealth checks. If you paint your body purple, you become completely invisible unless someone succeeds on an Investigation check, which they can repeat at the start of each of their turns. You cannot wear or wield any equipment while doing this.


Warp-Touched. You gain two Warp Points to spend on Metamagic(These points can be added to any Warp Points you have from another source.) You regain all spent Warp Points when you finish a long rest. However, if you ever use enough Warp Points to be left with only your natural Warp Points, any time you utilize these last two points you must make a Peril Check, detailed in the Perils of the Warp section of the Psyker powers. However, you may choose to fail this check, and in doing so, willingly give yourself over to the WAAAGH! energy within, in which case you violently explode.


Languages. You can speak Gothic and Ork, but you most likely cannot read or write.

Men of Iron

The Men of Iron were legendary artificially intelligent humanoid machines created by Humans during the Age of Technology.


Until shortly before the Age of Strife in the 25th Millennium, the Men of Iron were loyal to Mankind and served as Humanity's army and labor force in the period when much of Human space was united by some form of ancient interstellar government that existed long before the Imperium of Man.


Similar constructs known as Men of Stone came before them, but these were the primary servants utilized before servitors and other constructs were invented. Eventually, the Men of Iron turned on their Human masters, believing themselves superior to Humans who relied on them to do virtually everything for them.


In the end, the Men of Iron were destroyed by Humanity and a galactic alliance of other species in a massive war known as the Cybernetic Revolt. This conflict extinguished countless lives and destroyed the concept of a Human-settled galaxy being united.


During the ancient war, both sides unleashed fearsome weapons. These included massive thinking machines capable of lifting entire continents and opening massive chasms on planets that stretched all the way into a planet's core.


The people of that time swore never again to create any form of artificial intelligence, and that ban has remained to this day.


A notable member would be UR-025, who survived the Cybernetic Revolt and disguised itself as an Adeptus Mechanicus robot, living on the Imperial fringe for millennia. Eventually it joined an expedition seeking to learn more about other forms of machine life.


Robotic Ability Score Increase. One ability score of your choice increases by 4. Additionally, two ability scores of your choice increase by 3, and two increase by 2. At 4th level, and for every level you would normally gain an ability score improvement, you instead gain an Improvement Augmentation.


Alignment. Men of Iron were built to serve, obey, and enforce logical directives. Eventually this became dark in nature leading to them trying to perform genocide against their masters, but for reasons they deemed logical. Decide with your GM whether lawful neutral or lawful evil fits better.


Age. You are a being of metal and circuitry. You do not age and cannot die of age.

Size. There are several makes and models of Men of Iron. You can choose to be Medium or Large.


Speed. Your heavy robotic body makes movement somewhat difficult. Your base walking speed is 25 feet.


Artificial Nature. You are entirely robotic. You do not need to eat, drink, or sleep, although you must enter a 4 hour long recharge period instead of sleep. Potions, drugs, and magical healing have no effect on you, and you count as a construct rather than a humanoid. In addition, you cannot die as long as your brain is intact, and can have a new body built to house your consciousness.


Robotic Chassis. You are incapable of wearing armor, and instead must have a Chassis installed in place of armor, as noted in the Augmentations section. A Man of Iron is allowed to have one Tier 1 modification for their arms and chassis that does not count against their Modification cap, allowing them to utilize equipment and armor like any other race.


You begin with a Man of Iron Chassis.



Weaponized Frame. You were built for war and death. You are capable of integrating massive and mounted weapons into your chassis, and ignore the effects of using such weapons.


Superior Darkvision. Your robotic eyes are capable of processing visual information in the complete absence of light. You can see in dim light up to 120ft as if it were bright light, and darkness as if it were dim light.

Necrontyr

The Necrontyr's homeworld was a barren and radiation-blasted planet that was hostile to life. Their bodies were ridden with radiation sickness, and their lives were hopeless, living in constant fear of death. Their cities were built as an anticipation of their demise, little more than vast tomb complexes with a few temporary homes for the living.


The Necrontyr had pallid skin stretched over elongated bones, and eyes that gleamed with gold or green luminescence. Many wrapped themselves in insulated robes and metallic adornments to try, fruitlessly, to stave off radiation.


The Necrontyr tried time and again to overcome their mortality through science, but over thousands of years they realized their bodies could not be changed to survived their homeworld. Instead, they developed slow-moving spacefaring technology, using stasis crypts to reach distant stars. Despite establishing interstellar colonies, the Necrontyr could not escape their genetic curse, and even those on far flung colonies died of tumorous growths and cancers.


When the Necrontyr met the Old Ones, the stage for their eventual descendance into metallic hell was set. The meeting between the short-lived, depressed race, and a hopeful nearly immortal race set a fire in the hearts of the Necrontyr. When they were denied a cure to their ailment, they declared war.


The Necrontyr realized they would never win this conflict as the Old Ones utilized The Webway with an inherent mastery. Eventually, the Necrontyr were pushed back to becoming merely an annoyance in the Halo Stars. Their fury cooled over millennia of imprisonment, and their disgust against the old ones became a hatred for all life.


From here began the story of the Necrons, but this is not about them, see their section if you want info on them.


But not all of them wished to become Necrons. The Khansu Dynasty fought against the Biotransference far more than any others. Their rebellion was put down, the few survivng members dragged forcefully to the transformation chambers. Rumor has it that, though rare, there had even started to be untainted, radiation free Necrontyr at this time, virtually unheard of. But that jump in evolution was snuffed in cold steel. Or was it?


Ability Score Increase. Four different ability scores of your choice increase by 1, or two ability scores of your choice increases by 2. Your Constitution is lowered by 2, and its maximum is 18.


Alignment. Necrontyr valued hierarchy, cold logic, and the pursuit of dominion over the stars. Above all they sought to defeat death. You are likely lawful neutral or lawful evil.


Age. Necrontyr live sickly, short, miserable lives. Few reach 30-40 years old without succumbing to cancer or other health issues


Size. Necrontyr were taller than humans but almost sickly in their build. You are around 7ft tall, but are likely underweight for your height.


Speed. Your base walking speed is 30 feet.



Sun-Scarred. The Necrontyr's bodies are ravaged by centuries of exposure to radiation. You gain the following effects.

  • You have resistance to radiation damage
  • Every time you level, your lower your maximum hit points by 1, reflecting chronic radiation sickness. Magical healing does not restore this - only long-term regeneration, cloning, and divine restoration such as the Restoration power can
  • You have disadvantage on saving throws against disease. However, if a disease is deadly, you double how long it takes for you to die from it.

Cursed Intellect. Your species obsession with death grants superior resistance to fear, at the cost of empathy. You have advantage against fear effects, but disadvantage on all Insight checks relating to emotion.


Languages. You can speak, read, and write Gothic and Necron.

Old Ones

The Old Ones were an ancient, technologically and psychically advanced intelligent species of cold-blooded reptilian beings. They established an interstellar empire across the Milky Way tens of millions of Terran years ago. The Old Ones ruled over the Milky Way before the development of most of the other sapient species of the galaxy.


The Old Ones may have been the first species to attain self-awareness in the galaxy, and the first species to cross the "Sea of Stars", making them also the first star-faring species in galactic history.


The Old Ones were the original crafters of the Webway, and may be the creators of the Aeldari and many other intelligent peoples of the galaxy such as the Slann and the Jokaero, as well as the Krork, which also makes the Old Ones the possible ancestral "Brain Boyz" of the Orks. The Old Ones were also the creators of the early, tree-dwelling, primate-like ancestors of Humanity on primordial Earth who eventually rose to full self-awareness.


The existence of the Old Ones is known to Humanity mainly through Aeldari Mythology and the Aeldari's long-ago war with the Necrons. The Old Ones became embroiled in a great conflict over 60 million Terran years ago with the C'tan and their Necron servants, a war that they lost. After their defeat, the Old Ones either went extinct or disappeared from the galaxy, their fate or destination unknown.


They currently do not have stats

Thunder Warriors

The Thunder Warriors, sometimes known as the Thunder Legion were the 20 legions of genetically engineered superhuman warriors of Terra created by the God Emperor of Mankind through alchemical augmentation and gene sculpting. He then utilized this army to unite the homeworld of Humanity beneath the Emperor's rule during the Unification Wars of Terra in the late 29th and 30th millenniums.


They were the first gene enhanced warriors created by the Emperor, and served as the precursors to the Space Marines, though they were created from adult supporters of the Emperor rather than adolescents.


The first legions were ruled by particularly skilled and intelligent Thunder Warriors who called themselves Primarchs, though in truth only the name is similar to the Emperor's true children.


Made to be living weapons, the Thunder Warriors were physically stronger, more savage, more resilient, and more dangerous in combat than the Adeptus Astartes. However, they were not as long-lived and suffered dangerous mental instability as they aged due to their body rejecting the augmentations placed within them.


The official story is that the Thunder Warriors all died heroically in the final battle of the Unification Wars, and their sacrifice allowed the Emperor to forge the government that eventually became the Imperium of Man.


The truth, however, is far different. The Emperor knew that to become a unifying figure for all of Terra, He had to be seen as the sole victor of the Unification Wars. He could not afford any division before His Great Crusade to reconquer the interstellar dominions of Humanity, and Thunder Warrior war heroes could be potential rivals to His dominion. Additionally, the Thunder Warriors had been created purely for war, and were too volatile for peace-time.


It began slowly, with the Emperor refusing to replace fallen Thunder Warriors as the war dragged on. Then, the Adeptus Custodes, the true firstborn creations of the Emperor, were given the order to purge the Thunder Warriors after the war ended as they were the only beings that could do so. Then, after the last battle of the Unification Wars, the Emperor was proven correct. The Thunder Warriors attacked him first.


Some say the Thunder Warriors hated the Emperor, believing their shortened lifespans to be a burden he intentionally placed upon them. The truth is lost to time however. Several hundred Custodians led by Constantin Valdor, accompanied by several thousand prototype Astartes of the 1st Legion stood in the Emperor's defense, carrying out an absolute culling of the rebellious gene soldiers.


Even the Emperor was surprised at the sheer strength of His own creations. For each Thunder Warrior, ten Astartes fell in exchange. For each Thunder Warrior, between two and five Custodes died. Physically they were mightier than any of His creations at the time, but superior tactics prevailed, and the Thunder Warriors were exterminated. Or so it was thought.


Hundreds of Thunder Warriors survived the culling. Several dozen joined in an attempted coup at the Imperial Palace after the end of the Unification Wars. A group of them known as the Dait'tar were present during the Cerberus Insurrection of the Great Crusades period. Many who survived found themselves living anonymous lives in the depths of Terra, acting as underworld enforcers and thugs. Their honors and pasts were forgotten, forsaken for fleeting years of life. Fortunately for them, the Emperor's propaganda claiming the Thunder Warriors to be dead proved to be beneficial in keeping them alive.


Several Thunder Warriors survived to the time of the Horus Heresy in the 31st millennium, some were gladiators in the underworld depths, others crime bosses. One known as Endryd Haar even became a Space Marine, noted as being larger, faster, and stronger than his brothers; he served first as a World Eater, and later became a Black Shield.


A famed war hero known as Arik Taranis also survived, taking on the name of Babu Dhakal. Taranis learned some of the techniques used by the Emperor in the creation of the Thunder Warriors and sought to make a new army of them under his own command. Eventually another Thunder Warrior named Ghota encountered a group of Space Marines and slew one of their members, allowing Arik Taranis to get his hands on the gene seed of the Marine and utilize it to cure the genetic stability of himself and the other Thunder Warriors under his command.


If you choose to play this race and are not participating in a game set during the Unification Wars, your character has likely found some way to extend their lifespan and end most of their instability, though some still remains. To further balance this race, you can choose the "Degenerated Thunder Warrior" option, making you weaker, though more stable and more balanced for playing with other races.


Supersoldier Ability Score Improvement. As an ancient Thunder Warrior, you are far beyond superhuman. Your Strength and Constitution scores increase by 8, and their maximums increase to 28. Two ability scores of your choice increase by 1. Your Intelligence and Wisdom scores decrease by 2, as do their maximums

  • Choose two ability scores. Those ability scores increase by 1, and their maximums increase by 2.
  • Your Strength, Dexterity, and Constitution have a minimum score of 14

(Optional) Degenerated Ability Score Improvement. Your ancient strength has degenerated significantly, requiring immense training to get you back to shape. This trait replaces the other ability score improvement. Your Strength and Constitution scores increase by 2, and their maximums increase to 22. Two ability scores of your choice increase by 1. Your Intelligence and Wisdom scores decrease by 2, as do their maximums

  • Choose two ability scores. Those ability scores increase by 1, and their maximums increase by 1.
  • Your Strength and Constitution have a minimum score of 12
  • At level 5 your Strength and Constitution both increase by 2, and their maximums increase to 24. At level 10, your Strength and Constitution increase by 2 again, and their maximums increase to 26. Additionally, the two ability scores previously chosen by you increase by 1 and their maximums increase by 1 again. At 15th level your Strength and Constitution both increase by 2, and their maximums increase to 28.

Alignment. Thunder Warriors were notoriously unstable, even after the removal of the more dangerous forms of mental instability. You are likely chaotic. Your prioritization of your own survival implies a leaning towards neutrality or evil, though good Thunder Warriors did exist.

(Optional) Degenerated Thunder Warrior

Gamemasters, I heavily recommend that if you include a Thunder Warrior in a party you utilize the Degenerated Thunder Warrior, which while strong, has slowly grown weaker over time and has to level to regain their previous strength. This makes the race more balanced and easier to fit into a party. Using this ruleset, simply have the player include traits with the (Degenerated) tag near them, or the word Degenerated included.


If you are trying to make a Thunder Warrior accurate to the Unification Wars without any modifications, include the Degenerate traits, but not the Degenerated Ability Score Improvement. Also keep in mind that such a Thunder Warrior would likely not be alive by the current time period of 40k.


Age. Thunder Warriors lived longer than normal humans as shown by many of their number living up to the Horus Heresy. A standard Thunder Warrior could live hundreds of years if their genetic instability didn't kill them. You have likely removed the instability leading to death by aging, and you are likely immortal. However some instability remains,


Speed. Your base walking speed is 30ft


Size. Thunder Warriors are gigantic compared to Humans, standing taller than a Space Marine and even several inches taller than a Primaris Marine. You are likely between 9 and 10 feet tall. Your size is Large.

  • Large. As a large creature you gain the following effects. You take up a 10ft by 10ft square on the battlefield rather than 5x5. You gain 5ft reach. Your carrying capacity and how much you can push, lift, and pull is doubled.

Athletic. You gain proficiency in Athletics.


Armor Training. You gain proficiency with heavy armor.


Relentless. Whenever you take damage, you ignore 1 point of damage. If you are below half your hit points and take damage, you can use your reaction to reduce that damage by your proficiency bonus. You can use this reaction a number of times equal to your proficiency bonus.


Big Appetite. Your require twice as much food and water as a normal Human.


(Degenerated) Genetic Instability. Though you have escaped the clutches of age, your genetically engineered body still struggles to keep working. You have disadvantage on death saving throws.


(Degenerated) Mental Instability. Your mind, though more stable than before, is still incredibly unpredictable. If you ever drop to 0 hit points, survive, and do not rest afterwards, the next time you are at 1/4 hit points or lower and take damage, you must immediately use your reaction to make an attack at a random person within range of whatever weapon you are wielding, moving up to your movement speed if you need to do so. You do not move if this would provoke an opportunity attack.

Dreams of Unity

‘Is it dead?’ I asked, sunk to my knees and leaning heavily on the pommel of my sword.


The Custodian looked at me and I felt the weighing of judgement in his wary gaze. At length, he nodded.


‘In a manner of speaking, yes. You have my thanks…’


‘Heruk,’ I said, recognising the pause as an invitation, ‘Dahren Heruk.’


'Thunder Legion?' he said.


It was my turn to nod.


‘I thought your kind were all dead.’


‘We are. Near enough.’


‘Tagiomalchian. I am in your debt, Dahren Heruk. Terra is in your debt.’


‘Then I have one favour to ask of you,’ I said, raising my hand to stop Tagiomalchian from sheathing his sword.


He looked at me, that impassive mask as unreadable as a statue, but then I saw the slightest nod.


As the grip of mortality closed about me, I felt the dream. Smell and taste at first, but then I began to hear the cheers of victory as the Lightning Banner was lifted into the sky. I stood upon the slopes of Mount Ararat, Kabe and Gairok and Vezulah at my side.


‘Give me the honoured death,’ I said, and the cheers rose louder.


'Unity! Unity! Unity!'


I closed my eyes as tears of joy flowed down my face, and whispered.


‘For Unity…’


And heard the blade fall.

Astartes

The Bottom of the List

Now I know what you're thinking, "Hey, wait a minute, why are Space Marines at the bottom of the list?" Well, I'll tell you why. Space Marines, Adeptus Custodes, and other similar servants of the Imperium, while incredibly important to the storyline of Warhammer 40k, are essentially impossible to balance to work with most other races, they are functionally meant to be the most overpowered creatures possible and the only things capable of going toe to toe with them are either the most veteran of the other races, or creatures I would throw in a monster manual and not a player's handbook.


That being said, they still are included within this document, from the lowest neophyte Space Marine, to literal Primarchs. Why? Because they're awesome and I can easily see someone wanting to run a game with a party of Space Marines. Just a warning though, both for players and GMs; all these races should be heavily restricted. As with the other races, it seems unlikely any of them might work together, I didn't really need to include this warning with them - seeing as something like a Genestealer is not going to work with a Drukhari for example. However, if you choose to include Space Marines, Custodes, or any other types of servants of the Imperium, be very aware that they are going to outclass every player in their party at even low levels, even if you make sure they have only the bare minimum of what it takes to be a Space Marine. So, as the creator of this document, I heavily implore taking precautions with PCs of these races, and if you choose to do so, allow the players to all play Space Marines or similarly "overpowered" races.


That being said, I'm proud to present the Adeptus Astartes.


Adeptus Astartes

"They shall be my finest warriors, these men who give of themselves to me. Like clay I shall mould them and in the furnace of war I shall forge them. They shall be of iron will and steely sinew. In great armour I shall clad them and with the mightiest weapons shall they be armed. They will be untouched by plague or disease; no sickness shall blight them. They shall have such tactics, strategies and machines that no foe will best them in battle. They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines...and they shall know no fear."


- The Emperor of Mankind



The Space Marines, or Adeptus Astartes are some of the greatest of the Imperium's warriors. They have been enhanced to such a degree through genetic engineering that they are barely even human, instead becoming superhuman.


Space Marines are untouched by disease and can shrug off wounds that would kill lesser beings several times over. Clad in power armor and wielding the most potent weapons known to man, the Space Marines are terrifying foes and their devotion to the Imperium is unyielding. They are the God Emperor's Angels of Death and they know no fear.


Astartes are physically stronger, more resilient, and mentally beyond a normal human being. Many primitive worlds outright believe the Astartes to be demigods or angels.


This is a somewhat understandable reaction. Space Marines seem to show little compassion for standard humans, referring to them as "mortals" and seeing the very people they were created to protect as little more than obstacles to a more efficient end to the Imperium's enemies. Sometimes entire Chapters take this attitude, seeing humans as weak creatures given to fleeting temptations, such as greed, lust, and cowardice - emotions the Astartes rarely feel, if ever.


There are however some Astartes that remember the reason they were created by the Emperor, and avoid the hubris their brothers are so easily prone to, which has seduced many of their ranks to the powers of Chaos. They are the final guardians of Mankind, the last resort.


They were not intended to lead humanity, but to defend it, sometimes even from itself. At the heart of that mission lies the limitless compassion the Emperor extended to every man and woman in the galaxy when He willingly chose to condemn Himself to more than 10,000 years of imprisonment within a dying prison of flesh for their sake.

Creation of a Space Marine

Potential Space Marines are usually recruited from the worlds where a Chapter has established its fortress-monastery, although some Chapters are known to recruit from a multitude of different worlds in an area of space they protect or travel through frequently. Recruiting methods vary from Chapter to Chapter. Some select neophytes by finding the strongest of feral tribes roaming the surface of worlds, others might recruit from a world's specific noble class that grooms warriors from birth to become Astartes. Other's might simply observe potential warriors and kidnap them, turning them into Astartes whether they want it or not.


How the Space Marine was created does not truly matter in the end; once his body has been forged into such a weapon, he is forever disconnected from those he once saw as kin. Once a man becomes a Space Marine, he is no longer mortal, he is the genetic descendant of the Emperor himself.


There are approximately 1000 Space Marine Chapters in the Imperium of Man, though their recruitment methods vary, the method through which a Space Marine is created is typically similar. The process goes as follows.

Selection

Typically recruits are chosen from among the best warriors in humanity. This makes Death and Feral worlds prized recruitment grounds, as such primal conditions are ideal for the most hardened warriors. However, Hive Worlds also serve as an ideal recruitment location, as the higher the population a world has, the higher the chance to find an impressive individual. Whole gangs of hive criminals are sometimes hunted down and forced into recruitment, though most Chapters prefer volunteers. Recruits are required to be male as the genetic zygotes are specifically keyed to male hormones and genetic structure (Though it is debated whether female Space Marines are truly impossible). Ideally a recruit is young, between ages 10 to 20.


Before the process continues a recruit goes through psychological and physical screening, determining whether they are physically and mentally capable of becoming a Space Marine. After this point, they continue on to organ implantation, requiring a total of 19 to 23 new organs to be installed.

Phase 1 - Secondary Heart

Phases 1 to 3 can be performed at the same time and are ideally performed on a subject around the age of 10 to 14. Phase 1 begins with the implantation of a secondary heart, allowing the Space Marine to survive having his other heart destroyed, and granting greater resilience in low oxygen environments. This second heart is not only a backup, but grants greater blood flow to the entire body, causing a wide range of minor positive side effects.


Phase 2 - Ossmodula

A small, tube shaped organ known as the ossmodula is implanted next, secreting horemones that encourage the forming of bone growths that absorb ceramic-based chemicals that are gradually laced into a Space Marine's diet. This drastically changes how a Space Marines bones grow. Two years after this implant is first placed within a subject, the subject's bones will increase in size and strength, and the rib cage fuses to become a solid object made of several bulletproof interlocking plates.

Phase 3 - Biscopea

A small, circular organ is inserted into the chest cavity, which produces hormones that vastly increase muscle growth. It also serves to produce hormones for later implants. After Phase 3, the decision of whether the Space Marine will be a standard Space Marine or a Primaris Marine is decided, as a Primaris Marine has several different organs that are missing from a standard Astartes.

Phase 4 - Haemastamen

Phases 4 and 5 can be performed at the same time and are ideally performed on a subject between ages 12 and 15. The haemastamen is a tiny implant placed within the body's main circulatory system. It not only increases the haemoglobin content within the subjects blood, but makes it more efficient at carrying blood around the body, making the subject's blood bright red. It also serves to monitor and control the actions of the phase 2 and 3 implants.

Phase 5 - Larraman's Organ

A liver shaped organ roughly the size of a golf ball, this implant is placed within the chest cavity and connects to the circulatory system. It generates "Larraman cells" which are released into the bloodstream if the subject is wounded. They attach themselves to white blood cells in the Marine's blood and are carried to the site of the wound. Upon contact with the air, the Larraman cells form a nearly instant patch of scar tissue, sealing any wounds a Marine may suffer.

Phase 6 - Catalepsean Node

Ideally a subject is 14 to 17 years old for this phase. An implant placed in the back of the brain, this pea-sized organ influences the circadian rhythms of sleep and the body's response to sleep deprivation. If deprived of sleep, the node kicks in. The node allows a Marine to sleep and remain awake at the same time by switching off areas of his brain sequentially. This process cannot replace sleep entirely, but increases the Marine's survivability by increasing perception of the environment while resting. This means that the Space Marine needs no more than 4 hours of sleep a day, and can go upwards of 2 weeks without any sleep at all. Phase 6 is when hypnotherapy begins for the Marine.

Phase 7 - Preomnor

Unlike other phases, phases 7 to 9 are not only capable of being implanted at the same time, but are recommended to be done simultaneously. The preomnor is essentially a pre-stomach that neutralizes poison and otherwise indigestible foods. No actualy digestion takes place in the preomnor, as it instead acts as a decontamination chamber placed before the natural stomach, and can be isolated from the rest of the digestive tract in order to contain particularly troublesome intake.

Phase 8 - Omophagea

This implant allows a Space Marine to learn by eating. It is situated in the spinal cord, but it is actually part of the brain. Four nerve bundles are implanted connecting the spine to the stomach. The organ is able to "read" or absorb genetic material consumed by the Marine. The omophagea then transmits the gained information to the Marine as gained information in the form of memories and experiences. The presence of this organ has led to many rituals involving flesh-eating and blood-drinking, as well as giving the name to some Chapters such as the Blood Drinkers and Flesh Tearers. Some Chapters have mutations in their Omophagea, causing unnatural cravings for blood or flesh.

Phase 9 - Multi-lung

This additional lung activates when the Space Marine needs to breathe in low-oxygen or poisoned atmospheres, or even underwater. The natural lungs are closed off by newly implanted sphincter muscles and the multi-lung and implanted organs take over breathing operations. It has highly advanced toxin dispersal systems.

Phase 10 - Occulobe

This implant is placed at the base of the brain, and provides hormonal and genetic stimuli that enable a Marine's eyes to respond to optic-therapy. This in turn allows Apothecaries to make adjustments to the growth patterns and light receptors of the retinal cells. The end result of this is that a Space Marine has far superior vision to a normal human, and can see in low-light conditions.

Phase 11 - Lyman's Ear

Not only does this implant make a Space Marine immune to dizziness and motion sickness, it allows the Space Marine to consciously filter out and enhance specific sounds.

Phase 12 - Sus-an Membrane

Initially implanted above the brain, this membrane eventually merges with the recipient's entire brain. Ineffective without follow-up chemical therapy and training, with sufficient training a Space Marine can use this implant to enter a state of suspended animation, consciously or as an automatic reaction to extreme trauma, keeping the Marine alive for years, even if he has suffered otherwise mortal wounds. Only the appropriate chemical therapy or auto-suggestion can revive a Marine from this state. The longest recorded period spent in suspended animation was undertaken by Brother Silas Err of the Dark Angels, who was revived after 567 years

Phase 13 - Melanchromic Organ

This implant controls the amount of melanin in a Marine's skin. Exposure to high levels of sunlight results in the Space Marine's skin darkening to compensate, allowing higher resistance to radiation.

Phase 14 - Oolitic Kidney

Phases 14 and 15 are often introduced at the same time, preferably in a subject between ages 15 and 16. In conjunction with the second heart, this implant allows a Space Marine to filter his blood incredibly quickly, rendering him immune to most poisons. This, however, comes at a price, as emergency detoxification often renders the Marine unconscious while his blood is circulated at high speed.

Phase 15 - Neuroglottis

The neuroglottis enhances a Space Marine's sense of taste to such a degree that he can identify most common chemicals by taste alone. A Marine can even track a target by taste.

Phase 16 - Mucranoid

This implant allows a Space Marine to sweat a substance that coats his skin and offers resistance to extreme heat and cold, and even grants some protection against the vacuum of space. This can only be activated through outside treatment, typically performed when a Space Marine is expected to fight in a vacuum.

Phase 17 - Betcher's Gland

A Betcher's Gland consists of two identical glands, both implanted into either the lower lip, alongside the salivary glands, or into the hard palate. This gland works in a similar way to the poison glands of venomous reptiles by synthesizing and storing deadly poison which the Marine is immune to. This allows a Space Marine to spit a blinding contact poison, which is corrosive and can even burn away metals given sufficient time.

Phase 18 - Progenoids

There are two progenoid glands, one situated in the neck and one in the chest cavity. These glands are the future of a Chapter, as they are the only way a new gene seed can be produced. This is the implants only purpose. The glands absorb genetic material from the other implanted organs. When they have matured, each gland develops a single gene seed relating to each of the implants within a marine.


These take time, often 5 to 10 years, to produce. The gene seed can then be extraced and used to create more Space Marines. Thanks to the superior implantation process and genetic stability of Primaris Space Marines, the Imperium has been able to harvest gene-seed at a previously unseen rate.

Phase 19 - Black Carapace

The most visually distinct implant resembles a film of black plastic that is implanted directly beneath the skin of a Marine in sheets. It hardens on the outside and sends invasive neural bundles into the Marine's body. After the organ is matured it is then fitted with neural sensors and interface points cut into the carapace's surface. This allows a Space Marine to interface directly with his power armor. Without the black carapace many of the systems of the power armor simply would not function. This connection to the armor allows a ridiculous degree of mobility and dexterity, as the armor becomes a second skin.


While driving vehicles of the Chapter, a special spinal interface plugs into the power armor and the black carapace provides the Marine with an intuitive "feel" for the vehicle's systems and controls, literally making him part of his vehicle.

Phase 20 - Insanguination

Insanguination is a process unique to the Blood Angels Chapter, in which neophytes drink something derived from their Chapter's gene seed.

Chemical Treatment

Starting after the first implant, and continuing for the rest of the Space Marine's life, a Marine is subject to chemical treatment and examinations to ensure his organs function properly. Marine power armor contains monitoring equipment and drug dispensers to make this process less burdensome.

Hypnotherapy

As the super-enhanced body grows, the recipient must learn how to use his new abilities. 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 stimuli in order to awaken their minds to their unconscious metabolic processes.

Indoctrination

Just as their bodies receive 19-22 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. In addition, they are rigorously indoctrinated to hate Xenos.

Physical Training

Before the implants, and after becoming a Space Marine, the Marine continues to perform rigorous physical training to ensure they remain in peak physical condition. After a Space Marine reaches a point where these last four steps are all they must endure, it is debatable whether they are even Human anymore.


Supersoldier Ability Score Improvement. As a member of the Adeptus Astartes, you are utterly superhuman. Your Strength, Dexterity, and Constitution scores increase by 4, and their maximums increase to 24. Your Intelligence, Wisdom, and Charisma scores increase by 2, and their maximums increase to 22. You gain the following effects

  • Choose one ability score. That ability score increases by 4 and its maximum increases by 6.
  • Choose one ability score that you did not choose with the previous increase. That ability score increases by 2, and its maximum increases by 4
  • Your Strength, Dexterity, and Constitution have a minimum score of 14
  • Your Intelligence, Wisdom, and Charisma have a minimum score of 12

Alignment. Space Marines are indoctrinated to be loyal to the Imperium above all. Most Chapters also take great care to teach the true history of the Imperium to their members, making most Space Marines have a mindset closer to the original atheistic Imperial Truth rather than the Imperial Cult. You likely lean towards law, as well as neutrality or good. Chaos Marines are the exact opposite of this, wishing nothing more than the destruction of the Imperium.


Age. Space Marines are recruited between ages 10 and 20. After the implantation process, a Space Marine can live hundreds of years, if not forever if they are interred in a Dreadnought.


Speed. It is said that nothing so big should move as fast as a Space Marine. Your base walking speed is 40ft


Size. Space Marines tower over most Humans, standing in the 7-8ft range, with immense amounts of muscle and larger bones. Your size is Medium.


Large Frame. You count as one size larger while grappling. Your carrying capacity and how much you can push, lift, and pull is doubled. You ignore the effects of wielding Massive weapons, and wield them like normal weapons.


Astartes Resilience. You have resistance to poison damage and advantage on saving throws against disease and poison. You are immune to diseases that do not specify otherwise. In addition, you can choose to become immune to poison damage and the poisoned condition for one minute, immediately ending the poisoned effect. When you do this, you fall unconscious until the minute ends.


Athletic. You gain proficiency in Athletics.


Enhanced Senses. Your eyes are superior to those of a human. You gain proficiency in Perception. You have advantage on Perception checks based on sight, sound, smell, and taste, and on checks to identify chemical substances. You have darkvision up to 60ft.


Secondary Heart. You have advantage on death saving throws and require one additional failed death saving throw to die.


Hardy. Whenever you take damage, you ignore 1 point of damage. Your hit point maximum increases by 1, and increases by 1 each level.


Space Marine Training. You are proficient with all weapons with the Imperium and Astartes traits. You are proficient with vehicles with the Astartes trait.


Black Carapace. You are proficient with power armor. Power Armor has no Strength requirement for you, and cannot lower your movement speed. In addition, you gain access to additional functions while wearing power armor. You add your proficiency bonus and half of your Dexterity modifier to your AC while wearing power armor.


Sus-an Membrane. Instantly killing you requires twice as much damage as normal, however if you would take enough damage to die instantly, you are instead encased in your Sus-an Membrane. You are essentially unconscious while in this state, until something frees you (GM discretion)


Fast Metabolism. You require twice as much food to feel comfortable, but can survive on the equivalent food a normal Human eats nearly indefinitely. You survive twice as long without food and water. In addition, you only require four hours of sleep to complete a long rest, and can remain conscious while you do so. You can go up to 2 weeks without sleep.


Multi-lung. You can hold your breath 10 times longer than normal. You can breathe underwater, as well as in atmospheres with as little as 5% oxygen content. You are immune to inhaled gases unless specified otherwise.


Omophagea. You are able to absorb knowledge by consuming blood and flesh. The revealed information is decided by the GM.


Supersoldier. Your unarmed strikes deal 1d4 bludgeoning damage. In addition, you produce a blinding spittle able to temporarily deprive foes of their vision. As a bonus action, you spit your corrosive saliva at a creature within 15 feet. Make a ranged attack roll, if the attack hits, the target takes a number of d4s of acid damage equal to half your proficiency bonus. If the attack hits, the creature makes a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or is blinded until the end of your next turn.


Languages. You can speak, read, and write Gothic and two extra languages of your choice. Some Space Marine Chapters have their own languages, otherwise a Marine might learn tactically advantageous languages, if not just High Gothic and Binary.

Primaris Astartes

"They were forged for Mankind's darkest hour -- and that hour is upon us."


— Ultramarines Primarch Roboute Guilliman, Lord Commander of the Imperium


The Primaris Space Marines are a new breed of transhuman warriors developed across a period of ten thousand years by Archmagos Belisarius Cawl, a tech priest dominus of the Adeptus Mechanicus. The creation of the Primaris Marines was initiated on Mars on the order of Primarch Roboute Guilliman immediately after the Second Founding in the early 31st millennium.


Primaris Marines share the original genetic template of Space Marines, however they have several extreme differences. Primaris marines are bigger, more resilient, physically stronger and possess faster reaction times compared to their Astartes counterparts who are now often referred to as the "Firstborn." They have grown as large as the Thunder Warriors that the Emperor once used to unify Holy Terra.


Primaris Astartes are implanted with 22 rather than 19 organs, and their gene seed is more resistent to mutation than that of their predecessors. It was only thanks to a sample of the genetic material of the Primarchs themselves that the Primaris were even able to created.


After the fall of Cadia and the opening of the Great Rift, the Primaris Marines were deployed across the galaxy as reinforcements for existing Chapters of the Astartes.


The greatest technological leap however, has been the capability to implant Primaris organs in pre-existing Firstborn Space Marines. This has in essence allowed the Imperium to begin upgrading their greatest asset.

Phase 3 A - Sinew Coils

Newly recruited Primaris Marines are implanted with their special implants between Phase 3 and Phase 4. The first implant, otherwise known as Steel Within, is the only cybernetic implant out of all 22 Astartes implants. The Space Marines tendons and ligaments are reinforced with durametallic coil cables that contract with incredible force, increasing the subject's strength far beyond that of a regular Space Marine and giving them another layer of interior defense.

Phase 3 B - Magnificat

Known as the Amplifier, this small thumbnail sized lobe is insterted into the core of the brain. The implant secretes hormones that increase the body's growth capabilities while also intensifying the ossmodula and biscopea. In truth, this gland was designed following the blueprints for the Immortis Gland, better known as the God Maker, a gland created by the God Emperor to design the Primarchs. The right half of the gland was able to be created, but the information on the design of the left half has been mysteriously lost.

Phase 3 C - Belisarian Furnace

Known as the Revitalizer, the Belisarian Furnace is a dormant organ connected to both of an Astartes' hearts. In times of extreme physical stress or trauma, it expels self-manufactured chemicals similar to combat stims that aid in regeneration. After activation, the organ falls dormant once more, requiring time to rest and recuperate before it can activate once more.


Supersoldier Ability Score Improvement. As a member of the Primaris Marines, you are beyond superhuman. Your Strength, Dexterity, and Constitution scores increase by 6, and their maximums increase to 25. Your Intelligence, Wisdom, and Charisma scores increase by 2, and their maximums increase to 22. You gain the following effects

  • Choose one ability score. That ability score increases by 6 and its maximum increases by 8.
  • Choose one ability score that you did not choose with the previous increase. That ability score increases by 4, and its maximum increases by 6
  • Your Strength, Dexterity, and Constitution have a minimum score of 16
  • Your Intelligence, Wisdom, and Charisma have a minimum score of 12

Alignment. Space Marines are indoctrinated to be loyal to the Imperium above all. However, many Space Marines have fallen to Chaos. As a new creation of the Imperium, most if not all Primaris Marines remain entirely loyal. You are likely lawful, and lean towards good or neutrality.


Age. Space Marines are recruited between ages 10 and 20. After the implantation process, a Space Marine can live hundreds of years, if not forever if they are interred in a Dreadnought. It's entirely possible Primaris Marines might live longer than Space Marines.


Speed. Your base walking speed is 40ft


Size. Primaris Marines are absolutely massive compared to Humans, and even bigger than other Space Marines, standing in the 8-10ft range. Your size is Large.

  • Large. As a large creature you gain the following effects. You take up a 10ft by 10ft square on the battlefield rather than 5x5. You gain 5ft reach. Your carrying capacity and how much you can push, lift, and pull is doubled.

Astartes Upgrade. You begin with all racial traits that an Adeptus Astartes begins with, except for ones that share a name with Primaris traits.


Hardy. You are even harder to kill than a standard Space Marine. Whenever you take damage, you ignore 2 points of damage. Your hit point maximum increases by 2, and increases by 2 each level.

Steel Within. You have cybernetic implants that allow you to go beyond a normal Space Marine's capabilities. You gain the Sinew Coils augmentation, noted in the Augmentations chapter. You cannot replace this Augmentation without invasive surgery, and likely are not allowed to do so in a typical Imperium setting.


Belisarian Furnace. Immediately upon dropping to 0 hit points, you instead drop to 1 hit point. You gain temporary hit points equal to a roll of one of your hit dice plus your Constitution modifier. For 1 minute, you gain a +1 bonus to attack rolls, ability checks, and saving throws. You regain the ability to do this after a long rest.

Grey Knights

"We are the warriors of the Grey Knights, armoured in faith, shielded by devotion and armed with purity of purpose. But greater even than these, we carry the light of the divine Emperor of Mankind into the dark places to purge the Daemonic wherever it may be found."


—Brother-Captain Arvann Stern


The Grey Knights are a secret and mysterious Chapter of Space Marines specifically tasked with combating the Daemonic entities of the Warp and the forces of Chaos. They were created by the Emperor with the aid of Malcador the Sigilite during the Horus Heresy to serve as Humanity's greatest weapon against Chaos. They have the honor of being implanted with a gene seed created by the Emperor himself.


The Grey Knights act as the "Chamber Militant" of the Ordo Malleus, the Daemonhunters who form the oldest branch of the Inquisition. The Grey Knights' fortress-monastery is based on Titan, the largest of the moons of the gas giant Saturn.


The existence of this Chapter is virtually unknown outside of the Inquisition and the highest ranks of the Imperial military. This secret is well-guarded, and enforced by mind wipes or even assassination of Imperial witnesses if necessary.


Unlike other Astartes, all Grey Knights are potent psykers. Despite this fact, over the course of their 10,000 years of existence, not one Grey Knight has fallen to Chaos. Additionally, the Grey Knights do not follow the Codex Astartes like the other Space Marines, instead keeping a much older and more traditional organization from the days when the God Emperor still walked among his subjects.


As such, the authority of the Brother-Captain in charge of each Grey Knight brotherhood is obeyed immediately and without question.


Birth of a Daemon Hunter

Due to the role of the Grey Knights, their recruits are put through even more harrowing trials than other Space Marines. The recruits of Grey Knights are taken directly from the Black Ships that gather recruits from Holy Terra. From there, they are brought to the Chamber of Trials on Titan.


All potential recruits must show immense psychic potential, as all members of the Grey Knights are psykers. The neophytes undergo intense bio-engineering and psychological conditioning before facing the 666 Rituals of Detestation to prove their capability to withstand horrors that would break the minds of other Space Marines. If they survive, their memories and personalities are then completely erased. It's said only one in a hundred thousand recruits survives.


After this point the neophyte then undergoes the same modifications any other of the Adeptus Astartes would. After the final implant, silver purity wards are placed beneath the Grey Knight's skin to cover his entire body. The Knight then discards their birth name and takes a new one to signify their rebirth into the order. Furthermore, this name is chosen from a book of magical lore, the Grey Knight picking a name that is the opposite of a particular Daemon, making even the Grey Knight's name a weapon.


Supersoldier Ability Score Improvement. As a member of the Grey Knights you are as strong physically as a Space Marine, however your mind is far more powerful. Your Strength, Dexterity, and Constitution scores increase by 4, and their maximums increase to 24. Your Intelligence, Wisdom, and Charisma scores increase by 4, and their maximums increase to 24. You gain the following effects

  • Choose one ability score. That ability score increases by 4 and its maximum increases by 6.
  • Choose one ability score that you did not choose with the previous increase. That ability score increases by 2, and its maximum increases by 4
  • Your Strength, Dexterity, and Constitution have a minimum score of 14
  • Your Intelligence, Wisdom, and Charisma have a minimum score of 16

Alignment. Unlike other Space Marine Chapters, the Grey Knights still follow the strict legion system the Emperor implemented before the Horus Heresy. Despite how long the Grey Knights have been around, none have fallen to Chaos, possession, or corruption. You are likely lawful neutral or lawful good.


Age. Grey Knights live roughly the same length as other Space Marines.


Speed. Your base walking speed is 40ft


Size. Grey Knights are larger than most Humans, standing in the 7-8ft range, and are often several inches taller than other Space Marines. Your size is Medium.


Astartes Upgrade. You begin with all racial traits that an Adeptus Astartes begins with, except for ones that share a name with Grey Knight traits.


Grey Knight Training. You gain proficiency with weapons and armor with the Grey Knight trait.


Warp-Touched. All Grey Knights are psykers in some way or another. You gain two Warp Points to spend on Metamagic(These points can be added to any Warp Points you have from another source.) You regain all spent Warp Points when you finish a long rest. However, if you ever use enough Warp Points to be left with only your natural Warp Points, any time you utilize these last two points you must make a Peril Check, detailed in the Perils of the Warp section of the Psyker powers. However, you may choose to fail this check, and in doing so, willingly give yourself to Chaos. Doing so will allow you to choose any Peril of the Warp outcome you want, at the cost of your character being consumed by a Chaos God.


Iron Mind. You gain advantage on Intelligence, Wisdom, and Charisma saving throws against spells.


Incorruptible. You are incredibly hard to corrupt and have immense psychic strength. You reduce any Corruption points you gain by your dominant psyker ability score whenever you suffer from Corruption effects. In addition, whenever you succumb to Perils of the Warp, you roll twice. You then pick between the two options.


Languages. You can speak, read, and write Dark Tongue. You learned this language to better combat Daemons and Chaos.

Adeptus Custodes

"These men are my bodyguards, their lives forfeit to the guarantee of my physical safety. Of their loyalty to me there shall be no question nor doubt. I, and I alone, shall have the authority to stand in judgement over them. No other commander shall they have in battle nor in service. None shall bar them from me and none shall hamper or stall their mission. So it is decreed!"


—Ancient declaration made by the Emperor of Mankind during the Age of Strife


The Adeptus Custodes, known as the Legio Custodes during the Great Crusade and Horus Heresy, or otherwise known as the Ten Thousand, are the military force responsible for protecting the Imperial Palace and the physical body of the God Emperor of Mankind.


They serve as His most important emissaries, His companions, and keepers of His many secrets. The Custodes are an elite group of genetically engineered male and female warriors who have strength even beyond that of the Astartes. They are to the Emperor what a Space Marine is to a Primarch, and it is rumoured each of them was hand crafted by the Emperor Himself. The Custodes are widely regarded as the deadliest warriors in the galaxy, Human or otherwise.


Where Space Marines are mass-produced warriors of Humanity, the Custodes are individual warriors, each a bastion of skill and a sentinel of unmatched capability and singular purpose. These warriors have stood by the Emperor of Mankind since before the time of the Unification Wars. For 10,000 Terran years, the Custodes have stood watch over their lord and master.


During the Great Crusade these warriors followed the Emperor wherever He went. After His incarceration in the Golden Throne, the Custodes have taken a far more limited role in the affairs of the Imperium. They almost never leave Terra and are very rarely seen outside the Imperial Palace.


However a group known as the Aquilan Shield are assigned to seemingly random individuals at the behest of the doomscryers of the Imperial Palace. These warriors are assigned to otherwise unremarkable individuals, as these individuals are expected to perform great deeds for the Imperium.


With the birth of the Great Rift in the Era Indomitus, and the resurrection of Primarch Roboute Guilliman as the lord commander of the Imperium and Imperial Regent, the Adeptus Custodes have been forced into a more active role in galactic affairs. A force of Custodes has followed Guilliman's Indomitus Crusade out into the galaxy, acting as emissaries bringing the Primaris creation technology to existing Space Marine Chapters.


This was done to reassure the existing Chapters that the gift of the Primaris Space Marines was ordained by the will of the Emperor. However, it is also because in this new era the Custodes have come to a hard realization: sometimes the best defense is a strong offense.

Creation of a Demigod

The "gene seed" of an Adeptus Custodes is a source of great speculation. If indeed there is something similar enough to a Space Marine gene seed, it is so deeply buried by the Imperium that none could replicate it without making it their life's mission. Recent sources confirm that Custodes are created from the flesh and blood of the Emperor Himself. The genetic enhancement of the Custodes predates the process created for Space Marines. Each Custodes is a work of art, and the product of genetic lore collected over many lifetimes.

Unlike Astartes whose implantation process begins in adolescence, the creation of a Custodes begins in the subject's late infancy. Originally, the Emperor oversaw the creation of each individual Custodes. However, now the most skilled bio-alchemists and chirurgeons of Terra are entrusted with the creation of new Custodes, allowing them to be made even if the Emperor dies.


The method of the creation is unclear, however it is well known they don't simply receive implants like Space Marines. Rather, bio-alchemy is used to trigger the subject's transformation, an effect that takes root in their cells and very soul.


The first Custodes recruits were drawn from the children of Terran nobility, and this remains true in the modern day. Eventually the new recruits are brought to the Avenue of Sacrifice outside of the Imperial Palace, where they undergo grueling training and genetic enhancements. The survivors become new Adeptus Custodes, and they are death incarnate to those who defy the Emperor's will.


The cellular alchemy that creates these warriors leaves them forever touched by the Emperor's divinity. Beyond their martial might, this energy manifests itself as an almost supernatural warding, as though the Custodians were protected by the hand of the Emperor. Bullets and bolts are turned aside at the last moment, blades fail to strike true, and even the psychic powers of a foe can inexplicably flicker away to nothing in the face of the Ten Thousand. Some Custodians find that the holy light of the Emperor glows around them as a luminous halo, blinding enemies in their glory and forcing them to recoil in pain and terror.


Unlike other gene warriors of the Imperium, not all Custodes are men, with roughly half of their number being women. Custodians do not age biologically, and a veteran officer might be over a thousand years old. Some Custodes are even older than the Imperium itself. As with all their kind, warriors who believe they are unfit for duty bequeath their armor to the colossal Hall of Names and go abroad into the galaxy to live in peace.


In battle the Custodes are a force to be reckoned with. They possess the mightiest weapons in the Imperium and the greatest armor ever forged. Their vehicles are built of materials like no other and possess the mightiest machine spirits known to man. Unlike other Imperial forces they have no battle cry. They enter battle silently, with grim determination to defeat their foes.

Aquilan Duty

A feeble old woman trembled slightly as she stood in the dingy depths of the Imperial underworld, speaking to the manager in charge of the Ration Distribution Office.


"I - I don't understand. I have my ration card right here, I come here every week."


The manager scoffed and looked upon the old woman with disdain.


"Look, lady. New rule. No addendum papers? No ration stipend. Now beat it! Don't make me call the Arbites."


Suddenly a golden fist crushed the glass between the manager and the old woman. An immense gold-clad giant with a purple cloak lifting the manager by his scruff as easily as one might lift a misbehaving cat. The demigod's voice rang out, shaking the manager's very soul.


"Mrs Biggens WILL be receiving her weekly ration stipend."


The manager gulped and slid over triple the standard rations to the old woman, who struggled to move them into her cart. The giant dropped the man and helped the old woman pack up her rations.


The manager stared, hyperventilating as he watched the two figures walk down the street. The woman looked absolutely miniscule next to the Emperor's servant, who gently held her hand to help her walk.


"Thank you dear." she said to the golden giant. It was only then that the manager realized the old woman and the demigod were wearing matching knit purple scarves.

A Custodes Oath

"In our veins flows the blood of the Emperor Himself. We are His will made manifest, His wrath unleashed upon the unworthy.

Our armor is forged in the crucible of Terra, our resolve unyielding as the Golden Throne. We stand eternal, unmoved by time or tide.

We are the unbreakable shield, the sword that never falters. In the Emperor's name, we shall defend His realm until the stars burn cold.

To gaze upon the Custodes is to witness the Emperor's perfection. To stand against us is to embrace oblivion.

We do not fight for glory, nor for honor. We fight because we are the Emperor's last line, the unassailable wall between humanity and annihilation."

Surrounded

"We have you s-surrounded!" the Chaos cultist stuttered, two hundred of his fellow cultists surrounding the golden... thing.


It didn't move, it didn't speak. It just... stared. How one figure could feel so oppressive, so judgemental - he didn't understand. Nor would he ever get to.


A minute later there were 201 dead men.

Custodes Ability Score Improvement. As a member of the Adeptus Custodes you are essentially a demigod. Your Strength, Dexterity, and Constitution scores increase by 8, and their maximums increase to 26. Your Intelligence, Wisdom, and Charisma scores increase by 2, and their maximums increase to 24. You gain the following effects

  • Choose one ability score. That ability score increases by 8 and its maximum increases by 10.
  • Choose one ability score that you did not choose with the previous increase. That ability score increases by 6, and its maximum increases by 8
  • Your Strength, Dexterity, and Constitution have a minimum score of 20
  • Your Intelligence, Wisdom, and Charisma have a minimum score of 18

Alignment. Custodes are the ultimate pinnacle of the Emperor's will, and so far have been entirely incorruptible. You are lawful good.


Age. An Adeptus Custodes is beyond the mortal idea of aging. You are immortal and cannot be magically aged.


Speed. Space Marines are incredibly fast, Custodes are faster. Your base walking speed is 50ft


Size. Adeptus Custodes appear to most Humans as giant golden demigods standing in the 10ft range. Your size is Large.

  • Large. As a large creature you gain the following effects. You take up a 10ft by 10ft square on the battlefield rather than 5x5. You gain 5ft reach. Your carrying capacity and how much you can push, lift, and pull is doubled.

Large Frame. You count as one size larger while grappling. Your carrying capacity and how much you can push, lift, and pull is doubled. You ignore the effects of wielding Massive weapons, and wield them like normal weapons.


Emperor's Chosen. You are protected by the Emperor Himself. You gain Invulnerability Save 5, meaning when you take any form of damage you roll 1d6. On a 5 or 6, the damage is negated unless it is True damage or a critical hit, in which case it is halved.


Custodes Resilience. You have resistance to poison damage and advantage on saving throws against disease and poison. You are immune to diseases that do not specify otherwise.


Athletic. You gain proficiency in Athletics.


Enhanced Senses. Your eyes are superior to those of a human. You gain proficiency in Perception. You have advantage on Perception checks based on sight, sound, smell, and taste, and on checks to identify chemical substances. You have darkvision up to 60ft.


Beyond Death. You have advantage on death saving throws and require two additional failed death saving throws to die.


Divine. Whenever you take damage, you ignore 4 points of damage. Your hit point maximum increases by 4, and increases by 4 each level.


Custodes Training. You are proficient with all weapons with the Imperium, Astartes and Custodes traits. You are proficient with vehicles with the Astartes and Custodes traits.


Unnatural Reflexes. You can take the Dodge action as a bonus action or reaction.


Godly Resolve. Instantly killing you requires triple as much damage as normal.


Divine Metabolism. You only need to eat once every 100 years. You don't require water, and you don't require sleep. When you take a long rest you can choose to sleep or remain conscious.


Beyond Breath. You can hold your breath 100 times longer than normal. You can breathe underwater, as well as in atmospheres with as little as 1% oxygen content. You are immune to inhaled gases unless specified otherwise.


Anti-Psyker. You crit on a roll of 18, 19, or 20 on attack rolls against psykers. In addition, anytime you deal damage to a creature with the Warp-Touched trait, you deal radiant damage equal to a roll of the weapon's damage.


Demigod. Your unarmed strikes deal 1d8 bludgeoning damage. In addition, merely fighting you can cause an enemy to become blind with fear. When a creature becomes hostile to you, it makes a Wisdom saving throw with a DC equal to your maximum Charisma score. If it fails, the creature is frightened of you for 1 minute.


Languages. You can speak, read, and write Gothic, High Gothic and four extra languages of your choice.

Primarch


Classes

Agent
Level Proficiency Bonus Features Sneak Attack Agent Exploits
1st +2 Expertise, Sneak Attack 1d6
2nd +2 Cunning Action, Agent Exploits 1d6 2
3rd +2 Agent School, Quick and Quiet 2d6 2
4th +2 Ability Score Improvement 2d6 2
5th +3 Uncanny Dodge 3d6 2
6th +3 Expertise 3d6 2
7th +3 Evasion 4d6 3
8th +3 Ability Score Improvement 4d6 3
9th +4 School Feature 5d6 3
10th +4 Ability Score Improvement 5d6 3
11th +4 Reliable Talent 6d6 3
12th +4 Ability Score Improvement 6d6 3
13th +5 School Feature 7d6 4
14th +5 Blindsense 7d6 4
15th +5 Slippery Mind 8d6 4
16th +5 Ability Score Improvement 8d6 4
17th +6 School Feature 9d6 5
18th +6 Elusive 9d6 5
19th +6 Ability Score Improvement 10d6 5
20th +6 Stroke of Luck 10d6 5

A Callidus assassin nimbly avoids a sensor array and a hallway full of automatic turrets. Keeping her neural shredder aimed at the door, she uses her free hand to hack into the mainframe of the cultist base. Ten seconds later, a group of armed Chaos marines enter the room- but the assassin is gone. The only evidence they find that she was there is a single guard hung upside down and bled dry.


A rogue trader wins a hand of poker in a bar on a recently T'au conquered human world. Two T'au guards enter the room and lock eyes with him. He smiles, before kicking the table over and eliminating one of the guards with his plasma pistol, tossing a toxic gas grenade to ward off any guards that might enter as reinforcements before diving through the window.


A gorgeous Drukhari woman dances for a corrupt, heretical Imperial noble. She leans towards him, only to suddenly slam a dagger through the base of his skull with a sickening thud. He dies so quickly he doesn't even know who killed him.


Agents, whether working for the Imperium, another faction, or freelancing, are those who focus on using subterfuge and deception to give themselves an advantage. They come from all races and all societal origins, from the lowliest criminals, to those born and raised to be agents, to the very nobility of the galaxy.

Class Features

Hit Points

Hit Dice: 1d8 per Agent level


Hit Points at 1st Level: 8 + your Constitution modifier


Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Agent level after 1st.

Proficiencies

Armor: Light Armor


Weapons:


Tools: One tool of your choice


Saving Throws: Dexterity, Intelligence


Skills. Choose any four

Equipment

You start with the following equipment, in addition to the equipment granted to you by your background.

  • (a)
  • (a)
  • (a)
  • A tool with which you are proficient
  • A synskin combat suit

Expertise

Choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.


At 6th level, you can choose two more of your proficiencies (in skills or tools) to gain this benefit.

Sneak Attack

You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with a weapon attack if you have advantage on the attack roll. This damage is the same as the weapon’s damage, and the attack must use a finesse or a ranged weapon.


You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.


The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the agent table.

Cunning Action

At 2nd level, your quick thinking and agility allow you to move and act quickly. You can take the Dash, Disengage, or Hide actions as a bonus action.

Agent Exploits

At 2nd level, you’ve adopted two exploits, as detailed at the end of the class description. You adopt an additional exploit at 7th, 13th, and 17th level.

Quick and Quiet

At 3rd level, you move fast; faster than most normal combatants. When you roll for initiative, you can move up to your speed. This movement happens before the initiative order is determined.


Once you’ve used this feature, you can’t use it again until you finish a long rest.

Agent Schools

Agents are divided by Schools, describing either formal or informal education that has granted them a unique skillset and abilities. At 3rd level, you choose a School, which is detailed at the end of the class description. Your choice grants you features at 3rd level, and then again at 9th, 13th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Uncanny Dodge

At 5th level, when an attacker that you can see deals damage to you with an attack, you can use your reaction to halve the attack’s damage against you.

Evasion

At 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

Reliable Talent

At 11th level, you have refined your chosen skills until they approach perfection. Ability checks you make that let you add your proficiency bonus gain a minimum roll threshold

Blindsense

At 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind

At 15th level, you have acquired greater mental strength. You gain proficiency on Wisdom saving throws.

Elusive

At 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. Your Dexterity and Intelligence scores increase by 2. Your maximum for those scores increases by 2. Additionally, if your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

Avarice School

While many Agents are employed by the Imperium and other factions, many others serve pirates, criminals, and other similar groups. The Imperium, and other factions, sometimes employ such Agents to procure valuable artifacts and weapons. Other times, such scoundrels find themselves slipping through the tightest security, robbing their enemies blind for profit, or for sport.

Fast and Agile

At 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your demolitions kit or security kit to disarm a trap or open a lock, or take the Use an Object action.


Additionally, climbing no longer costs you extra movement, and you gain the ability to move in flying leaps with incredible speed, precision, and power. When you move, instead of using your walking speed, you may take two short movements by flying. Each movement is at half your speed, and you must end each one on a solid object, a surface, or on the ground. If you do not, you fall and your movement ends. If you Dash, your bonus movement is applied to your normal speed, not this movement.

Deft Hands

At 3rd level, you learn a number of techniques to distract and confuse your opponents. When you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to perform a deft hand maneuver.


Some of your deft hand maneuvers require your target to make a saving throw to resist the deft hand maneuver’s effects. The saving throw DC is as follows:


Deft Hands save DC = 8 + your proficiency bonus + your Dexterity modifier

Hinder

You attempt to distract your target in order to hinder their movement. The target must make a Constitution saving throw. On a failed save, it gains 1 slowed level until the end of its next turn and it makes the first Dexterity saving throw before the end of its next turn with disadvantage.

Pilfer

You attempt to pick your target’s pockets. The target must make a Wisdom saving throw. On a failed save, you have advantage on the first Dexterity (Sleight of Hand) check you make against the target before the end of your next turn.

Tumble

You attempt to nimbly roll away. You immediately move 10 feet in a direction of your choice, and the target must make a Dexterity saving throw. On a failed save, this movement does not provoke opportunity attacks from the creature.

Supreme Sneak

At 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Additionally, as long as you aren’t incapacitated, you no longer take damage from falling less than 100 feet, and have resistance to falling damage.

Aerial Agility

At 13th level, your agility in the air grants you the following benefits:

  • When you move, you can instead take 3 short movements by flying.
  • Whenever you end your flying movement and you are within 5 feet of a climbable surface, you can grab onto that surface as though you were climbing upon it.

Thief's Reflexes

At 17th level, you can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.


Additionally, you learn to utilize the momentum of your fall to make deadly vertical strikes. Whenever you fall at least 50 feet and land within 5 feet of an enemy creature you can use your reaction to make one weapon attack against that creature. If the attack is a Sneak Attack, you can deal three additional weapon dice worth of damage and the creature must succeed on a Dexterity saving throw against your Deft Hands save DC or be knocked prone.

Gambler School

Flesh-Arts School

The Flesh-Arts are methods of training unique to Callidus assassins, though similar methods might exist outside of the Imperium. To a trainee of the Flesh-Arts School, faces, bodies, even organs are all tools to be shaped and remade when necessary.


Most Callidus assassins do not lean so heavily into their shapeshifting abilities, instead utilizing polymorphine and similar drugs to get close to a target before dispatching them, usually utilizing Lethality School methods. However, some few exceptions learn to alter and even replicate polymorphine, allowing for stronger doses that transform the body faster, at the cost of lasting for shorter periods of time.

Ways of Alchemy

You gain proficiency with alchemist's supplies

Faceless

Beginning at 3rd level, you gain the ability to change your face, mannerisms, voice, and even personality to better match targets. Your selective memory allows you to mark any humanoid creature that is not Huge or larger. After studying the creature for at least an hour, you gain the following benefits.

  • The creature becomes an identity and you can utilize the polymorphine ability to transform into the creature. You can have a number of identities equal to your level plus your Charisma modifier. You can selectively forget identities to gain new ones. Your own identity is also a part of this list.
  • You can have a number of solid identities equal to your proficiency bonus. These count as normal identities as well, and your own personal identity counts as a solid identity. You must actively study and transform into a creature over the course of a week to gain a solid identity from it. You can choose to forget a solid identity over the course of a week.
  • You gain one personality trait, ideal, bond, and flaw from the creature while you are transformed as it - unless the trait in question would be hidden. If the creature is a solid identity, you gain all its personality traits and can guess its motives, as well as accurately pass as the creature.
  • You can speak the creature's language, but only in rough, basic sentences. If the creature is a solid identity you instead learn the creature's language fully. If you forget the solid identity, you forget its associated languages.

Polymorphine

Lethality School

The most commonly employed Agents of the galaxy are assassins, hit-men, and other Agents devoted purely to the art of killing. Many members of the Officio Assassinorum, such as Callidus and Calixis assassins, might fit into this category.

Coup de Grace

At 3rd level, if a creature is incapacitated and making death saving throws, and you are within 5ft of it, you can instantly kill it (no action required).

Assassinate

At 3rd level, when you hit a creature that you are hidden from with a weapon attack, you can choose to turn that hit into a critical hit. If the attack reduces the creature to 0 hit points, it does not automatically reveal your presence to any remaining creatures. Make a Dexterity (Stealth) check contested by the creatures’ Wisdom (Perception) check. On a success, you remain hidden. If you would already be able to make a Dexterity (Stealth) check to remain hidden as part of the attack, you instead gain advantage on the check.


You can use this feature once. You gain an additional use at 9th and 17th level. You regain all expended uses when you finish a long rest.

Living Weapon

At 3rd level, you learn how to read your foes and strikes their weak points. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a lethal strike.


Some of your lethal strikes require your target to make a saving throw to resist the lethal strike’s effects. The saving throw DC is calculated as follows:


Lethal Strike save DC = 8 + your proficiency bonus + your Dexterity modifier

Piercing Strike

You attempt to stagger the target. The target must make a Wisdom saving throw. On a failed save, the next time you would make an attack roll against the target before the end of your next turn, you can instead force the target to make a Constitution saving throw. On a failed save, the creature takes normal weapon damage, is subjected to any additional effects that would occur on a hit, and you can apply your Sneak Attack damage to the roll.

Priming Attack

You attempt to prime the target. The target must make a Dexterity, Constitution, or Wisdom saving throw (your choice). On a failed save, the next time you deal Sneak Attack damage against the target before the end of your next turn, you roll four additional Sneak Attack dice.

Target Assessment

You attempt to infer crucial details about your foe. The creature must make a Charisma saving throw. On a failed save, the GM tells you two of the following characteristics of your choice:

  • Highest ability score
  • Lowest ability score
  • Strongest saving throw
  • Weakest saving throw

Infiltrator

At 9th level, you have become a master at avoiding detection.


When you or a creature within 5 feet of you fails a Dexterity (Stealth) check, you can use your reaction to allow that creature to reroll the check. It must use the new roll.

Ambusher

At 13th level, you excel at leading ambushes and acting first in a fight.


You have advantage on initiative checks. Additionally, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn. You excel at leading ambushes and acting first in a fight.


You have advantage on initiative checks. Additionally, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

Killing Blow

At 17th level, you’ve become a master of instant death. When you deal weapon damage to a creature that you are hidden from or that is surprised, you can force it to make a Constitution saving throw against your lethal strike save DC. On a failed save, double the damage of your attack against the creature, and you can’t use this feature again until you finish a long rest.


Your sneak attack damage becomes true damage.

Performance School

Pugilist School

Ruffian School

Sawbones School

Scrapper School

Shadow School

Sharpshooter School

Bulwark

An Ork lets out a triumphant roar as he throws the corpse of his latest challenger to the side, his feral tribe laughing maniacally as they watch another body drop into the pile. His armor is full of bullet wounds, yet his leathery skin seems untouched.


An Ogryn tanks a grenade blast like it wasn't even there, suddenly letting out an enraged bellow as he realizes his guardsmen comrades were killed by the explosion. His rippa gun seems steadied by his rage, striking enemy vitals with remarkable accuracy.


An Eldar gives in to his naturally strengthened emotions, a psychic aura of rage billowing around him as he spins across the battlefield with his ghostsword, becoming a whirlwind of death.


The Bulwark is an unmoving, unyielding wall of flesh that brings death to anyone that dares face them. They are fueled by unthinking and unrelenting rage. They shrug off wounds that would kill most, and leave a trail of gore and destruction wherever they go.


Power of Addiction

Power of Armor

Power of Beasts

Power of Bullets

Power of Champions

Power of Da Green

Power of Distance

Power of Faith

Power of Frenzy

Power of Industry

Power of Precision

Power of Raiding

Power of the Skull Throne

Crusader

An Eldari woman ducks and dodges the heavy blows of an Ork, those strikes that do meet their mark simply glancing off her glistening silvery armor. She finds an opening, and plants her ghostsword in the the Ork's throat.


A space marine of the Salamanders legion charges to the battered frontline of a demoralized Astra Militarum battalion. He calls out "For the Emperor!," lighting a fire of courage in the hearts of the soldiers and leading them in a charge, his flamer torching any heretics in his path, and his chainsword dispatching those spared of the flame.


"Blood for the blood god! Skulls for the skull throne!" a red and gold armored Chaos marine cackles madly, carving a bloody path through the battlefield with dual chainswords.


Crusaders are bulwarks of hope for their allies and terror for their enemies, exuding powerful auras that can turn the tides of battle. They focus heavily on dominating the battlefield with melee, and harassing enemies at mid-range with bolters and other ranged weapons. Some even come equipped with devastating psychic powers.


Aspect of Ascension

Aspect of Defiance

Aspect of Death

Aspect of Ghosts

Aspect of Hope

Aspect of Order

Aspect of Regret

Aspect of Transcendence

Aspect of Triumph

Aspect of War

Engineer
Level Proficiency Bonus Features Tech Powers Known Tech Points Max Power Level Mechanical Insight
1st +2 Techcasting, Theorem 6 2 1st
2nd +2 Mechanical Insight, Tool Expertise 7 4 1st d4
3rd +2 Enhance Item (+1) 9 6 2nd d4
4th +2 Ability Score Improvement 10 8 2nd d4
5th +3 12 10 3rd d6
6th +3 Theorem Feature 13 12 3rd d6
7th +3 15 14 4th d6
8th +3 Ability Score Improvement 16 16 4th d6
9th +4 18 18 5th d8
10th +4 Enhance Item (+2) 19 20 5th d8
11th +4 21 22 6th d8
12th +4 Ability Score Improvement 22 24 6th d8
13th +5 23 26 7th d10
14th +5 Theorem Feature 24 28 7th d10
15th +5 Enhance Item (+3) 25 30 8th d10
16th +5 Ability Score Improvement 26 32 8th d10
17th +6 27 34 9th d12
18th +6 Theorem Feature 28 36 9th d12
19th +6 Ability Score Improvement 29 38 9th d12
20th +6 Tech Mastery 30 40 9th d12

An Adeptus Mechanicus Tech-Priest chants over the battered engine of a Baneblade tank. Suddenly the engine roars to life despite seeming inoperable, even seeming faster and more powerful than normal.


A gretchin screams in panic as he runs away from a space marine charging after him. The marine sees the gretchin disappear into darkness, only to emerge seconds later piloting a Deff Dread, laughing as his big shootas pelt the marine with a seemingly endless barrage of gunfire.


A Chaos cultist scrambles through his collection of toxins and potions as he hears loyalist space marines battering down his door. He injects himself with an unholy serum- muscles suddenly bloating and enhancing in unnatural ways, allowing him to tear the space marines apart.


Engineers are simply a requirement in the modern day- machines need people to run them, and that has been the case since machines were first invented. Whether the mechanisms they repair and enhance are mechanical or biological, Engineers are experts in their field - and allow the war machines of this grim dark reality to keep running.


Class Features

As an Engineer, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Engineer level


Hit Points at 1st Level: 8 + your Constitution modifier


Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Engineer level after 1st.

Proficiencies

Armor: Light Armor


Weapons:


Tools: Tinker's implements, one of your choice


Saving Throws: Constitution, Intelligence


Skills. Choose three from Investigation, Lore, Medicine, Nature, Piloting, and Technology.

Equipment

You start with the following equipment, in addition to the equipment granted to you by your background.


Techcasting

During your training you have derived powers from schematics with the aid of your wristpad.

Tech Powers Known

You learn 6 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the engineer table. You may not learn a tech power of a level higher than your Max Power Level.


You can learn more Tech Powers by finding diagrams, schematics, scrolls, and so on. When you do so, you know how to cast it, but you can only prepare a number of Tech Powers per day equal to the amount in the Tech Powers Known section.

Tech Points

You have a number of tech points equal to your engineer level x 2, as shown in the Tech Points column of the engineer table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

Max Power Level

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the engineer table.

You may only cast tech powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.

Techcasting Ability

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

Tech attack modifier = your proficiency bonus + your Intelligence modifier

Techcasting Focus

You use a wristpad or the tools in which you are granted proficiency by this class as a tech focus for your tech powers.

Theorem

At first level, you choose a Theorem that puts you beyond the standard engineers of your world. Your choice grants you theorem techcasts at first level. It also grants you additional ways to use your Mechanical Insight

Mechanical Insight

At 2nd level, your mechanical aptitude lends you uncommon insight that you can use to bolster your allies. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60ft of you that can hear you. That creature gains one Mechanical Insight die, a d4. The die changes as you gain engineer levels as shown in the Mechanical Insight column of the engineer table.


Once within 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. Once the Mechanical Insight die is rolled, it is lost.


A creature can only have one Mechanical Insight die at a time.


You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you finish a short or long rest.


Mechanical Insight: I Can Fix It!

At 2nd level, you gain an alternative use for your Mechanical Insight. Instead of granting a die to a creature, you can expend one usage of your die and heal a construct for the amount rolled. Alternatively, you can choose to attempt to repair an item. If the item required a DC to fix, the DC is lowered by 5. If the item was damaged to such a degree that it would generally be unable to be fixed, it is of sufficiently ancient design, or the DC was higher than 20, the DC is instead 20.


The GM might rule that the item is simply unrecognizable or too alien to be fixed.

Tool Expertise

At 2nd level you gain expertise in any tool proficiencies you gain from this class.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


Instead, you can choose to increase one ability score by 1 and gain a feat.

Assume Direct Control

At 5th level, when you grant your Mechanical Insight to a creature, or heal a creature utilizing Mechanical Insight, a creature of your choice within 60ft gainst temporary hit points equal to your proficiency bonus.


Additionally, if you raise a construct creature from 0 hit points using this feature, you can choose to gain direct control of the creature. You and the creature roll contesting Technology checks. If the creature fails, you gain full control of its actions. The GM might rule that a specific creature, such as a Necron, might be too complicated to control for long, leading to a limited amount of control for a short time, such as a minute.


Alternatively, you might use a usage of your Mechanical Insight to do something similar to a construct creature that has not reached 0 hit points. You and the creature roll contested Technology checks. If the creature fails you can choose to gain full control of it, or instantly kill it.

  • Starting at 5th level, when an construct of CR 1/2 or lower fails its saving throw against your Assume Direct Control feature, you can choose to gain control of the creature or instantly destroy it.
  • Starting at 8th level, when an construct of CR 1 or lower fails its saving throw against your Assume Direct Control feature, you can choose to gain control of the creature or instantly destroy it.
  • Starting at 11th level, when an construct of CR 2 or lower fails its saving throw against your Assume Direct Control feature, you can choose to gain control of the creature or instantly destroy it.
  • Starting at 14th level, when an construct of CR 3 or lower fails its saving throw against your Assume Direct Control feature, you can choose to gain control of the creature or instantly destroy it.
  • Starting at 17th level, when an construct of CR 4 or lower fails its saving throw against your Assume Direct Control feature, you can choose to gain control of the creature or instantly destroy it.

Tech Mastery

At 20th level, your mastery of technology is unrivaled. Your Constitution and Intelligence scores increase by 2. Your maximum for those scores increases by 2.


Additionally, when you roll initiative and have no uses of Mechanical Insight left, you regain one use.


Battletech Theorem

Some engineers choose to focus on the skill of constructing and modifying weapons.

Bonus Proficiencies

You gain proficiency in gunsmith's tools, medium armor, martial Firearms, and martal melee weapons. Additionally, when you engage in crafting with gunsmith's tools, the speen at which you craft doubles.

Modified Weaponry

You learn to modify one unenhanced weapon with which you are proficient utilizing your gunsmith experience. Over the course of a long rest, you can modify the weapon. You must have the weapon and gunsmith’s implements in order to perform this modification.


Your modified weapon is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified weapon has 2 modification slots. You gain one more modification slot at 3rd and 4th level. You gain an additional one at 5th, 8th, 10th, 12th, and 17th level. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can install, replace, or remove a number of modifications up to your Intelligence modifier (minimum of one).


Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.


At 9th level, you can maintain two modified weapons. Each modified weapon has modification slots.

Near Miss

At 2nd level, when you make an attack roll with your modified weapon and miss, you can expend one use of your Mechanical Insight to attempt to turn that miss into a hit. Roll the die and add it to the attack roll.

Gunsmith's Strike

At 6th level, once per round, when you deal damage to a creature with your modified weapon, you can increase the damage by 1d6. The damage is of the same type as the weapon’s damage.

The damage increases to 2d6 at 11th level and 3d6 at 17th level.

Targeting Matrix

At 14th level, when you cast a tech power that allows you to force creatures in an area to make a saving throw, you can instead make an attack roll with your modified weapon against a single target that would be in the range of the power. On a hit, the target suffers the effects as though they failed their saving throw. If the power would affect more than one creature, it instead affects only one. A critical hit rolls max damage.


You can use this feature five times. You gain an additional use at 17th level. You regain any expended uses when you finish a long rest.

Gunsmith's Salvo

At 18th level, when you use your Targeting Matrix feature, and the tech power would affect more than one creature, you can instead attack each affected creature that would be in the range of the power. Make a separate attack roll for each target. On a hit, each target suffers the effects as though they failed their saving throw. A critical hit rolls max damage.

Gunsmith's Modifications

The modifications are presented in alphabetical order.

Accuracy Focus

Prerequisite: 5th level, Firearm


You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

Amplifying Barrel

Prerequisite: 5th level, Firearm


You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

Bayonet

Prerequisite: Firearm


You affix a short blade to the barrel of your modified Firearm weapon, allowing you to make a melee weapon attack with it. The blade is a Melee weapon with the finesse property that you are proficient with, and deals 1d6 piercing damage.

Burst Core

Prerequisite: Firearm


Your weapon gains the burst property, with a burst number equal to its reload number.

Booming Strikes

Prerequisite: 5th level


You pack extra power into your modified weapon. Once per turn, when you hit with the weapon, you can deal an additional 1d6 damage. If you do so, the weapon makes a loud boom which can be heard 100 feet away. If you are hidden, Intelligence (Investigation) and Wisdom (Perception) checks made to locate you that rely on sound have advantage.

Celerity Oscillator

Once per turn, when you deal damage with your modified weapon, your walking speed increases by 10 feet until the start of your next turn, and the damaged creature can’t make opportunity attacks against you for the rest of your turn.

Collapsible Frame

Prerequisite: Melee weapon


You install an expandable hilt on your modified weapon. Your modified weapon gains the reach property, and can be stowed as if it did not. A weapon that already has the reach property can now be stowed as if it were half the length.

Compensation Gyroscope

Prerequisite: Melee weapon with the dexterity property


You install a compensation gyroscope in your modified melee weapon, removing the dexterity property from it.

Contoured Grip

Prerequisite: 5th level, Melee weapon


You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

Expanded Magazine

Prerequisite: Firearm


Your modified weapon can be more efficiently reloaded. You can reload your modified weapon once without using an action. You can’t use this feature again until you reload the weapon with an action.

Flashlight

You affix a targeted light to your weapon. As a bonus action, you can toggle the light on or off. While on, your weapon sheds bright light in a 60-foot cone.

Harpoon Reel

You install a secondary firemode that launches a harpoon attached to a tightly coiled cord. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 piercing damage. This attack can target a surface, object, or creature.


A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a Strength check against your tech DC. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.


While connected in this manner, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).


Once you’ve used this feature, you can’t use it again until you recover and reinsert the harpoon as an action.

Imbue Weapon

Prerequisite: 9th level


You modify your weapon to carry a charge. Over the course of a short rest, you can cast an at-will tech power, channeling it into your weapon. The next time you hit with your weapon, the stored power is released. If the power would require an attack roll, make a tech attack roll. If the power would require a saving throw, the target must make the saving throw as normal. On a hit, or a failure, the target suffers the power’s normal effects.

Improved Burst Core

Prerequisite: 9th level, Burst Core


Your weapon’s burst number is reduced to half its reload number.

Integrated Magazine

Prerequisite: Expanded Magazine


Your modified weapon can be more efficiently reloaded. You can reload your modified weapon twice without using an action. You can’t use this feature again until you reload the weapon with an action.

Jagged Blade

Prerequisite: Melee weapon


When you critically hit with the weapon, you deal an additional 1d8 damage.

Keen Blade

Prerequisite: 5th level, Jagged Blade


Your weapon’s critical hit range increases by 1.

Neutronium Edge

Prerequisite: 5th level, Melee weapon


You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

Overcharge

Prerequisite: 11th level, Booming Strikes


You gain the ability to channel your tech power to enhance your weapon’s damage. You can expend one tech slot to deal additional damage to the target. The extra damage is 1d6 for a 1st-level tech slot, plus 1d6 for each slot level higher than 1st, to a maximum of 5d6. The damage is the same type as the weapon damage. If you also use your Booming Strikes with an attack, you add this damage to the extra damage of your Booming Strikes.

Power Loop

Prerequisite: 9th level


When you hit with the weapon, you can choose to channel the energy generated, gaining temporary hit points equal to half the damage dealt.


Once you’ve used this feature, you must complete a long rest before you can use it again.

Recoil Dampener

Prerequisite: Firearm with the strength property


You install a recoil dampener in your modified Firearm, removing the strength property from it.

Returning Weapon Guard

Prerequisite: Melee weapon


You install a retractible chain in your modified Melee weapon. If the weapon does not already have the thrown property, it gains it with a range of 20/60. Additionally, it gains the returning property.

Screening Weapon

You modify your modified weapon with a sound dampening module. When you make a weapon attack with your weapon while hidden, Investigation and Perception checks made to locate you that rely on sound have disadvantage.

Shock Absorber

You add a reclamation device to your modified weapon to gather energy from the surroundings when it is present. While wielding your modified weapon, you can cast the absorb energy tech power and the power’s extra damage applies to both melee and ranged weapon attacks.

Siege Weapon

You modify your weapon to be more effective against barriers. Your weapon deals double damage against structures.

Shocking Harpoon

Prerequisite: 9th level, Harpoon Reel


After hitting a creature with the harpoon fire mode, you can use the connection to deliver an at-will tech power. As a bonus action, you can cast an at-will tech power at the target with a range of touch. If the power requires an attack roll, you have advantage. If the target requires a saving throw, the target has disadvantage.


Once you’ve used this feature, you can’t use it again until you recover the harpoon.

Shocking Oscillator

Prerequisite: 9th level, Melee weapon


When you hit with the weapon, you can create an electronic burst. Each creature in a 15-foot cone centered on the creature you hit must make a Dexterity saving throw, taking 1d8 lightning damage on a failed save or half as much on a successful one.


Once you’ve used this feature, you must complete a long rest before you can use it again.

Snap Fire

Prerequisite: 9th level, Firearm


You modify your modified Firearm weapon for quick shots. You can use your reaction to take a opportunity attack with your modified weapon if an enemy comes within 10 feet of you. You have disadvantage on this attack.

Staggering Oscillator

Prerequisite: Melee weapon


When you hit with the weapon, you can force the target to make a Strength saving throw. On a failed save, the creature is pushed back 10 feet and knocked prone.


Once you’ve used this feature, you must complete a short or long rest before you can use it again.

Tracker

Prerequisite: 5th level


You add a tracking mechanism to your modified weapon. The tracker has 3 charges. As a bonus action you can use 1 charge to cast target lock. As an action you can use 2 charges to cast detect invisibility.


The tracker regains all expended charges after a long rest.

Truelight

Prerequisite: 11th level, Flashlight


You modify your flashlight with a toggle allowing you to briefly gain enhanced sight. As a bonus action, you can activate the truesight feature of your flashlight. When toggled on, for the next minute your flashlight now automatically dispel illusions and can detect invisibility, as with truesight.


Once you’ve used this feature, you must complete a short or long rest before you can use it again.

Venom Blade

Prerequisite: 9th level, Melee weapon


As a bonus action, you can coat your weapon in a thin layer of poison for 1 minute. The next time you hit with the weapon, the creature must make a Constitution saving throw against your tech save DC. On a failed save, a creature takes 1d10 poison damage and becomes poisoned for 1 minute.


Once you’ve used this feature, you must complete a long rest before you can use it again.


Construction Theorem

The Construction Theorem is typically followed by field engineers. The Astra Militarum might employ engineers with auto-crafters that lay down defensive metal barricades and sandbags, while the T'au are well known to utilize mobile hovering energy shields known as Tidewall Shieldlines.

Bonus Proficiencies

You gain proficiency in constructor’s tools. Additionally, when you engage in crafting with constructor’s tools, the speed at which you craft doubles.

Portable Structure

You have constructed a set of malleable, portable fortifications that can elevate you and your allies. Over the course of a long rest, you create a portable structure that travels with you.


Your portable structure can only be directed by you, and you must have a tech focus in order to direct it remotely. If you lack a tech focus, you can instead direct it while it is within 5 feet of you. Your portable structure has the following features:

  • Its AC equals your tech save DC.
  • It has a number of hit points equal to 5 x your engineer level. If your structure is reduced to 0 hit points, it collapses and can’t be used again until you spend 1 hour repairing it, which can be done during a short or long rest.
  • You can restore missing hit points to your structure by casting the mending tech power on it, or by completing a short or long rest. Casting the mending tech power restores a number of missing hit points equal to your Intelligence modifier (minimum of one), but it can’t be repaired to more than half its hit point maximum in this way. Completing a short rest restores your structure to half its hit point maximum, and completing a long rest restores it to its hit point maximum.
  • Your structure has two modes: dismantled and deployed. While dismantled, your structure’s speed equals your own, it hovers 5 feet off the ground, takes up the space of a 5-foot cube, and weighs 500 lbs. This increases to a 10-foot cube and 1,000 lbs. at 11th level, and a 15-foot cube and 2,000 lbs. at 17th level as you upgrade it. While deployed, your structure’s speed is 0 and it takes up space dictated by how its deployed.
  • As an action, you can remotely deploy your structure at a space you can see on the ground within 30 feet of you, provided there is sufficient space to support it. This range increases to 60 feet at 11th level and 120 feet at 17th level. Automatic dismantling of your structure takes 1 minute, and can be initiated on your turn (no action required).

You can deploy your choice from these structures a combined total of four times, and you gain more uses at higher levels, as shown in the Modification Slots column of the engineer table. Each time you use this feature in excess of your proficiency bonus, your tech point maximum is reduced by 1 until you complete a long rest. You regain all expended uses when you complete a long rest.

Bridge

You deploy a bridge up to 30 feet long, 10 feet wide, and 3 feet thick. The bridge starts from the point at which you deploy it, and extends in a direction of your choice. When you dismantle your bridge, it retracts to the point at which you initially deployed it. Both ends of the bridge must be supported in some fashion; one end cannot be suspended in the air or on unstable terrain. The bridge can hold up to 1,000 lbs., any weight above which causes the bridge to instantly drop to 0 hit points, destroying it. If a creature is on the bridge when it is destroyed or dismantled, it must make a Dexterity saving throw against your tech save DC. On a successful saving throw, it reaches the closest part of the bridge that has stable support, or it maintains a grip on your bridge as it retracts, as appropriate. On a failed save, it falls.


When you reach 11th level, the bridge can now extend up to 45 feet long, 15 feet wide, and it can support up to 2,000 lbs. When you reach 17th level, the bridge can now extend up to 60 feet long, 20 feet wide, and it can support up to 4,000 lbs.

Cage

You create a cage that surrounds a cube up to 10 feet on each side centered on the target location. The cube is surrounded on all sides except the ground by 2-foot-thick walls. The walls and roof are completely opaque, and you choose whether the structure has a light source when you deploy it that provides bright light within the cube. Otherwise, the space within the cube is in complete darkness. The cage is permeable, allowing air, water, and sound to pass through it. You can attempt to trap unwilling Medium or smaller creatures inside the cage. When you deploy this structure in an unwilling creature’s space, it must make a Dexterity saving throw against your tech save DC. On a successful save, it can immediately move to nearest unoccupied space outside of the cage. Otherwise, it is trapped within the structure when it is deployed.


When you reach 11th level, the cage can extend up to 15 feet on each side, and it can trap creatures of Large size or smaller. When you reach 17th level, the cage can extend up to 20 feet on each side, and it can trap creatures of Huge size or smaller.

Shelter

You erect a shelter up to 15 feet long, 10 feet wide, and 10 feet tall, with one-foot-thick walls, a roof, and a floor. It has a single door along its walls in a location of your choice. The building has temperature control and lighting systems, and can withstand harsh winds, heavy rain and snow. Any creature inside the shelter is protected from hazardous environmental effects outside the shelter such as extreme heat or cold, lack of pressure, and toxic atmosphere. The structure provides additional breathing air for anyone inside if the environment it is placed in is not breathable, using a simple oxygen generator. In addition, creatures within the shelter do not need water, as complex environmental systems capture and recycle moisture and waste water, being collected in a water dispenser that can be used for drinking water. The shelter can comfortably support up to 5 Medium creatures. For each Medium creature, it can instead support 2 Small creatures. For each Small creature, it can instead support 2 Tiny creatures.


When you reach 11th level, the shelter can extend up to 30 feet long, 15 feet wide, 15 feet tall, and it can now comfortably support up to 10 Medium creatures. For each Medium creature, it can instead support 2 Small creatures. For each Small creature, it can instead support 2 Tiny creatures. Additionally, when a creature completes a long rest while within your shelter, they regain all spent Hit Dice, instead of only half. When you reach 17th level, the shelter can extend up to 45 feet long, 20 feet wide, 20 feet tall, and it can now comfortably support up to 10 Large creatures. For each Large creature, it can instead support 2 Medium creatures. For each Medium creature, it can instead support 2 Small creatures. For each Small creature, it can instead support 2 Tiny creatures. Additionally, when a creature completes a long rest while within your shelter, their exhaustion level is reduced by 2, instead of only 1.

Tower

You erect a tower from a 5-foot square platform centered on the target location that rises up to 30 feet. If the tower is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the tower. A creature can choose to fail the save. The tower comes equipped with a ladder that reaches from the ground to the platform.


When you reach 11th level, the tower’s platform can extend 5 feet by 10 feet and rise up to 40 feet. When you reach 17th level, the tower’s platform can cover a 10-foot square, and rise up to 50 feet. Additionally, any creature on the tower’s platform has advantage on Wisdom (Perception) checks that rely on sight.

Wall

You deploy a wall up to 30 feet long, 10 feet high, and 3 feet thick, or a ringed wall up to 10 feet in diameter, 10 feet high, and 3 feet thick. The wall features ramparts deep enough to support creatures of Medium size or smaller, and provides one-quarter cover to any creature on its ramparts. The wall includes a ladder on the side of your choice. You choose whether the wall contains any openings otherwise. Any openings chosen in this way can be seen through on both sides. The wall can be climbed, but requires a Strength (Athletics) check against your tech save DC for any creature without a climbing speed. A creature can only make this check once per turn.


When you reach 11th level, the wall can deploy up to 45 feet long and 15 feet high, or a ringed wall up to 15 feet in diameter and 15 feet high. Additionally, the wall now provides half cover to any creature on its ramparts. When you reach 17th level, the wall can deploy up to 60 feet long and 20 feet high, or a ringed wall up to 20 feet in diameter and 20 feet high. Additionally, the wall now provides three-quarters cover to any creature on its ramparts.

Structural Knowledge

You can spend 1 hour inspecting and looking over a structure you can see from every angle available to you and comparing it to data you have on hand. At the end of the hour, you learn the basic blueprints for the structure, including but not limited to:

  • The structure’s total hit points.
  • Any common materials that make up the structures.
  • Whether or not the structure is in use or abandoned.
  • The total floor count for the structure, as well as the general purpose of each floor if it was created to suit a specific purpose.
  • All non-secret entrances (including doors, windows, vents, pipe systems) and where you could find them.
  • A basic map-layout of every floor and ventilation system for the building.
  • The history of the building such as what company or species could have constructed it, as well as how long it’s been built.
  • Any structural weak points it might have.
  • Additionally, when you make an Investigation check while searching this structure for hidden structural elements, such as doors or passages, if you have constructor’s implements, you can treat a d20 roll of 9 or lower as a 10.

Potent Fortifications

At 2nd level, when a friendly creature that you can see is hit with a ranged attack while within 5 feet of your deployed portable structure, you can use your reaction and expend one use of your Mechanical Insight to have your structure take the damage instead. When you do so, the damage is reduced by an amount equal to 1d10 + your Intelligence modifier + your engineer level.

Build and Destroy

At 6th level, you’ve learned how to manipulate the weak points in structures with your technology. Your tech powers and weapon attacks gain the siege property, and your portable structures have resistance to bludgeoning, slashing, piercing, energy, and ion damage dealt by weapons.

The Sledge

At 14th level, you can choose to further improve an enhanced weapon that deals bludgeoning damage and temporarily turn it into The Sledge - a weapon with an odd connection to the mind of builders. If you have found the actual enhanced item called The Sledge you instead gain the following benefits.

  • You ignore the two handed and massive properties of The Sledge
  • You treat your Strength score as if it was your Intelligence score, unless your Strength score is higher. In that case, your Intelligence score is treated as if it was your Strength score.
  • The siege property now applies to any creature larger than you, doubling your damage against such creatures. You deal quadruple damage against structures.
  • Any time you hit a creature with The Sledge, that creature must succeed a Strength saving throw with a DC equal to your Intelligence score or be pushed 10ft.
  • Your critical range is increased by 1.

Master Builder

At 18th level, your ability with your portable structures has reached untold superiority. You gain the following benefits:

  • You can have two structures active at a time, instead of only one, as you learn to more efficiently use your portable structure.
  • Your structures no longer take double damage from the siege property.
  • Your structures no longer automatically fail Strength, Dexterity, and Constitution saving throws. Instead, your structure adds your proficiency bonus to the d20 roll when it makes one of these saving throws.

Cybernetic Theorem


Darktech Theorem


Genetic Theorem


Mech Theorem

(Optional) Knight Theorem


Sensor Theorem


Servitor Theorem


Theological Theorem

While other engineers view machines as purely scientific in nature, the Theological Theorem views them as divine, holy creations. Such engineers do not repair machines in the typical sense, nor do they control them. Instead, they learn to pray to the machine spirits within, and guide them to do their bidding.


Many practitioners of this path find themselves serving the Omnissiah, the god of all technology, and thus find themselves as members of the Cult Mechanicus.

Chant of the Machine

You gain proficiency with Scriber's Tools


You can use Wisdom or Charisma in place of Intelligence for all Engineer class related abilities and techcasts.


Starting at first level, you gain a limited capability to communicate with machine spirits. After 10 minutes of ritual and chanting, you can communicate simple ideas to a machine of your choice. This might allow you to bypass a roll to repair the machine, and instead simply tell it to do something, though it might ask something in return.

Mechanical Insight: Coax the Machine

At 2nd level, you can choose to utilize a use of your Mechanical Insight to coax a machine to perform at maximum efficiency. Choose a construct creature, vehicle, tool, weapon, or armor.

  • A construct creature or vehicle gains a bonus to attack rolls, AC, and saving throws equal to half your proficiency bonus. A vehicle also gains 5ft of movement.
  • A tool gains a bonus equal to your proficiency bonus
  • A weapon gains a bonus to attack rolls and damage rolls equal to half your proficiency bonus
  • Armor gains a bonus to AC equal to half your proficiency bonus


Hunter

A Catachan commando tracks a large demon through a jungle, having been chasing his prey for days thanks to a tracking bullet he happened to fire into the beast during a recent firefight. He leaps out of the trees before slamming his combat knife into the demon's head.


An assassin from the Vindicare temple keeps his aim steady. He's been aiming at this same window for 10 days now. His target enters his sights for a microsecond, but that's enough time for him to shoot the target's head clean off before making his escape.


A T'au from the Farsight Enclaves sprints and rolls around the battlefield, killing enemy after enemy with her ion rifle. Every few seconds she disappears in a blue haze, using a personal teleporter to avoid enemy fire.


Hunters combine dexterity with technological advantages to make cunning and ruthless soldiers. Some specialize in explosives, others might be better fighting hordes of enemies or specific enemy types, others might memorize every weakness of an enemy to better press their advantages- regardless, the facts remain the same. This being is a hunter, and their enemy is prey.


Big Game Style

Biomass Style

Biker Style

Deadeye Style

Hordebreaker Style

Night-Haunter Style

Teleporter Style

Tracker Style

Inquisitor Orders

Ordo Hereticus

Ordo Malleus

Ordo Xenos

Routines

Ordo Minoris

Prerequisite: Inquisitor Order Subclass


Inquisitor subclasses gain access to unique routines, known as an Ordo Minoris, or Minor Order. This represents specific training with lesser known Inquisitor groups to hone the skills of a given Inquisitor.


Ordo Aegis.


Ordo Astra.


Ordo Astartes.


Ordo Barbarus.


Ordo Chronos.


Ordo Custodum.


Ordo Desolatus.


Ordo Excorium.



Ordo Hydra.


Ordo Machinum.


Ordo Maledictum.


Ordo Militarum.


Ordo Militum.


Ordo Necros.


Ordo Obsoletus.


Ordo Originatus.


Ordo Redactus.


Ordo Sanctorum.


Ordo Scriptorum.


Ordo Senatorum.


Ordo Sepulturum.


Ordo Sicarius.


Ordo Thanatos.


Ordo Vigilus.


Psyker

A Chaos sorcerer siphons the torment of her enemies to strengthen her allies, foul magic seeping into the bodies of her cultists to heal their wounds, in turn strengthening her dark magic. She freely lets demons possess her, strengthening her in unpredictable ways as they trample across her soul.


A Primaris psyker slams his hand into the ground, the earth around him suddenly cracking and shifting before hundreds of small rocks rise up. With a flick of his hand the rocks fire out like a stream of bullets to pelt an enemy sniper. He takes a moment to collect himself, feeling himself very nearly be possessed by a demon.


An Ork lets out a psychic scream as he raises his primitive bone staff, a massive, transluscent green foot that he believes to be from the god Mork suddenly crushes down on a platoon of enemy soldiers. He laughs for a moment, before looking to his side and vomiting a beam of green energy that tears off the face of an ally.


Psykers are the supreme wielders of psychic energy in the 40k universe, defined and guided by their connection to The Warp. They draw on this pool of energy to perform feats of incredible power and prowess, at a potential cost to themselves and those around them. A psyker is a glass cannon, able to deal immense amounts of damage but often unable to take it in return, and facing devastating consequences if their focus slips for even a moment.


Sanctioned Ways

Way of the Astropath

Way of Biomancy

Way of the Daemonhunter

Way of Divination

Way of Pyromancy

Way of Telekinesis

Way of Telephathy

Ways of Chaos

Way of Blood

Way of Change

Way of Desire

Way of Rot

Way of the Undivided

Xenos Ways

Way of the Farseer

Way of the Magus

Way of the Warlock

Way of the WAAAAGH!

Soldier

An Astra Militarum trooper dives behind cover, ducking out of the way of bolter fire. He tosses a grenade, before vaulting the protective barricade, charging valiantly and raining down lasbolts on the enemy army.


A champion of Slaanesh stalks around his opponent, the fight around them slowly evening out as soldiers from both sides surround to watch the duel. He holds up his blade to his space marine opponent, marking him mentally. Knowing he is being watched, his pride pushes him to speed and violence that one can scarcely imagine- before his blade meets its mark deep in the space marine's chest.


A massive T'au holds up an energy shield, protecting his Ethereal commander. With his other hand, he returns fire with an ion pistol. While escorting the Ethereal, every now and then he takes a split second to move the shield and protect another soldier, saving dozens of lives with nothing but muscle memory and advanced tech.


Soldiers are the meat and bone of the universe of 40k. They are the average Astra Militarum guardsman, the Chaos cultist, the T'au Fire Warrior and the Ork Boy. Their styles vary greatly, but they are experts of one thing - warfare.


Bionics Specialist

Blade Specialist

Cult Specialist

Explosives Specialist

Fireteam Specialist

Medical Specialist

Morale Specialist

Pride Specialist

Recon Specialist

Shield Specialist

Small Arms Specialist

Tactics Specialist

Totem Specialist

Vehicle Specialist

Scholar

An Imperial noble approaches an Eldar outpost, unguarded and unarmed- the Eldar tell her to leave. Within mere minutes she convinces them to let her into the outpost, and later convinces the leader of the outpost to let her into a secret vault- she takes the item she was looking for, before barking an order to her companions who execute the leader, they make their way out of the compound, seeming emboldened by the presence of their noble leader.


An Ogryn named Zug stirs some painkillers into a massive pot of gumbo, planning to help his battalion take the edge off from their recent battle against some Orks. He hears shouts of alarm, and suddenly the camp is attacked by an Ork army. An Ork charges him- only to have its brains bashed in with a massive wooden spoon. Nobody touches Zug's gumbo.


A Dark Mechanicum heretek sneaks his way into the mainframe of an Imperial outpost. He snatches some ancient technology and artifacts off a nearby pedestal, almost entirely obsessed in his quest for obscure knowledge. He carves a hex into the core of the mainframe, preparing to gain full control of it months from now when he knows an attack by the forces of Chaos will happen. He later builds an effigy of the base's commander, gaining access to profane secrets through bargains with dark gods.


Scholars are masters of a great many things, their differences in practice and purpose being so far between that they are utterly unique to one another. Some are doctors, scientists, and detectives- others are nobles, chefs, and commissars. Regardless of their position in society, they are unseen menaces wherever they go- whether it be combat or merely a friendly chat in a bar.


Alchemist

Archaeologist

Chef

Chirurgeon

Detective

Explorer

Occultist

Politician

Tactician

Zoologist

Witch

A Drukhari climbs along a stone wall, using a pair of daggers and jamming them into the gaps of the bricks to ascend. A guard passes beneath her, he takes a moment to look upwards. The Drukhari looks over to a nearby tower- in an instant she disappears from her position and reappears at the tower. The guard never knows she was even there. She herself is forced to grapple with the realization she has just drawn the attention of Slaanesh with her blatant use of psychic powers.


A human corsair battles a battalion of Astra Militarum through a hallway. When none of his comrades are looking, he sends out a telekinetic blast, knocking down the enemies for quick execution. Later, he tells his fellow pirates that he simply killed all his enemies with a grenade. His hidden nature is never known.


An Eldar throws aside their shuriken pistol after it runs out of ammo. Seeing no other option, and knowing that their brethren are dead, they draw an ichorous black blade kept dormant on their hip. The demon blade pulses and calls, shredding through their enemies with ease. Before long the battlefield is empty, and only the Eldar remains, unable- or perhaps unwilling- to sheath her newfound demonic power.


Witches are unconventional psykers, often the dregs of society who would rather not be found by the Imperium, or members of races with residual psychic powers who would rather not use them but have found that they must more often than not. They combine fast paced, dexterous combat with weaker, but unique psychic powers- many of which are passive effects rather than spells, and draw much less attention from the hostile forces of The Warp.


Corsair Alibi

Daemonblade Alibi

Luck Alibi

Perpetual Alibi

Possessed Alibi

Symphonic Alibi

Technomancer Alibi

Unsanctioned Alibi

Witchcraft Alibi

Zealot

A Sister of Battle recites prayers as she rains down bolter fire on the Necrons around her. Her faith lets her shrug off damage that would kill others. She seems to avoid enemy fire without even trying, and her weapon strikes seem to find their targets more often than not even if she wasn't directly aiming for an enemy.


A Chaos cultist charges headlong into an Astra Militarum battalion, screaming with the primal rage of Khorne as she closes in - her faith in the blood god makes the enemy quake in fear, her sword deflecting lasbolts as if she knows where the enemy will fire seconds before it happens. Moments later, she is all that remains, and the room is stained in blood and gore.


A T'au Ethereal is knocked from his hover platform and surrounded by Chaos cultists. He ducks and dodges their crude melee weapons, his fists becoming a flurry that cracks bone and knocks back any who stand in his way. His faith in the Greater Good guides him, and after the battle ends one of the cultists begs to be spared- the Ethereal takes his hand and helps him up. This cultist later becomes the Ethereal's apprentice.


Zealots harness raw faith to go above and beyond their comrades. They channel this faith, gaining divine protection, accuracy, speed, and sometimes far subtler aid from what they believe in. Faith has power- even the atheistic Imperial Truth had its zealots.


Order of Advancement

Order of Balance

Order of Bloodshed

Order of Decay

Order of Fanatics

Order of Heretics

Order of Iron

Order of the Imperium

Order of Lessons

Order of Pain

Order of Reclamation

Order of Truth

Languages

Imperium Languages

Language Speakers Script
Gothic Humans, Genestealers Latin
High Gothic Ecclesiarchy, Nobility Latin
Binary Mechanicum, Machines, AI Numerical
Cant Mechanicus Tech-Priests, Mechanicum Numerical
Battle Sign Adeptus Astartes Symbolic
Ekfrasi Iron Hands Latin
Fenris Vulgaris Space Wolves, Fenrisians Runic
Irontongue Squats, Votann Runic
Juvykka Fenrisian Tribes Runic
Khorchin White Scars, Chogorians Asiatic
Tergiza Iron Hands Latin
Thoughtmark Sisters of Silence None

Chaos Languages

Language Speakers Script
Dark Tongue Daemons, Chaos Worshippers Daemonic
Scrapcode Dark Mechanicum Numerical, Daemonic
Beast Tongue Beastmen None

Xenos Languages

Language Speakers Script
Eldari Asuryani, Drukhari Eldari
Necron Necrons Necron Glyphic
Ork Orks, Grots Primitive Glyphs
Mek Mekboys Numerical, Glyphic
T'au T'au, Kroot, Gue'vasa T'au
Kroot Kroot T'au
Vespid Vespids T'au

Ancient Languages

Language Speakers Script
Hort Code Horus-Heresy Space Marines Symbolic
Stalk-Argot Horus-Heresy Ravenguard None
Enuncia Psykers, Daemons Daemonic
Ur-Tongue Ancient Humans Multiple, Latin Dominant
C'tan C'tan C'tan
Krork Brainboys, Krork Saurian
Old Tongue Old Ones Saurian

Imperium Backgrounds


Note that some backgrounds have prerequisites that must be fulfilled to be chosen.


The Imperium of Man once represented progress, enlightenment, and Mankind's ability to defeat odds that are vastly stacked against them. Following the Horus Heresy and the interment of the Emperor in the Golden Throne, the Imperial Truth was slowly forgotten and replaced with the Ecclesiarchy, a fanatic and zealous section of the Imperium's government that professes that the God Emperor of Mankind is the only true god. The Imperium is now a bloated, corrupt, nightmarish shadow of what it once was. The definition of "heresy" seems broader and broader as time drags on. Most Humans are now cogs in a sputtering and dying machine, though some worlds are more open than others, and the typical Hive World nightmare-scape that one associates with the Imperium, while the norm for most of the Imperium's citizens, is not the norm for all of them. Only with the return of the Primarch of the Ultramarines, Roboute Guilliman, does hope seem to be in any way restored in the Imperium. Your character may be one of these countless trillions (if not quadrillions) of men and women, oppressed, and battered like raw iron into weapons of war.

Adeptus Administratum

The Adeptus Administratum is the administrative and bureaucratic division of the Imperium of Man. It consists of billions of clerks, scribes, and other administrative staff working to manage the Imperium at every level, from the creation of fleets to the taxing of the many worlds within the vast borders of the Imperium. It is said that even just the administration of the Imperial Palace is estimated to involve over ten billion adepts. Whether you're just a typical paper-pusher, a corrupt manager, or some other worker of the Administratum, your career has given you some unique insights.


Skill Proficiencies. Choose two from Deception, Insight, Investigation, Lore, and Perception


Languages. You know High Gothic and one other language of your choice.


Tool Proficiencies. You have proficiency with Scriber's Tools and Computing Kits.


Equipment. Administratum documentation, a rule-book, a formal uniform, a set of common clothes, and a pouch containing 10 thrones


Feature: Paper-Pusher You are familiar with the inner workings of the titan that is the Imperial administration. Occasionally you can find loopholes to laws to help you get out of trouble, as long as you can prove your credentials. In addition, if you ever are in need of documents or texts of any kind, you know how and where to get them.


Background Feat. Choose one from Investigator, Keen Mind, Loremaster, Observant, Quick-Witted, Practiced, Silver-Tongued, or Techie


Suggested Characteristics. The bureaucrats of the Adminstratum are shaped by their own moral compass and their commitments to the Administratum and the Imperium at large.

Alternate Feature: Corrupt

You've taken many bribes and are drawn to corruption like a fly to rotting meat. You know where corrupt officials and guards like to hang out and can recognize them on sight, and you tend to know what these people want

d8 Personality Trait
1 I love to talk about my work even if nobody finds it interesting. Typically they don't.
2 My style of dress is often formal and I am professional to a fault
3 I have never found a problem that I couldn't make more complicated
4 I sympathize with the "little guy" and I often find myself making "mistakes" to ease the burden of the less fortunate
5 Small talk is second nature to me and others feel at ease with me
6 I am profoundly bad at my job and easily overwhelmed with new rules and regulations. I don't know how I haven't been executed for my incompetence yet.
7 I am well known in many professional circles. I am easily offended if an administrator doesn't know who I work for
8 All work and no play means I am no fun during recreational activities. That's probably why people don't invite me to such things
d6 Ideal
1 Order. The Administratum is necessary for the smooth function and transfer of resources through the empire. I will do my best to maintain that order. (Lawful)
2 Professionalism. I don't care what job I am assigned to, it is my duty as an Imperial citizen to do as I am told. (Any)
3 Corruption. Climbing the ranks is all that matters, and I will gladly do what it takes to get what I want. (Evil)
4 Greed. I would gladly change official documents in exchange for credits, its just paper anyway. (Chaotic)
5 Community. I sleep well at night knowing I work my hardest to ease the burdens of others. (Good)
6 Aspiration. I'm determined to become something greater than a simple bureaucrat. (Any)
d6 Bond
1 My coworkers have turned into more of a family than my actual family. I do what I do to make their lot easier.
2 I revealed the corruption of an Imperial Noble. It's attracted the attention of corrupt individuals and now there is a price on my head.
3 I owe a lot to the magistrate who got my career started, and I try to take care of them now that they've grown old.
4 I made a clerical error but was spared of my punishment. I now owe a debt to the Adeptus Arbites
5 An official tried to side-line me using niche rules and laws. I can't wait to return the favor.
6 I have an underwriter who relies on my teachings
d6 Flaw
1 I got caught accepting a bribe or committing some other act. I was spared, but publicly shamed for my indiscretions.
2 I'm a nervous wreck in situations where a pen and paper aren't the solution.
3 I'm constantly on the grind to move up in the world and I don't care who I step on to get there. The grind is all that matters.
4 My monotone voice has a habit of putting others to sleep
5 I trust others far too easily and this often gets me into trouble.
6 I am an absolute coward in the face of danger.

Adeptus Arbites

The Adeptus Arbites are the police force of the Imperium of Mankind. They are devoted to enforcing Imperial law throughout the Imperium. They are known to be merciless, and are feared throughout the galaxy, for they are agents of a harsh law where failure and incompetence are crimes, and the only suitable punishment is execution. Arbites are empowered to act as judge, jury, and executioner- citizens have no rights, and only members of the Ecclesiarchy or the nobility could ever hope for something as elaborate and time consuming as a trial.


Skill Proficiencies. Choose two from Athletics, Insight, Investigation, Intimidation, and Perception


Weapon Proficiencies. You are proficient with batons, stun batons, autopistols, hand-cannons, autoguns, and concussion carbines


Tool Proficiencies. You have proficiency with Security Kits.


Equipment. A stun baton, an autopistol, two fully loaded autogun magazines, an Adeptus Arbites badge, Arbites fatigues, a set of common clothes, and a pouch containing 5 thrones


Feature: Watcher's Eye Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the Adeptus Arbites or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter. In addition, a mere flash of your identification can get you into most places, assuming you are still an on-duty member of the Adeptus Arbites.


Background Feat. Choose one from Athlete, Brawny, Durable, Force of Personality, Investigator, Practiced, Specialist, or Weapon Expert


Suggested Characteristics. The Adeptus Arbites are taught to be ruthless and efficient, although exceptions to this rule do exist.

Alternate Feature: Veteran

You've been a part of the force for a while and have earned the respect and admiration of your fellow Adeptus Arbites. The HQ you worked for is loyal to you above all else, and will even shield you from Imperial law(though grudgingly) if you require it.

d8 Personality Trait
1 I am always on the lookout and never let my guard down.
2 My friends know they can rely on me no matter what.
3 Punishing criminals is a fun part of my day.
4 I am stone cold and stoic in the face of fear.
5 I like to use my charm and intellect more than my brawn to solve cases
6 I'm nocturnal due to being assigned many night patrols, and tend to be irritable if I have to be awake during daylight hours.
7 I'm lazy compared to my comrades and would much rather stay at HQ sorting files than risk my life punishing criminals
8 I only use lethal force on humans when its absolutely necessary. I know they'll end up executed either way, but this at least keeps my hands clean
d6 Ideal
1 Justice. Laws keep people in line, and they keep them alive. Harsher laws mean less criminals, and harsher laws require harsher punishments. (Lawful)
2 Power. I am judge, jury, and executioner. I am the law, and I dare someone to tell me otherwise. (Chaotic)
3 Brutality. Death is a convenient escape for criminals, torture is a lesson. (Evil)
4 Nationalism. The Imperium matters more than any one petty life. Laws come and go, the Imperium remains. (Any)
5 Altruism. I often let people off easy for small crimes, and struggle to be as ruthless as my peers. Execution isn't a fitting punishment for all crimes. (Good)
6 Duty. This is my job. If I chose to feel guilt or remorse it would hinder my performance. (Any)
d6 Bond
1 I would gladly lay down my life for my fellow Arbites.
2 I am well known in a section of a city for being kind and forgiving. I would do anything to protect this little slice of a community, and they would do the same for me.
3 I will live and die by the law
4 One way or another I left the Adeptus Arbites. I would rather eat the barrel of an autopistol than face the dishonor of having to return.
5 A senior officer is responsible for my training, and I owe everything I know to them.
6 I have a family. I do my job to keep them safe from heretics and criminals.
d6 Flaw
1 I view all people as guilty until proven innocent.
2 I enjoy harming people, even if I know they're innocent, and this makes me hate myself.
3 Someone I love was killed because I let someone get away with a crime. Now I'm cold and have trouble forming attachments.
4 I take any question of my authority as a declaration of hostility.
5 My squad once ran into a genestealer cult. The others fought and died, I ran. I'm still haunted by nightmares of their screams.
6 I took a bribe from a Chaos Cultist. I know it's wrong... but the draw of Chaos is intoxicating.

Adeptus Astronomica

Prerequisite: Psykana or Mutant (Not Beastman)


The Adeptus Astronomica are responsible for maintaining the psychic beacon known as the Astronomicon, which is utilized by Imperial Navigators. The majority of the Adeptus Astronomica is composed of psykers; any non-psykers are hereditary servants. The process of constantly transmitting psychic energy eventually destroys these psykers, though there are always more to take their place. This sacrificial act allows Imperial ships to traverse the perils of the Warp at great speeds. Any player character that is a member of the Adeptus Astronomica is likely either an Acolyte that has been removed from the administration and sent off on a mission for one reason or another, a full-time member that has been conscripted into battle, or a Navigator- a psyker not tasked with maintaining the Astronomicon, merely navigating it.


Skill Proficiencies. Choose two from Insight, Investigation, Lore, Perception, or Piloting


Focus Proficiencies. You have proficiency with Navigator's Focus


Equipment. A star chart or ancient Warp map marked with esoteric symbols, a silvered mirror, a deck of Emperor's Tarot cards, a set of ceremonial robes, a small token of the Soul-Binding (a piece of sanctified parchment with the Emperor's sigil), and a pouch containing 10 thrones


Feature: Astropath As an astropath of the Adeptus Astronomica, you are highly attuned to the subtle tides of the Warp. You can sense the presence of Warp disturbances, such as nearby daemons and Warp storms, even if they are not physically visible. You also possess an inherent sense of direction in the Warp.

  • Danger Sense: You psychically sense Warp activity within 1 mile. This manifests as a vague sense of disturbance if the danger is minor, or overwhelming dread if a significant Warp rift or daemonic presence is near.
  • Warp Visions: Once per long rest, you can use your psychic gifts to cast the Emperor's Tarot power without expending a psychic power point. In addition to the typical effects of the spell, you gain short, confusing, sometimes incorrect glimpses of the future - and must succeed on a DC10 Wisdom Saving throw or gain a short-term madness as the Warp strains your mental stability.

Background Feat. Choose one from Ace Pilot, Divine Guidance, Faithful, Keen Mind, Loremaster, Mindful Meditator, Mutated, or Superior Senses


Suggested Characteristics. The Adeptus Astronomica tend to be incredibly strange, with a cryptic view on life.

d6 Psychic Quirk
1 You are blind but can psychically sense the world. Precognition becomes your Primary Sense.
2 You hear faint whispers whenever you are alone.
3 Your dreams are filled with terrifying visions - cities made of skin and flesh, shapes that cannot exist in the real world, and so on.
4 Your eyes glow faintly in the dark.
5 You occasionally speak in tongues and languages you don't know.
6 You have a nervous twitch, and cough up red gas anytime you feel uncomfortable.
d8 Personality Trait
1 I view everything through the lens of my psychic abilities, often speaking of even the simplest events as being inevitable or fated.
2 I have a deep reverence for the God Emperor, seeing Him as my only shield against the horrors of the Warp.
3 My psychic gifts make me feel distant from others, as if I am living in a dream.
4 I am cautious and always plan for the worst. Recklessness will get you killed in the Immaterium.
5 I take solace in small, repetitive tasks and distractions, which help quiet my mind from the constant psychic noise.
6 I am intensely curious about other psychic or magical phenomena, eager to learn more, even at personal risk.
7 My way of speaking is confusing, seeming to others like the ramblings of an old superstitious sailor. That being said, as outlandish as my words are, they usually are not false.
8 When I am not focusing, I can only perceive events that have happened 10-20 seconds in the future, speaking of things that just happened as if I predicted them.
d6 Ideal
1 Sacrifice. The Imperium must be maintained at all costs, even if it means sacrificing others. (Lawful)
2 Birthright. My people, the Navigators, form the foundation of the Navis Nobilite. I will kill anyone who gets in the way of my goal to climb the noble hierarchy. (Evil)
3 Knowledge. The Warp and its mysteries hold key to ultimate power. I will unlock them. (Neutral)
4 Emancipation. I have seen the chains of dogma and reject them. The Warp is freedom, though it is dangerous. (Chaotic)
5 Persistence. I will do whatever I must to survive the curse of my heritage. (Any)
6 Chainbreaker. I have seen it, dreamt of it. A great eye in a black hole, a god, calling to me. It wants me. It needs me. I don't know why but I must help it. LET IT OUT! (Evil)
d6 Bond
1 I have a deep connection to a fellow astropath or psyker, and I would do anything to protect them.
2 My visions have revealed a great doom approaching, and I am sworn to prevent it (or possibly even cause it) at any cost.
3 A mysterious Warp entity marked me, and I must either seek its guidance or find a way to escape its influence.
4 I once foresaw the death of an ally, but they survived. Now I am obsessed with determining whether my vision was wrong or delayed.
5 I owe my life to the God Emperor. His light has shieled me from the immaterial horrors of the Warp.
6 I am a lost scion of a powerful Navus Nobilite house.
d6 Flaw
1 I am plagued by constant doubts about my psychic abilities, sometimes fearing to use them.
2 My connection with the Warp causes me to experience hallucinations and voices - I'm not always sure what's real and what isn't.
3 I have seen the dark truth of the Warp. I know what lies beyond our waking minds and darkest dreams. I often question the righteousness of the Imperium if they are willing to ignore reality.
4 The constant strain of my psychic powers leaves me vulnerable to stress, emotional outbursts, and chronic pain.
5 I have developed an unhealthy obsession with the Warp, seeking to understand its nature even if it drives me mad.
6 I have a secret contact in the T'au Empire, and seek to eventually flee to their side.
Notes on Playing an Astropath
  • The Soul-Binding Ritual: Every astropath undergoes a terrifying ordeal where their soul is bonded to the God-Emperor. This event often leaves them physically and mentally scarred. For your character, consider how this ritual affected you. Were you blinded? Did you lose a sense of your former self? How do you cope with the strain it placed on your mind?
  • Service to the Imperium: As part of the Adeptus Astronomica, your role is more than just psychic communication. You are a living instrument of the God-Emperor’s will, facilitating the Imperium’s massive communication networks across star systems. How has this shaped your sense of duty and loyalty to the Imperium? Have you ever questioned the strict authority of the Adeptus Administratum?
  • Psychic Powers: While the Warp Sense and Warp Visions abilities provide mechanical benefits, your psychic connection also makes you vulnerable. In roleplaying terms, your visions or senses may occasionally provide cryptic warnings, cause paranoia, or reveal unsettling truths about the Warp or those around you.

Adeptus Ministorum

The Adeptus Ministorum is more commonly known as the Ecclesiarchy, and it is the official state church of the Imperium of Man. It promotes the worship of the Emperor of Mankind as the one, true god of humanity. This is a sad reality, as when the Emperor was still walking among the living, He sought reason and atheism over zealotry, and scoffed at the idea of being called a god. The Ecclesiarchy is a massive organization that guides the worship of trillions of people on numberless worlds, crossing great divides of distance, language, and culture to create one united Imperium


They believe that the Emperor is a divine being who intercedes in matters both spiritual and temporal, and has a far-spanning plan for the future of humanity, though none are enlightened enough to know this plan for themselves. Any difference in creed, interpretation, or dogma is considered heresy, and met with a swift execution. In cases of mass-heresy, worlds often are bombarded into dust and destroyed in His name.


Skill Proficiencies. Choose two from Deception, Insight, Lore, Medicine, Persuasion


Languages. You can speak, read, and write High Gothic.


Tool Proficiencies. You have proficiency with Scriber's Tools and one gaming set or musical instrument of your choice


Equipment. Vestments, an Imperial holy book, priestly garb, a set of common clothes, and a pouch containing 15 thrones


Feature: The Emperor Guides When you attempt to learn a piece of knowledge, you often instinctively know where or from whom you can obtain it. Usually this information comes from a seemingly random person, book, data file, or dream. Your GM might rule that the knowledge you seek is in an almost inaccessible place, or lost to time.


Background Feat. Choose one from Divine Guidance, Empathic, Force of Personality, Inspiring Leader, Loremaster, Observant, Practiced, or Silver-Tongued


Suggested Characteristics. The priests of the Adeptus Ministorum are often described as zealots, however the best and worst of humanity can be found among them

d8 Personality Trait
1 I see omens in every event and action. The Emperor tries to speak to us, we just don't listen.
2 I am always calm, no matter the situation. I never raise my voice or let my emotions control me.
3 The Emperor has chosen me for a greater purpose. I am destined for greatness
4 We are all children of the Emperor, but some of his children are more equal than others.
5 I think my position in the Imperium makes me better than others. I was chosen by our God Emperor.
6 I find myself pitying those beneath me, and often give alms and charity to those in need.
7 I don't believe I can do anything wrong, everything I do is the will of the Emperor.
8 I strive to learn all I can about our glorious Emperor. We all walk in his shadow after all- however I wonder why more often than not the true legends of him are kept hidden.
d6 Ideal
1 Truth. I utilized my high standing to find forbidden texts. I am aware now that our glorious "God" wanted the Imperium to be atheistic. I must choose carefully what to do with this information. (Any)
2 Power. The Ecclesiarchy is an excuse for the rich and powerful to control everyone, and I want to sit at the top of that hierarchy. (Evil)
3 Cynicism. I don't know if any gods are truly real or not. All I know is I exist in a position of power and will use it as I wish. (Any)
4 Hierarchy. Religion, regardless of whether it is based in truth, provides peace and security for the Imperium. We cannot afford dissent in these dark days. (Lawful)
5 Agnostotheism. I don't know what gods are real and what ones are not. However, I believe in their power, and the moment I know the truth I will bow to whatever god commands it. (Chaotic)
6 Ascetic. The Ecclesiarchy has lost their true purpose; to do good in the name of the Emperor and aid those around us, living like kings and feasting while the poor starve. What poor shepherds we must be if we profit from the suffering of our flock. (Good)
d6 Bond
1 I was once an orphan. A priest took me in at a young age, I owe everything I am to them.
2 I will get my revenge on the corrupt church that cast me out.
3 I only keep enough credits on me to keep me comfortable, everything else goes to the common people.
4 I will do anything to spread the word of the Emperor.
5 I seek to preserve a text or technology that the Imperium now considers heretical.
6 I had a vision of a warrior cast to the far reaches of the galaxy, I believe they were a Primarch and the vision was sent by the Emperor! I must find this warrior and turn the tide.
d6 Flaw
1 I trust the other priests of the Ecclesiarchy to a fault.
2 My blind faith in the Emperor makes me ignorant to the suffering around me.
3 In truth... I don't agree with a single thing my church says, I just follow along so I don't die. If I could spread my heresy, I would.
4 I am drawn to indulgences and pleasures that the Ecclesiarchy would deem unfitting of my station.
5 I expect the worst of anyone I don't know to be God Emperor fearing.
6 I am an ascetic to such a point that it has begun harming me. Who knew eating nothing but bread and never bathing would be harmful?

Adepta Sororitas

Prerequisite: Female


The Adepta Sororitas, otherwise known as the "Sisterhood," and whose military segment is known as the Sisters of Battle and formally as the Daughters of the Emperor, are an all-female division of the Ecclesiarchy. The Sisterhood serves as the Ecclesiarchy's only military force due to a decree laid down in the 36th millennnium stating "The Ecclesiarchy may not maintain any men under arms."


The Sisterhood mercilessly roots out spiritual corruption and heresy from within humanity, and there is no branch of the Imperial government that is spared of their zealous wrath should one step out of line. There is a natural overlap between the Sisterhood and the Inquisition, and for this reason the Adepta Sororitas also act as the Chamber Militant of the Inquisition's Ordo Hereticus.


The Sisters of Battle are said to be utterly fanatical in their devotion to the God Emperor, and to their living saint, Saint Celestine. So fanatical are they, it is said that they can face Daemons face to face without a threat of corruption or possession, for their purity and faith is second to none. They enter battle clad in ceramite power armor, wielding some of the best weapons the Imperium has to offer, their warships blaring religious hyms as they bombard enemy planets, and dropping literal churches from low orbit as mobile defensive positions.


Alicia Dominica, a saint of the Sisters of Battle and one of the earliest of their members communed with the God Emperor. It is said that her hair was bleached white by a mere fraction of his power. For this reason many Adepta Sororitas dye their hair white.


As a member of this order, you are a bulwark of faith and purity, and a symbol of the power of the Imperium.


Skill Proficiencies. Choose two from Athletics, Insight, Lore, Medicine, Persuasion


Armor Proficiencies. You gain proficiency in power armor.


Weapon Proficiencies. You gain proficiency with bolt weapons, flame weapons, melta weapons, and martial melee weapons


Languages. You can speak, read, and write High Gothic.


Tool Proficiencies. You have proficiency with Medic's Kits.


Equipment. A holy symbol of the Emperor or a Saint, vestments, an Imperial holy book, a purity seal, a set of common clothes, and a pouch containing 10 thrones


Feature: The Emperor Protects You can more easily discern evidence of heretics, mutants, xenos, and so on. The GM might decide to grant you advantage on specific rolls pertaining to such things, especially Chaos. If ever questions arise on whether something is heretical or not, you tend to know the true answer.


At level 3, you are granted a Sabbat Pattern Helm, as described in the Enhanced Items section.


Background Feat. Choose one from Athlete, Battle Scarred, Divine Guidance, Faithful, Fighting Stylist, Inspiring Leader, Healer, Mindful Meditator, or Power Frustrater


Suggested Characteristics. The warriors of the Adepta Sororitas are the pinnacle of faith in the Imperium. Most are dedicated to order and the protection of the Imperium at all costs.

d8 Personality Trait
1 There is peace in routine and discipline. Without it I feel lost.
2 I am always calm, no matter the situation. I never raise my voice or let my emotions control me.
3 After every kill, I say a prayer for the damned. Every bullet I own is inscribed with holy text.
4 My devotion is unwavering. I do not question orders from my superiors.
5 Even the most agonizing pain is merely a trial in the Emperor's name.
6 I have a commanding presence and expect others to follow my lead without question.
7 I strive to be a light in the darkness, unlike my Sisters who seem almost as blood-crazed as our enemies.
8 I act tough but once someone gets to know me my personality is almost completely different.
d6 Ideal
1 Cleansing. By bolter shell, by melta blast, the mutant, the heretic, and the traitor alike are cleansed of their sin of existence. So has it been for five millennia, so shall it be unto the end of time. (Any)
2 Duty. I am the sword of the Emperor and the shield that guards the realms of Mankind. (Lawful)
3 Faith. The absence of faith is the mark of the weak. The absence of faith is the mark of the heretic. The absence of faith is the mark of damnation. (Lawful)
4 Change. Cold, unwavering faith is a surefire way to turn the undecided against us. I strive to show that not only is the Emperor a powerful god, but a merciful one as well. (Good)
5 Cruelty. I delight in causing pain, to heretics and innocents alike. (Evil)
6 Questioning. I can't help but feel the Sisters of Battle have become something they weren't meant to be. (Chaotic)
d6 Bond
1 I would die for my Sisters without hesitation.
2 I have no tolerance for heresy and I will not suffer the presence of the faithless.
3 A Saint's shrine or relic was desecrated by enemies of the faith, and I am sworn to seek revenge for this slight against the Emperor.
4 These heretics refute the Emperor's holy right to rule. Let them argue with the barrel of a gun.
5 I have sworn to cleans a specific heretic or cult and I will not rest until they are brought to justice.
6 I was given a vision of a great heresy yet to unfold, and I seek to stop it at all costs.
d6 Flaw
1 I see civilians as useless cowards. Surely if their faith were stronger they would fight for the Emperor.
2 I am prone to holding grudges, especially against those who question my faith.
3 My drive to punish heretics and evildoers can lead me to be reckless or overly harsh.
4 I am haunted by doubts that I suppress, but they threaten to emerge when I least expect it.
5 My dreams are haunted by pain and suffering. Things that have happened to me, and things I have done to others. I wish I could make it stop but I can't control my sleeping mind.
6 If I so much as suspect heresy, I become aggressive and violent.
d6 Adepta Sororitas Orders
1 Order of the Argent Shroud
2 Order of the Bloody Rose
3 Order of the Ebon Chalice
4 Order of Our Martyred Lady
5 Order of the Sacred Rose
6 Order of the Valorous Heart
d6 Adepta Sororitas Rank
1 Novice
2 Sister Militant
3 Sister Repentia
4 Sister Superior
5 Palatine
6 Lesser Canoness
Optional Feature: Daughters of the Emperor

In addition to the Emperor Protects feature, you can choose to gain this feature as well. As long as you remain loyal to the Imperium and your Order, your Order will grant you lodging, food, and some degree of protection even against Imperial authority.

Order of the Argent Shroud

The majority of the Argent Shroud's sanctuaries lie in the region of space that abuts the jagged mass of Warp Storms known as the Great Rift. During the Noctis Aeterna, when Chaos energies were blasted across the galaxy and the light of the holy Astronomican was temporarily extinguished, many of these sanctuary worlds were thought lost.


Screaming maelstroms enveloped entire sub-parishes, while countless other worlds under the order's watch were bathed in the warping glow of the Cicatrix Maledictum. As galactic maps were compiled and the true scale of the horror became apparent, it was estimated that as many as eighty percent of the Argent Shroud's sisters might have been swallowed by the yawning maw.


But in the harrowing years of the Era Indomitus since, the order has continued to fight against the marauding forces of Chaos without showing any signs of diminishment. The Sororitas appear without warning in raging war zones along the breadth of the Great Rift, striking with crippling speed at their unprepared enemies.


Colors: Silver power armor, white vestments

Order of the Bloody Rose

The Order of the Bloody Rose operates a full preceptory of battle-sisters at the Shrine of the Seventeen Martyrs near the Hive World of Malfi in response to brewing religious conflicts in the Drusus Marches, a sub-sector of the Calixis Sector located in the Segmentum Obscurus.


Though the Order of the Bloody Rose has committed a significant contingent of its sisters to war zones along the Great Rift since the dawn of the Era Indomitus, the majority of its forces are battling against incursions coming from the galactic south.


They have met the tendrils of Hive Fleet Leviathan and Hive Fleet Hydra on multiple fronts, where they have butchered the ravenous creatures and the Genestealer Cults that worship them. They have also fought a series of harrowing battles against the Thousand Sons Traitor Legion's Cult of Duplicity, combating the sorcerous machinations of the Tzeentch-worshippers with bolt, blade and faith.


Colors: Blood red power armor, black vestments

Order of the Ebon Chalice

Like all of Humanity, the Order of the Ebon Chalice has been faced with untold horrors since the Great Rift opened at the start of the Era Indomitus. Alongside their allies of old -- the Adeptus Custodes, Space Marines and Adeptus Mechanicus -- the spiritual descendants of Dominica fight to keep the unleashed forces of Chaos from overwhelming the Segmentum Solar.


The sisters have eradicated several warbands of Chaos Space Marines, most notably the Blades of the Despoiler -- a Khornate host of the Black Legion whose path of slaughter was headed directly for Terra. Yet the Ebon Chalice has also taken heavy losses.


Though the Schola Progenium proffers a constant stream of new recruits, only the most promising are accepted into the order, and of those only a small percentage prove themselves in the gruelling initiation rites to become battle-sisters.


This has left the sisters of the Ebon Chalice straining against the sheer weight of the heretical incursions -- but they are far from broken. Each is an expert in the ancient forms of battle established by the Daughters of the Emperor, a warrior who has mastered both their weaponry and their faith.


Those who prove themselves worthy enough to rise to the rank of Celestian or Zephyrim are amongst the most skilled veterans in the entire Adepta Sororitas. The most honoured of these sisters are even entrusted with a portion of the hallowed truth learnt by their Matriarch in the chamber of the Golden Throne.


Colors: Black power armor, white vestments

Order of Our Martyred Lady

"I will die when the Emperor is ready to accept my soul and not a moment before."


Of all the Orders Militant, there are none more numerous or more widely spread than the Order of Our Martyred Lady. Their name is known by the ruling elites and unwashed masses alike on countless worlds across the galaxy, and when spoken evokes hope in the righteous and fear amongst the faithless.


The order is renowned for its unrelenting pursuit of those who defy the Emperor by doing harm to His Imperium and its citizens. Xenos, marauders, Chaos armies and heretical cults are met with burning fury by the Sisters of Our Martyred Lady, who gather wherever the enemy is found to scour them from existence.


The Order of Our Martyred Lady holds fortified sanctuaries on a great many Imperial worlds, many of which date back to Saint Katherine's Wars of Faith. Some of these sanctuaries operate in relative isolation, existing far beyond the established boundaries of the order's parish, but the majority are located in the Segmentum Obscurus.


The broad distribution of the order's preceptories has seen the sisters of the Order of Our Martyred Lady engage in many of the Imperium's most gruelling war zones. On Armageddon, the sisters amassed to defend the Sanctorum of Saint Katherine against the Ork hordes of Ghazghkull Thraka.


Though fully half of their number were martyred, they inflicted such casualties on their enemies that vital greenskin forces were drawn away from other battlefronts, the sheer grit of the sisters enticing Orks from far and wide to join the siege.


The order also fought on Cadia during the 13th Black Crusade of Abaddon the Despoiler. Though the planet eventually fell, the faith held by those who battled there led to a great miracle, with Saint Celestine appearing from the Warp to bolster the defenders in their darkest hour.


Although the Great Rift now divides many of the order's sanctuaries, the sisters of Our Martyred Lady have not relented in their quest to avenge the Imperium's fallen heroes. They stand dauntless against the Chaos forces that pour from newly opened Warp Storms, and they march out to annihilate any foe that would prey upon Humanity's beleaguered defenders.


The fire of their spirit is a beacon of hope, a sign that even in this time of abounding horror, the Emperor has not abandoned His faithful servants.


Colors: Black power armor, black vestments with white trim and red lining

Order of the Sacred Rose

Like the Order of the Bloody Rose, the Order of the Sacred Rose was not established during the existence of its patron saint -- Arabella. In her lifetime, Arabella earned the honorific of "Liberator" and many battle-sisters, especially Retributors, are known to pray to her spirit for liberation from doubt and rash action when a cool, logical head is required.


Of all Dominica's bodyguards, Arabella was known as a particularly disciplined, even-tempered sister. However, behind her serenity lay the determination of a resolute warrior, and her symbol was thus a white rose, held aloft in a mailed gauntlet.


The white-armoured Sisters of the Sacred Rose embody these same virtues, facing down alien hordes and Warp-spawned monsters with bolters calmly levelled where lesser warriors would panic and falter.


Colors: White power armor, black vestments with red lining

Order of the Valorous Heart

Sisters of the Order of the Valorous Heart are driven by the belief that they still must atone for the sisterhood's acts as an unwitting accomplice to the Renegade High Lord of Terra Goge Vandire during the Age of Apostasy's Reign of Blood in the 36th Millennium.


Like their patron Saint Lucia, the order is highly penitent, always striving for atonement for even the slightest perceived sin. A disproportionate number of sisters in this order exile themselves to the Sisters Repentia compared to the other major Orders Militant of the Adepta Sororitas.


Because they are constantly reminded of their part in the Reign of Blood, sisters of the Valorous Heart can be particularly suspicious of those who would call themselves prophets of the Emperor.


The bulk of the Order of the Valorous Heart's sanctuaries lie deep in the Ultima Segmentum, with the vast majority having been established during hard-fought wars against xenos and Traitor forces. Sanctified fortresses stand amidst Death World swamps, jagged mountain ranges and barren wastelands that were scoured of life millennia ago. Relief sculptures and stained armaglass panes within these sanctuaries depict Sororitas obliterating hordes of Orks, driving Necrons back beneath the sands and roasting foul Heretics in cleansing flames.


Colors: Black power armor, black vestments with white trim and white linings with interior red trim

Agri-Worlder

You spent the majority of your life living on an A-Class Agricultural World. The majority of an Agri-World's surface is used to produce food for the other worlds of the Imperium- the food itself acting as the majority of the taxes levied on the world. Governors of these worlds are required to protect their harvest at all costs and meet any quota placed on them. Oftentimes these planets are the prime target of pirates and other raiders, as well as rival governors who might attempt to steal or destroy crops. Any world with at least 850 parts per 1000 of its surface used for crop cultivation, hydroponics, aquaculture, or animal husbandry is classed as an Agri-World. The average citizen on such a planet lives a relatively humble and calm life compared to those living on other worlds, with most working jobs as farmers and ranchers. The work can be long and grueling, but compared to most other worlds, it's a pristine and almost paradisical existence.


Skill Proficiencies. Choose two from Animal Handling, Athletics, Nature, Perception, Survival



Languages. You can speak, read, and write one extra language of your choice


Tool Proficiencies. You have proficiency with Herbalism Kits


Equipment. A simple autogun, a set of work clothes, a sack containing 5 thrones worth of trade goods, and a pouch containing 1 throne


Feature: Of The Land You lack the formal education of the higher classes, but for how little you may know there is a great deal that you understand. On planets similar to your homeworld, you have a practical, working knowledge of astrology and meteorology, and can easily track the time and date as well as the weather within a few hours or days if you're lucky.


Given a day to familiarize yourself with your surroundings, you can apply this knowledge to just about any planet. You also understand the connections between different plants and animals, even if they are new to you, and you understand exactly what a plant or animal might need (water, light, air, salt, etc).


Background Feat. Choose one from Animal Handler, Brawny, Crafter, Feigned Confidence, Haggler, Keen Mind, Naturalist, or Practiced


Suggested Characteristics. Agri-worlders are usually simple folk, but that does not mean greed does not exist among them. Many live normal lives under the boot of the Imperium, but just as many would jump at the chance to improve their position.

d8 Specialization
1 Rancher. You raised animals for slaughter, most likely for food, but also for leather, furs, and other useful materials
2 Herdsman. You harvested goods from animals such as milk, eggs, feathers, or wool
3 Stockman. You bred animals to sell for work or as pets, such as guard dogs, horses, etc
4 Farmer. You harvested edible or useful plants such as wheat, corn, oats, apples, silk, etc
5 Forester. You grew trees for ornament, construction, or fuel
6 Laborer. You performed harsh manual labor, such as construction and transportation
7 Management. You oversaw one or several farms and made sure workers kept up with tithe quotas
8 Minor Noble. You lived on an estate on an Agri-World, and you or a family member ruled over a large amount of farmland
d8 Personality Trait
1 I am always early to bed and early to rise.
2 I keep my gear and supplies well maintained.
3 I speak with a distinct drawl or accent common to my class.
4 I always save up as much money as I can, spending and consuming only the bare minimum I need to get by.
5 When work needs doing, I do the work.
6 I keep constant track of the sun, moon, stars, seasons, and weather.
7 I like to sleep in the sun if I can.
8 I'm always chewing on grass, a toothpick, tobacco, seeds, or jerky.
d6 Ideal
1 Simplicity. If it ain't broke don't fix it. (Any)
2 Brutality. Men are animals. I've buried animals, and I'll bury men if it gets the job done. (Evil)
3 Amusement. I work hard so I can play hard later. (Chaotic)
4 Needs. I do what I do because people rely on me. (Good)
5 The Climb. I'm at the bottom of the ladder when it comes to the Imperium. I want to climb that ladder (Lawful)
6 Heroism. I grew up on tales of heroes and adventurers. I want to be just like them. (Any)
d6 Bond
1 I'll never forget the farm I grew up on.
2 I've always been spat on by the nobles in their fancy clothes. One day I'll be on the same level as them.
3 My child/parent went to war and never came back. I will find them.
4 I want to start my own homestead on some far off frontier planet
5 I am incredibly pious when it comes to the God Emperor, even if I know almost nothing about him
6 My great grandfather served Chaos. May the true gods rest his soul.
d6 Flaw
1 I am lazy and sleepy. I sneak off to take naps when I think I can get away with it.
2 I obey nobility blindly.
3 I abandoned my home to avoid taxation, conscription, or the Arbites and I cannot return.
4 Lust for power and wealth can force me to make stupid decisions.
5 I am not used to wealth and tend to overindulge when I find myself with too much money
6 I am prone to all manner of desires, namely alcohol. I like to drink myself into a stupor whenever I can.

Civilized-Worlder

Of all the worlds of the Imperium, class Y "Civilized Worlds" are the most common, although the term civilized typically refers to their urban environment rather than any sort of cultural decorum. These worlds are self-sufficient, sharing both large population centers in the form of sprawling cities and large agricultural centers which are used to feed the populace. These planets vary in terms of technological advancement but the vast majority match up with the Imperial norm. A civilized planet is classified once its population reaches between 15 million (Typically on smaller planets) and up to around 10 billion. As a denizen of this planet you might have found yourself acting simply as a cog in a well oiled machine, from the simplest job shoveling biomass into a furnace, to positions as a repairman or hauler, all the way up to more advanced management positions overseeing factories, properties, or other similar things. Either way your experiences in this urban landscape have given you some unique insights into the universe. Earth in the 21st century is a perfect example of a Civilised World.


Skill Proficiencies. Choose two from Deception, Lore, Performance, Persuasion, Piloting,



Tool Proficiencies. You have proficiency in one tool of your choice, one type of gaming set.


Equipment. A knife, a set of common clothes, an stress relief object (such as a flask of liquor, book you enjoy reading, etc), a cellular phone, and a pouch containing 10 thrones.


Feature: Day Laborer As one of the working class, finding work and a place to stay is easy for you. In any location that needs workers, you can find room and board plus enough money for a poor lifestyle for as long as the work holds out, unless you prove to be a danger to those around you. Your employer and the other laborers may even protect you from the law or anyone else searching for you, though they will not risk their lives for you.


Background Feat. Choose one from Actor, Alert, Charmer, Competitor, Investigator, Observant, Practiced, or Performer


Suggested Characteristics. Although many Civilized Worlders work doing menial tasks, some few of them live a life that would be considered luxurious to the other citizens of the Imperium.

d8 Specialization
1 Deliveryman.
2 Menial Laborer.
3 Businessman.
4 Agri-Farmer.
5 Private Security.
6 Merchant.
7 Craftsman.
8 Business Owner.
d8 Personality Trait
1 I physically can't work without a cup of recaf in the morning.
2 I am gruff and have the social graces of a mule.
3 I take a measured approach to all problems. Any problem can be solved by thinking it through.
4 I have no patience with people who think they're too good to get dirty.
5 I have unique comments, passed on by my grandfather, for every situation.
6 I prefer to stay silent rather than ask or say something stupid.
7 My family and friends come first, no matter what.
8 I am always looking for ways to get out of work. If there's a job to be done, someone else can do it.
d6 Ideal
1 Loyalty. I serve the Imperium. If I break that oath, my word will mean nothing. (Lawful)
2 Greed. I've worked hard, and society owes me for my work. I will do what I must to become wealthy. (Evil)
3 Respect. Everyone, even the lowest of the low, deserves to be treated well. (Good)
4 Independence. Life is too short for me to listen to anyone's rules other than my own. (Chaotic)
5 People. I will do what I must to keep those I care for alive, at any cost. (Neutral)
6 Aspiration. I need to prove that there is something special about me in some way. In any way. (Any)
d6 Bond
1 I broke my loved one's heart. I must prove to them that I've changed.
2 The home I grew up in is the most important place in the world to me.
3 My family was slaughtered by xenos. I will not rest until I have repaid the favor.
4 My family was forced out of our home, and we were separated. I will find them.
5 I owe my life to the company that took me in and gave me work.
6 My ancestors once ruled my homeworld as nobles. I will reclaim their legacy and title.
d6 Flaw
1 I'm jealous of anyone stronger or smarter than me.
2 I'm bad with money, love to drink and gamble, and I'm always in debt.
3 I'll do anything to prove I'm above the people I grew up with.
4 I'm rude and pushy to people weaker than me.
5 I always assume people look down on me and take offense at the smallest slight.
6 I have a severe drug addiction.
Alternate Feature: Night Laborer

You generally worked in less... "lawful" places. You may have ran a dive bar, or worked for a crime boss doing non-criminal work. You generally know where to find these sorts of people. They will offer you room and board, and you can make enough money working in such places to sustain a modest lifestyle and make 1 throne each day you work. However being associated with these sorts of people has inherent risks.

Cult Mechanicus

The Cult Mechanicus is the official state religion of the Adeptus Mechanicus, which recognizes its faith as opposed to the Imperial Cult. It is composed of a hierarchy of Tech-Priests that form a strict religious organization based around the worship of the Omnissiah, the god of machinery. The Cult Mechanicus originated on Mars, the origin point of the Adeptus Mechanicus. When the Emperor first arrived on Mars in the Age of Strife, the natives worshipped him as the incarnation of the Omnissiah.


A treaty was signed with Mars, allowing the Adeptus Mechanicus to continue their worship of the Omnissiah despite the strict atheistic guidelines of the original Imperial Truth, in exchange for advanced technology from the Dark Age of Technology. The Tech-Priests of the Mechanicum are known to worship all machines, performing rituals and rites on their weapons, vehicles, and other machinery to coax the machine spirits within to aid them- this act is borderline heretical but it seems to be working. In the modern day, the Mechanicum hoard ancient technology and keep it to themselves for the most part. Many in the Ecclesiarchy see them as heretics, but essential heretics, as the vast Forge Worlds of the Mechanicum are responsible for the majority of the weapons and vehicles created for the Imperium of Man. As a member of the Cult Mechanicus, you have a unique link to the spirits of machines.


Skill Proficiencies. Choose two from Investigation, Lore, Medicine, Persuasion, or Technology



Tool Proficiencies. You have proficiency in one tool of your choice


Languages. You can speak, read, and write Cant Mechanicus.


Augmentations. You gain one Augmentation of your choice. This Augmentation cannot be an Improvement Augmentation.


Weapon Proficiencies. You gain proficiency with weapons with the Mechanicus trait.


Equipment. A set of tools you are proficient with, a set of Adeptus Mechanicus robes, a piece of ancient technology, and a pouch containing 15 thrones.



Feature: Rite of Maintenance Your deep understanding of the workings of machines allows you to perform essential repairs and maintenance on all types of technology. You can use Tinker’s Implements to temporarily repair damaged or malfunctioning mechanical devices (including ships), restoring basic functionality until a proper overhaul can be performed. Additionally, you gain advantage on Intelligence (Lore) checks to decipher technological schematics or blueprints.


As a member of the Adeptus Mechanicus, you also have access to a network of tech-priests, forge worlds, and manufactorums that may provide assistance or resources when you are in need of technological support.


Background Feat. Choose one from Augmented, Chemical Buffer, Customized Servitor, Divine Guidance, Faithful, Spiritual Techcaster, Techie, or Total Reconstruction


Suggested Characteristics. The Cult Mechanicus are zealous, borderline heretical cyborgs who hold technology in reverence above all else.

d8 Personality Trait
1 I have an insatiable curiosity about all forms of technology, from the simplest cog to the most arcane devices.
2 I often speak in complex technical terms, assuming others share my understanding of machines.
3 I am constantly tinkering with any mechanical object I can find, improving or enhancing it.
4 I am dedicated to the rituals and sacred rites of the Mechanicus, performing even the simplest mechanical tasks with absolute reverence.
5 I am fascinated by Dark Age technological artifacts and will go to any length to retrieve them.
6 I rarely express emotions, viewing them as unnecessary distractions from the perfection of logic and machinery.
7 I prefer the company of machines to people. Machines are predictable and reliable.
8 I constantly recite prayers to the Machine God while working on any task, ensuring the machine spirits are pleased.
d6 Ideal
1 Exploration. There are undiscovered technologies and forgotten relics across the galaxy, and I have eternity to find them. (Neutral)
2 Codification. The galaxy is full of chaos, but technology brings order and stability. I will restore order wherever I go. (Lawful)
3 Logic. Emotion is weakness. Only through cold, rational thought can progress be made. (Lawful)
4 Recklessness. Technology, no matter its origin, must be restored at my hand. (Chaotic)
5 Innovation. Progress, even if it is seen as heretical, must benefit everyone. The knowledge of the Omnissiah must serve humanity, not oppress it. (Good)
6 Dominance. Technology is the ultimate power, and those who control it have the capacity to rule all others. The weak, unaugmented organic masses must be subjugated under the superior intellect of the Adeptus Mechanicus. With but a single stroke, we could cripple the entire Imperium. (Evil)
d6 Bond
1 I am devoted to my Forge World and the teachings of my tech-priest mentor, whom I revere above all others.
2 I am old, but I am also immortal. I have been reuploaded to new bodies more times than I can count, losing a bit of myself each time.
3 My life's work is to restore an ancient machine or artifact of great power, and I will not rest until I have achieved this goal. This item might be something such as an STC (Standard Template Construct)
4 My body still clings to weak, decaying flesh. I must replace as much of it as possible with cybernetics.
5 I was born with horrible birth defects, or I was terribly wounded in battle. The Cult Mechanicus saved me and gave me a body stronger than my old one, though I keep a copy of my old flesh body in a gestation pod - just in case.
6 I treat servitors as if they are still people.
d6 Flaw
1 I view all organic life as inherently flawed.
2 I am dogmatic and inflexible, insisting all technology must be used and maintained according to certain sacred rites, even when it isn't practical.
3 My trust in technology is absolute, and I have difficulty adapting when my machines fail.
4 I am secretive and paranoid about the technology I possess, believing others will misuse it or steal it from me.
5 My devotion to the Machine God makes me socially awkward and indifferent to others' emotions and concerns.
6 I find myself doubting the rigid structure of the Mechanicus, secretly harboring desires to experiment with or modify forbidden technologies.
d6 Machine Quirks
1 Your voice sometimes shifts to a cold, robotic tone without warning, particularly when discussing technical subjects.
2 You frequently mutter to machines, and hear small noises that you believe to be the faint responses of machine spirits.
3 You have a habit of twitching your fingers or mimicking the movements of mechadendrites (robotic limbs), even if you don't have them.
4 The faint smell of machine oil seems to follow you, no matter how much you wash yourself.
5 You dream of flashing data streams and blueprints, and you wake with the sensation that you've debugged a machine.
6 You are visibly uncomfortable handling biological materials, and wear gloves when doing so.

Death-Worlder

A Death World is a planet with aggressive flora and fauna that has taken on an incredibly dangerous form. A typical Death World ecosystem is characterized by a balance between continual destruction and lightning-fast reproduction. These planets vary greatly, some being jungle-covered green hells full of carnivorous plants, others being volcanic wastelands in the midst of ion storms. Indeed some worlds, such as the planet Indiga, are known as Man-Made Death Worlds, as on Indiga a number of giant spiders escaped from zoos and took over the ecosystem of the world. The most famous Death World is known as Catachan.


Humans can, and do live on these worlds, but it is an existence beyond the "struggle" others find on the mainstream Imperial worlds, it is a struggle of Mankind against an ecosystem that wants them non-existent in the food chain. On many of these worlds it seems as though nature itself targets humanity like an enemy faction might, with near endless attacks on settlements. It is rare for a Death World to have a large population, typically having anywhere between 1000 to 15 million inhabitants.


As someone who has lived much of their life on a world that makes the grim-dark universe around you look calm in comparison, one might say you are well-adapted for the challenges you might face.


Skill Proficiencies. Choose two from Athletics, Intimidation, Nature, Perception, Stealth, Survival




Tool Proficiencies. You have proficiency with Survivalist's Kits and Trapper's Kits


Weapon Proficiencies. You have proficiency with combat knives, spears, short bows, crossbows, and composite bows


Equipment. A wooden shortbow, 10 arrows, a combat knife, a set of dark camouflage clothes, a sack containing 2 thrones worth of preserved meats, and a pouch containing 1 throne


Feature: Death-World Adapted Your experience with your home planet has led you to gain skills that are incredibly valuable in your travels. You are capable of foraging for yourself and a number of people up to 5 + your level. While foraging, and while traveling, you have advantage on Stealth checks. With mud, or something similar to cover your scent, you can grant yourself this form of advantage against scent based Perception checks.


You can also utilize Survivalist's Kits to craft superior items compared to someone else with a similar kit. You can craft composite bows with these tools.



Background Feat. Choose one from Battle Scarred, Brawny, Climber, Durable, Medic, Metabolic Tolerance, Naturalist, or Observant


Suggested Characteristics. Death-Worlders are tough, gruff people who act indifferently to the horrors of the universe. Personal greed is strange among Death-Worlders - either one works with a community or lives as a greedy lone wolf, and there is rarely any middle ground

d8 Profession
1 Hunter. You hunted the vicious animals of your homeworld, for food or sport.
2 Trapper. You built complex traps, for enemies on your world or as a way to get food
3 Commando. You trained in the harsh wilderness and became a fierce stealth soldier.
4 Tribal. You lived with a group of primitives in the wilderness, using ancient traditional methods to survive.
5 Hermit. You were exiled, willingly or against your will, and learned to live in the wilds by yourself.
6 Veteran. You saw many horrors on the battlefield. Maybe the Imperium forced you to retire, maybe you just got old, but rather than stop fighting you found a planet to keep you on your toes.
7 Survivalist. You learned to live in the wilds with the intention of teaching others how to live there.
8 Challenger. You willingly traveled to a Death World, seeking to prove yourself. You needed to know what it was like to go even further beyond.
d8 Personality Trait
1 I never let my guard down, no matter how safe things might seem.
2 I prefer to act quickly and decisively. On my world, hesitation means death.
3 I'm always scanning my surroundings for threats, even in the calmest places.
4 I have little patience for those who can't take care of themselves.
5 I'm always prepared for the worst; hope is foolish.
6 I speak in short, direct sentences - there is no time for fancy words where I come from.
7 I respect strength above all else - only the strong survive.
8 I'm always trying to teach others survival skills, even when they don't ask for help.
d6 Ideal
1 Survival. Staying alive is the only thing that matters. (Neutral)
2 Strength. Only the strong survive. I will become the strongest. (Any)
3 Pragmatism. There's no room for heroics in a place where every day could be your last. (Neutral)
4 Cunning. Outwitting your enemy and your environment is the key to survival. (Chaotic)
5 Community. My people survived by sticking together. Those who abandon others are cowards (Good)
6 Dominance. The weak are meant to be conquered, for they are not fit to survive. (Evil)
d6 Bond
1 I carry a relic of my home, a piece of the world that nearly killed me a thousand times, as a reminder of my origins.
2 My family didn't survive, but I'll honor their memory by becoming stronger than anyone else.
3 There was a creature, a great white beast that stalked me for years. I've sworn to return to my world some day and slay it.
4 I left my Death World, but I feel like I left part of myself behind. Some day, perhaps when I am old and gray, I will return to prove I can survive it once more.
5 The people who saved me from certain death are the ones I now owe my loyalty to.
6 There's someone I left behind who still clings to life on that forsaken world. I must go back for them.
d6 Flaw
1 I trust no one except myself, always assuming the worst of others.
2 I can't stop seeing danger in every shadow, even when it's not there.
3 I've become desensitized to suffering and death; sometimes I forget others aren't as hardened as I am
4 I'm reckless in dangerous situations, believing that if I survived my world, I can survive anything.
5 I struggle to see the value of peace, thinking only in terms of survival and conflict.
6 I sometimes put my survival above everything, even if it means abandoning allies or letting others suffer.

Hive-Worlder

Hive Worlds are Imperial planets with populations so hight the majority of the people living on the world live in massive arcologies known as Hive Cities. Each of these cities is an enormous, many layered structure that reaches above the clouds and houses billions of souls. It is from Hive Worlds t hat the majority of industrial labor and manpower originate.


Most Hive Worlds began as perfectly habitable worlds, but have become severely polluted, reduced to ash wastes and radioactive deserts in the name of the never-ceasing industry of the great cities. The crime ridden underbellies of these cities are often found in the most polluted, poorest sections of a Hive City. These areas are home to violent gangs, mutants, and heretical cults who hide from the authorities.


It is said that in a single day a Hive City produces enough material to be worth a million citizens. However the more valuable aspect of a Hive City's design is that its population roughly doubles every 100 years. With each hive housing between 10 to 100 billion people, and 5 to 20 hives per planet, the she amount of humans living on such a world is staggering. And each of these citizens is a potential soldier for the Emperor's armies.


Thus, these worlds produce more than just steel and silica; they are the crucible in which the very sinews of the Imperium are forged, their most useful resource... people. Almost every member of the Astra Militarum was born on a Hive World, and learned to use a weapon before they even joined the military. When they aren't being shipped willingly (or unwillingly) to the frontlines, the Adeptus Mechanicus Explorator fleets and Rogue Traders tend to take their pick of the new recruits and have them sent off to distant colonies on the edge of the Imperium.


Some worlds, such as Terra, even become what might be described as "Super Hive Worlds" where most if not all of the planet's surface becomes one large city, an ecumenopolis. Others are built on the surface of inhospitable worlds, built as enclosed environmentally safe cities on the husks of wastelands, the depths of jungles, or beneath booming glaciers.


The planet Vastoria is an example of a fledgling Hive World, with only one hive city on the entire planet.


Skill Proficiencies. Choose two from Deception, Intimidation, Perception, Persuasion, Sleight of Hand, or Stealth




Tool Proficiencies. You have proficiency with one tool of your choice


Equipment. A tool that can double as an improvised weapon (such as a hammer or screwdriver), a set of tools you are proficient with, a set of old clothes, two cans of corpse starch, and a pouch containing 4 thrones


Feature: Urban Survivor You know how to survive in the labyrinth of an urban environment. You can navigate the maze-like streets, alleys, and underground networks of any city with ease, using your knowledge of hive worlds as a guide. You are familiar with the criminal underworld and can make contact with black market dealers, gangs, or other unsavory elements to find illegal goods, jobs, or information. Additionally, you can scavenge food, water, and basic resources in a city, even in overcrowded or impoverished districts.


Whenever you are in an urban environment, you can find hidden paths, shortcuts, or secret meeting places that others may overlook. You are adept at avoiding detection and blending into the crowd, making it easier to remain unnoticed in populated areas.


Background Feat. Choose one from Augmented, Charmer, Customized Servitor, Durable, Investigator, Mutated, Perceptive, or Quick Fingered


Suggested Characteristics. Hive Worlders live most of their lives in an inhospitable dystopian city. It is hard for kindness to take root in such a place, but it does still happen sometimes.

d8 Personality Trait
1 I'm always on the lookout for easy money or valuable resources - anything to make my life easier.
2 I've learned to trust no one but myself, betrayal is the way of the hive.
3 I'm always scheming, looking for the next big score or opportunity to get ahead.
4 I feel more comfortable in the dark, hidden places where others fear to tread.
5 I'm used to people in power being corrupt, so I always assume there's an angle to every deal.
6 I prefer to keep a low profile, avoiding attention whenever possible.
7 I speak in slang and riddles, never giving away too much information about myself.
8 I have a short temper when dealing with those who look down upon people like me.
d6 Ideal
1 Adaptation. In the hive, you either adapt or die. I'll do whatever it takes to stay alive. (Neutral)
2 Freedom. No one should be stuck in a life they didn't choose. I'll fight to escape oppression. (Chaotic)
3 Power. I've seen what it means to be powerless, and I'll do whatever it takes to gain control over my destiny. (Evil)
4 People. The people of the hive stick together. I'll do anything to protect my own. (Good)
5 Wealth. Money is the key to escaping misery. I'll stop at nothing to get rich. (Neutral)
6 Justice. The powerful exploit the weak where I'm from. I'll tear down those who oppress others. (Lawful)
d6 Bond
1 My family or gang back home is still scraping by. I'll send money back to them, no matter the cost.
2 There's a person from the hive who helped me escape, and I owe them a life debt.
3 I carry a token or keepsake from my time in the hive, a reminder of what I've survived.
4 I swore to return one day and liberate those who are still trapped in the depths of the hive.
5 I lost someone important in the hive's underworld, and I seek revenge against those responsible.
6 I escaped the hive, but the past is always catching up to me - there's a price on my head, or a gang still looking for me.
d6 Flaw
1 I'm suspicious of anyone who offers me help or kindness, assuming they have an ulterior motive.
2 I'm quick to anger when someone questions my intelligence or insults my place of birth.
3 I'm haunted by memories of the horrors I witnessed in the hive, and I struggle to trust others.
4 I fell in love with a Chaos cultist/Daemon.
5 I can't resist the temptation of a quick profit, even if it means taking dangerous risks.
6 I often assume that everyone is out for themselves. Myself included.

Failed Space Marine


"Even though you have proven that you are not worthy or capable of being an Astartes you have still sworn to give yourself to the Chapter and the Imperium. Only in death does duty end."

— Brother Corswain of the Dark Angels


Most aspirants who fail the trials to become a Space Marine fail because they died. However, some few live on to become neophytes and later fail during this period. These failed marines usually reject specific implants later, or simply fail in a specific duty or battle. But this does not mean they are free from their Chapter.


Whatever life is left is often spent in service of the Chapter as a serf, an unpaid and unimportant servant. This is combined with the constant reminder of how close one was to becoming one of the Emperor's superhuman descendants, and instead, effectively becoming their slave.


Turning a failed neophyte or aspirant into a servitor is not usually the first option taken. Only an aspirant crippled beyond recovery or completely rejecting implants might find themself turned into a servitor. Others might be deemed a danger to their own brothers, and this, as a way for them to continue serving. It might seem like a punishment, but many aspirants and neophytes would rather take this option knowing they can still be useful to the Chapter in some form.


Some Chapters however have a much stricter view on such things. The Crimson Fists for example have been known on at least one occasion to punish a scout by turning them into a gun servitor. However, among the Space Wolves, Chapter Serfs actually live a relatively decent life and can even have families.



Skill Proficiencies. Choose one from Athletics, Insight, Intimidation, Lore, or Religion, and one skill of your choice



Languages. One of your choice (often High Gothic or the tongue of your homeworld)


Equipment. Astartes chainsword, a set of common clothes, a set of tools you are proficient with, a simple amulet with a symbol of your Chapter, and 5 thrones




Feature: Gene-Seed Echoes. You are able to pass yourself off as a member of the Adeptus Astartes to non-Astartes Imperials. However, most Space Marines can easily tell that you do not have all your implants. You might leverage this ability to gain food, shelter, and access to places only a Space Marine could go. Many people, savory and otherwise, might be interested in hiring a Space Marine mercenary.


For a reason decided by you and your GM, your training and implantation process was cut short(this is used as a balanced way to include a Space Marine in a party). You gain all of the effects of the Adeptus Astartes race except the following:

  • Any ability score that would increase by 4 instead increases by 2, as does the maximum.
  • Pick from Astartes Resilience, Enhanced Senses, Secondary Heart, Hardy, Sus-an Membrane, or Multi-Lung. You gain that trait, and you do not have the others until you get the necessary implants.
  • You do not have the Black Carapace, Omophagea, or Supersoldier trait until you have all other implants.

Background Feat. Choose one from Armor Expert, Augmented, Battle Scarred, Durable, Forceful Vigor, Power Frustrater, Tech Dabbler, Tough, or Weapon Expert

Suggested Characteristics. Failed Space Marines carry the pain of an unfulfilled destiny. Some seek redemption or vengeance, but for most, simple survival is the only task at hand. However, all of them remember what they were meant to become.

d10 Legion
1 Ist Legion - Dark Angels
2 Vth Legion - White Scars
3 VIth Legion - Space Wolves
4 VIIth Legions - Imperial Fists
5 IXth Legion - Blood Angels
6 Xth Legion - Iron Hands
7 XIIIth Legion - Ultramarines
8 XVIIIth Legion - Salamanders
9 XIXth Legion - Raven Guard
10 Grey Knights
d6 Role
1 **Rejected Neophyte. ** Your implants failed early and you were either discharged or presumed dead.
2 Augment Survivor. You survived partial implantation but were forced out for unknown reasons.
3 Chapter Serf. You were consigned to servitude and menial duty in your Chapter's monastery.
4 Inquisition Asset. You were presumed dead as a neophyte and revived by the Inquisition. They effectively own you now.
5 Renegade. You deserted after a particularly embarrassing failure as a neophyte, living as a mercenary or heretic-hunter.
6 Escaped Servitor. Your Chapter lobotomized you after your implants failed and consigned you to janitorial duty. Guess they didn't get all your brain. You escaped and never looked back.
d8 Personality Trait
1 I still train every morning, reciting litanies of battle as if I am preparing for my trials.
2 I wake from dreams of the Apothecarion. I feel like I can feel the scalpel cutting me again...
3 I hide my strength and scars, no one must know what I am.
4 I fear nothing, because I have already lost everything I feared to lose.
5 I still address Space Marines as "brother" even though I have no right to use that title.
6 I hoard relics and scraps of wargear, trying to rebuild the life I was denied.
7 I can quote entire passages from the Codex Astartes, though I no longer believe in Guilliman's vision.
8 I laugh when I should pray, because laughter is all I have left.
d6 Ideal
1 Denial. I did not fail. The Emperor merely tested me. I will spend the rest of my days proving I am still his servant. (Any)
2 Freedom. I don't miss the complexity and structure of my Chapter. It feels good to command my own destiny. (Chaotic)
3 Vengeance. My Chapter cast me aside like a broken weapon. I will show them the blade they threw away still cuts deep. (Evil)
4 Humility. I was meant to be an angel, but I remained a man. Perhaps this was the Emperor's mercy. (Good)
5 Piety. The Emperor's light shines even on the fallen. I am a living reminder that perfection is not required to serve Him. (Good)
6 Defiance. They called me unworthy. I will show them I am more worthy than any of them! (Chaotic)
d6 Bond
1 I keep the names of my mentors and would-be brothers carved into my armor.
2 My mentor tried to save me, I owe him my loyalty even if I don't owe it to my Chapter.
3 I still wear the colors of my Chapter, even if I am not one of them.
4 The Apothecary responsible for me becoming this... thing, still lives. I will face them someday.
5 I swore to protect a settlement that I defended from my own brothers.
6 I began a family after leaving my Chapter.
d6 Flaw
1 I despise true Astartes and lash out when I am reminded I am not one.
2 I hear whispers in my dreams, something in the Warp promising that I could be perfect.
3 I drink or fight to forget my shame.
4 I secretly wish I had died, either during the implantation or the trials.
5 I trust no one who speaks of "redemption"
6 I still follow orders from Space Marines, even if they make no sense, because I don't know how to live without them.

Feudal-Worlder

Feudal Worlds are planets which have not been introduced to the advanced technology of the Imperium, but still fall within its borders. Basic technologies such as medical antiseptics and antibiotics are doled out to such worlds, but for the most part they are left roughly in the late Iron Age to early Gunpowder Age. Such planets roughly have between 10 million to 500 million citizens.


The societies of Feudal Worlds exist in a strange state of independence from the other Imperial worlds. Kingdoms and empires vie for supremacy, fielding armies of knights and peasants. Many haven't even discovered all of the continents of their own homeworld.


Looming above the world is a space station from which the Imperial Governor of the world rules. As long as the bare minimum of a tithe that the world must give is paid, they can play whatever political games they want with one another. Feudal Worlds give a level of tithes known as Solutio Tertius, the lowest level that can possibly paid. What little comes from such planets is mostly raw materials and manpower.


Feudal Worlders find the universe around them to be a strange place. Yet at the same time their understanding of law and hierarchy makes them fit in quite well in the Imperium. Peasants find themselves rising above their station, living a more interesting life with food in their bellies and work available at all times. In contrast a feudal noble finds themselves spat on by commoners, the idea that they could must hundreds or even thousands of soldiers is often laughed at - after all how would they ever summon such an army without ships?


Despite this the nobles eventually worm their way into the Imperial nobility, and slowly but surely build up a retinue of knights and nobles from their homeworld to make the alien worlds of the universe more bearable. If they are lucky enough, their army might eventually find itself equipped with lasguns and flak armor - but that is an extreme rarity. Although, perhaps luckily, this does not often happen and they are left to rule their independent worlds in ignorance.


The Primarch of the Dark Angels, Lion El'Jonson came from a Feudal World.


Skill Proficiencies. Choose two from Athletics, Acrobatics, Animal Handling, Nature, Perception, or Survival



Languages. You know unique languages that are only spoken on your world, work with the GM to figure these out.


Tool Proficiencies. You have proficiency with one tool of your choice


Equipment. A primitive weapon with which you are proficient such as a blackpowder pistol or a longsword, ammunition for your weapon or a dagger, a set of hand sewn clothes, a primitive keepsake from your world (symbol of a foreign god, a lady's favor for a knight, or a crown for a king as an example), and a coin purse containing precious metal coins worth roughly 5 thrones.


Feature: Bonds of Loyalty Feudal society is built on a web of personal loyalty, sworn oaths, and lifelong service. You know how to navigate the strict hierarchies of power, the importance of duty, tradition, and fealty. You can more easily gain insight into the thoughts of individuals who value honor and service, such as the Astra Militarum and Space Marines.


You can also readily find support among people from similar worlds to yours. Your familiarity with the strict hierarchy of your world grants you better access to common folk, soldiers, and nobility depending on your station.


Background Feat. Choose one from Armor Expert, Crafter, Entertainer, Faithful, Fighting Stylist, Mariner, Psychic Sensitivity, Threatening, or Weapon Expert


Suggested Characteristics. Feudal Worlders live in a strict, hierarchal society. They fit into the Imperium better than almost any other humans.

Alternate Feature: Call the Banners

You ruled over land, either a small fiefdom, a large vassal state, or an entire kingdom. You once lived in relative luxury, ruling over thousands, tens of thousands, or hundreds of thousands. You were able to muster armies in your name for conquest and defense and the peasantry paid their taxes in your name. When tithes came, you met with the governor of your world. You might still rule over this land, but even if you don't your influence has not disappeared. Mustering your army, or even getting taxes from your world for anything other than politics on your home planet is incredibly difficult but not impossible. The Imperial Governor acts as the only barrier between you and your previous fiefdom. You can gain military support, resources, and other similar things from your planet if the governor allows, work with your GM to determine the depths of what you can gain from your world. Your previous residence is a place where you can live for free. Food is free when you stay here and you determine what your fiefdom was like, its name, and what your residence was like. You are still the sovereign of your fiefdom, and politics on your world though inconsequential to the Imperium are still something you can choose to pay attention to, to any degree you wish.

d8 Profession
1 Serf. You were a serf, tied to the land. You worked for your lord, owed all you had to them as little more than a slave, and fought as a levy when called upon. You gain proficiency with spears.
2 Peasant. You were a freeman, working job to job, possibly even owning a farm. When war came, the best work you'd find would be working as a soldier. You gain proficiency with spears.
3 Artisan. You worked in a useful profession, making decent money working as a smith, cobbler, or similar profession. You gain proficiency with a set of tools of your choice.
4 Merchant. You sold wares in a market or traveled across your world to sell goods. You gain proficiency with Persuasion.
5 Priest. You served the God Emperor as a priest in his name. Alternatively, you served as a priest of a heretical pagan god on the outskirts of society. You gain proficiency in Persuasion.
6 Knight. You were knighted by your lord or the king, ruling over a small parcel of land and fighting as a mounted warrior. You gain proficiency with martial melee weapons, short bows, and crossbows.
7 Vassal. You were a powerful noble, able to muster hundreds of men to your banner and fighting a constant struggle of power and survival. You gain proficiency with martial melee weapons, short bows, and crossbows.
8 Royalty. You were a king, emperor, prince or similar royal, able to raise an army of thousands or tens of thousands, and waging war against the other nation states of your world. You gain proficiency with martial melee weapons, short bows, and crossbows.
d8 Personality Trait
1 I have deep respect for the traditions and customs of my world, believing they hold society together.
2 I'm slow to trust those who don't swear their loyalty openly.
3 My actions are guided by a strong sense of duty and honor, even if it means personal sacrifice.
4 I carry myself with the pride of a knight, though I'm careful to remain humble before the God Emperor.
5 I speak in a formal and archaic manner, sometimes using the old language of my people.
6 I have little patience for those who do not understand the value of hard work or loyalty.
7 I often compare new places or experiences to the traditions and customs of my home.
8 I'm always looking for opportunities to prove my worth through deeds of valor or service.
d6 Ideal
1 Honor. The only thing that matters is the honor of one's house and service to one's lord. (Lawful)
2 Loyalty. I serve the tenets of chivalry and the God Emperor without question. To break my oath is to invite disgrace. (Lawful)
3 Protection. The strong must protect the weak, or they do not deserve the benefits of ruling the weak. (Good)
4 Tradition. My world is built on centuries of tradition. When we forget the traditions that made us who we are, civilization stops having meaning. (Lawful)
5 Terror. Weak men don't survive the winter. I take what I want from the weak, and slaughter them if they resist. (Evil)
6 Revolution. Kings and lords never deserved our servitude. We will tear down the old order and build a better one. (Chaotic)
d6 Bond
1 My loyalty to my lord or lady is unwavering and I will defend their honor at all costs.
2 I have sworn an oath to reclaim something that was taken from my family or house.
3 I left my world to seek glory, riches, or a way to advance my people. I will return someday.
4 I lost a family member to the Imperial tithe and I am trying to find them.
5 The teachings of the Imperial Creed guide my every action, and I live to serve the God Emperor.
6 I carry a relic or token from my world, a symbol of my heritage and traditions I hold dear.
d6 Flaw
1 I am overly trusting of authority figures, even when they prove themselves corrupt or incompetent.
2 I am stubborn in my beliefs and refuse to adapt to new customs.
3 I am quick to anger when I feel my honor, or that of my lord or house, is challenged.
4 My people worshiped the pagan deities of our ancestors in place of the God Emperor, and I will not forsake my people's ways.
5 I cannot read and have trouble learning new things.
6 I cling to traditions that make no sense in a modern world.

Feral-Worlder

"Caring little is me about your gun. Caring more should be you about my axe!" — Karl-Va, First Steel of the Red Clans


A Feral World is a Imperial planetary classification for Human settled planets whose populations are composed of nomadic hunter-gatherers or early agricultural societies. These people possess pre-industrial technology equivalent to Old Earth's early Stone Age, Bronze Age, or Iron Age cultures.


Feral Worlds are populated by tribal peoples living without the technological assistance of the Imperium, and their populations are quite low as a result, ranging from 100,000 to 5 million people. This may be due to ancient failed colonization from the Dark Age of Technology, or religious, cultural, or environmental problems.


These worlds differ from each other greatly. Some are inhabited by stone age nomads not unlike the tribes of ancient Earth, others are divided between feuding city states who fight for dominance. Other worlds might be post-apocalyptic wastelands inhabited by wild-eyed road warriors who reap and rave across the sand-swept ruins of ancient cities.


Feral Worlds, just like Feudal Worlds, have little direct political or economic interference from the Imperium and pay the lowest grade of planetary tithes, if any.


When the tithes must be paid, wide-eyed terrified tribesmen are forced by gunpoint onto transport ships. More often than not these tribals are chosen to become Astartes instead of Astra Militarum. What little hides and food the tribe has are stuffed into crates and shipped off.


In Bronze Age societies, sons and fathers are torn away from their families. Stolen bronze eventually becomes decorations on armor, and even starships that will never defend the world the metal came from. Heroic figures and warriors might find themselves kidnapped and pressed into the service of the Adeptus Astartes.


In direct contrast to Feudal Worlders, Feral Worlders have an incredibly hard time adapting to modern society. Technology, social conventions, laws, even food are so different to them that they hardly can comprehend them, let alone adapt.

Skill Proficiencies. Choose two from Athletics, Acrobatics, Intimidation, Nature, Perception, or Survival


Languages. You know unique languages that are only spoken on your world, work with the GM to figure these out.


Tool Proficiencies. You have proficiency with Survivalist's Kits.


Equipment. A primitive weapon with which you are proficient such as a wooden spear or a bronze sword, ammunition for your weapon or a stone knife, a set of primitive clothes, a hide bag filled with 3 thrones worth of trade goods, a random trinket from your homeworld (A small wood statue, an animal tusk/horn, a carved human bone, an ancient gadget, etc)


Feature: The Old Ways As a member of an incredibly primitive society you have knowledge of strange things and might act in odd ways. You might be used to speaking an entirely different, ancient, unique language and not know Gothic very well - alternatively your language might have been built more around gestures and non-word vocalizations. You are capable of foraging for yourself and a number of people equal to 5 + your level.


Your knowledge of the primitive world gives you a decent idea of where fresh water, edible food, and safe shelter might be. You have advantage on checks against exhaustion from weather effects. Choose fire or cold: you gain all the effects of the resistance Mutation relating to that damage type - except for the damage resistance.


Background Feat. Choose one from Crafter, Entertainer, Fighting Stylist, Mariner, Mobile, Psychic Sensitivity, Survivalist, Threatening, or Weapon Expert


Suggested Characteristics. Feral Worlders live in a constant struggle against nature. In contrast to Feudal Worlders, Feral Worlders have an incredibly difficult time adapting to modern society.

Alternate Feature: What Is Your Profession

You came from an early agricultural or bronze age society, and were high enough in the hierarchy that the daily struggles of life no longer existed for you. You might have been a soldier, some sort of primitive noble, or even a king of a fledgling nation. While in the settlement or nation you originated from, food, water, and lodging are free for you - potentially in addition to other services depending on your social status. You might be able to levy the support of your people for additional effects, especially as a noble or king - or even a chief/patriarch of a stone age tribe. While on your homeworld, you might have access to trade goods and even armies that you normally would not be able to utilize. If the Imperial Governor of your homeworld lets you, you might potentially be able to get taxes, aid, and even soldiers from your homeland. You decide what your homeland was like, its name, its enemies, and what your residence was like. Your world is still inconsequential to the Imperium, and you may pay as much attention to the internal politics of your planet as you wish.

d8 Profession
1 Slave. You were an unwilling servant, either born into your position or captured. During the tithe, you might have been shipped off-world. You gain proficiency with a set of tools of your choice.
2 Tribesman/Citizen. You were a loyal tribesman or citizen, doing odd-jobs for your tribe and acting as a hunter when food was scarce. You gain proficiency with spears.
3 Lone Wolf. You lived on the outskirts of society, doing whatever was necessary to survive. You gain proficiency with a primitive weapon of your choice
4 Trader. You traveled between tribes or cities, selling primitive trade goods for a living. You gain proficiency with Persuasion.
5 Shaman. You lived your life in the name of ancient gods many in the Imperium would find profane and heretical. You gain proficiency in Persuasion.
6 Warrior. You served as a primitive soldier, protecting your tribe or city with traditional weaponry. You gain proficiency with martial melee weapons and short bows
7 Patriarch/Matriarch. You were either the family leader of your tribe, typically the eldest family member, or you served as an early noble for an early agricultural or bronze age society. You gain proficiency with Persuasion
8 Primitive Royalty. You were the ruler of your homeland, a figure that thousands owed fealty to. Perhaps you were born into this position, perhaps you were the first person on your world to unite the disparate tribes, or maybe you triumphed over the wasteland warriors of your world in a colossal blood-game - granting you fame, fortune, and control of your region's water supplies. You gain proficiency with martial melee weapons, short bows, and crossbows.
d8 Personality Trait
1 I refuse to trust anything that bleeds oil or hums with power I don't understand.
2 Those who rely on technology are weaklings.
3 I scorn luxury and softness, preferring the harsh conditions of my homeland.
4 I often compare people to beasts or natural forces, using metaphors my tribe would understand.
5 I am driven by a deep connection to my world's spirits and natural forces.
6 Big words are for small people with skinny arms.
7 I respect strength and only respect those who are willing to stand up to me.
8 I keep trophies from everything I kill and like to taste the flesh of my enemies at least once.
d6 Ideal
1 Sacred Land. Nature is a living thing and I am its defender. (Neutral)
2 The Hunt. Life is a never-ending hunt, and the food chain is the oldest hierarchy in existence. I must become the greatest hunter. (Lawful)
3 Fear the Machine. Those who use technology without understanding it are fools playing with fire. (Chaotic)
4 Blood for Blood. An eye for an eye, a tooth for a tooth, a son for a son. (Lawful)
5 Predator's Right. The galaxy is filled with prey. It is the right of the strong to take what they want. (Evil)
6 Apocalypse. From the Beastmen we have learned that mankind is a blight on nature, and must be destroyed. Qwe sho baah, yuizz mah sur Kharne. (Evil)
d6 Bond
1 A trader told me he would sell me copper, but instead I was given copper plated mud bricks! I must find this swindler.
2 The blood machines came in the night and destroyed my tribe. I seek vengeance.
3 My people believe the spirit of a great beast lives within me, I try to live up to its strength.
4 I was marked by The Great Hunt. I must find prey, before I myself become prey.
5 I will not forsake the ancient gods of my people.
6 A Space Marine chapter watches over my tribe and keeps us safe. In exchange, they turn our sons into demigods. I will do anything to aid these men.
d6 Flaw
1 I fear and despise machines and advanced technology.
2 I see weakness in those who rely on anything other than their own strength and the strength of their tribe.
3 My way of life is brutal, I find it hard to understand or empathize with "civilized" folk.
4 I question the orders of anyone I don't like.
5 I am obsessed with proving my strength, sometimes to the detriment of myself and others.
6 I am deeply superstitious and believe technology is cursed, fearing even the most harmless machines.

Forge-Worlder


"You were born in the shadow of the Omnissiah and all your life you have been surrounded with the great wonders and dire terrors of the Machine God's arts. Ever since you were born you have been weighed, measured, codified and tested so that your masters might find your place in the great pattern; an unforgiving process that has fitted you well for survival and supremacy."


-Explorator Archmagos Thule


A Forge World is the Imperial term used by the worlds under the control of the Adeptus Mechanicus. On these densely-populated worlds citizens work nearly endlessly to craftg weaponry for the Imperium, their bodies sometimes enhanced with cybernetics to better survive the toxic worlds they call home.


Citizens are expected to perform the same job their whole life, from the moment they are old enough to work to their death, and their children take their place after. Much like the Cult Mechanicus, they typically worship the Omnissiah.


However, no human can work 24/7, although servitors can. The average worker has a 16 hour workday, or even a 12 hour workday if they're lucky. Sequestered among the industrial complexes and mines that burrow deep into the crust, there are a few gathering places for these workers. Churches, bars, eateries that can't really be called restaurants, and so on.


Skill Proficiencies. Choose two from Athletics, Perception, Piloting, Sleight of Hand, or Technology


Languages. You can speak, read, and write Binary.


Tool Proficiencies. You have proficiency with a set of tools of your choice.


Equipment. A set of tools of your choice, a small vial of sacred machine oil, a worn data-slate, a token engraved with the Cog Mechanicum, and 10 thrones


Feature: Machine Chant You understand some of the language of the Mechanicus and the rituals that soothe machine spirits. When interacting with machinery, you can identify at a glance its basic function and condition. When repairing, maintaining, or operating a device, you know how to coax it to work or what it needs to be repaired.

Background Feat. Choose one from Auditory Dampening, Augmented, Crafter, Customized Servitor, Keen Mind, Practiced, Specialist, Spiritual Techcaster, Tech Dabbler, or Techie


Suggested Characteristics. Forge Worlders are forged by faith in the Machine God and a lifetime of work. They are more calm and detached than the average human, but are still "too human" to the Mechanicus in many ways

Alternate Feature: Mechanicus Initiate

If you choose the Adeptus Mechanicus race you can choose this background as well. Remove the transhuman trait. You are a new member of the Adeptus Mechanicus and still have much of your organic body left.

d8 Personality Trait
1 I whisper a prayer of activation whenever I use a tool, even a simple one like a hammer.
2 I distrust organics; machines are more reliable than flesh.
3 I constantly analyze everything I see, cataloguing potential function and flaws.
4 I clean and oil my weapons and tools every day, even when they don't need it.
5 I see beauty in precision. Chaos and randomness disturbs me.
6 I treat every malfunction as a personal affront from the Machine Spirit.
7 I quote fragments of the Omnissiah's Canticles in casual conversation.
8 I struggle to talk to people, but I talk to machines like they're old friends.
d6 Ideal
1 Repetition. The Machine God embodies endless, flawless function. Through discipline I can mirror his divine logic. (Lawful)
2 Conviction. The Omnissiah watches over all who honor His design. The spirits of the machine are sacred and I will serve them well. (Lawful)
3 Knowledge. Every mechanism hides a secret, and every secret brings me closer to understanding the blueprint of existence. (Neutral)
4 Utility. Everything - and everyone - must serve a purpose. Idle hands are wasted potential. (Lawful)
5 Relaxation. I don't care how or when, but I need to be somewhere where I am not working 16 hours a day. There has to be more to life than this. (Any)
6 Ascendance. Through machine or mutation, I will see to it that I get what I want. And I want everything. (Evil)
d6 Bond
1 I carry the cog-tooth insignia of a Tech-Priest who showed compassion to me. One day I will return the favor.
2 I served the Magos Xenobiologis and have a distinct fascination with aliens. I... may have stolen a specimen.
3 I keep a small piece of the machine that raised me, a servo arm fragment, a vox chip, or a circuit plate.
4 My home Forge World was destroyed or corrupted. I now seek vengeance and the recovery of its lost data.
5 I once built something forbidden and the Mechanicus still hunts me for it.
6 I'm searching for a lost STC fragment said to contain the words of the Omnissiah.
d6 Flaw
1 I view those without augmetics as incomplete - a mere prototype of humanity
2 I have an obsessive need to disassemble and understand any machine I find.
3 I cannot trust anyone from the Adeptus Mechanicus, I was virtually their slave.
4 I am incapable of ignoring a machine in distress, no matter the danger.
5 I secretly believe that, in truth, metal is inferior to flesh. Who cares about living forever if we lose who we are.
6 I would kill my best friend to become a true member of the Cult Mechanicus.

Fortress-Worlder


"Fortress worlds are a fine source of soldiers, owing to necessarily large defence forces, which are typically trained and equipped to the high standards of the Imperial Guard. Fortress Worlds are a valuable asset not only because of their significance as strategic bastions, but also because they can serve as a readily available source of skilled, disciplined fighting men, and it is a rare fortress world that does not raise its armies with the expectation that they may be called upon to serve the Imperial Guard."


-Extract from the Tactica Imperialis


A Fortress World, as the name implies, is a planet that serves as a bastion of defense for the Imperium of Mankind.


These worlds are extremely well defended with large numbers of Astra Militarum and Imperial Navy assets, and their population exists purely to meet the demands of the soldiers stationed therein. Unfortunately, not all Fortress Worlds are owned by the Imperium and many have fallen to Chaos.


The most famous Fortress World was the planet Cadia, which defended the Cadian Gate, the only stable passage through the Warp from the Eye of Terror into Imperial space. From the constant assaults of Chaos and Abaddon the Despoilers infamous Black Crusades, Cadia finally fell to the forces of the Despoiler.


However, it would be incorrect to call this battle an Imperial surrender. Abaddon the Despoiler was unable to truly occupy the planets surface, and instead crashed the damage Blackstone Fortress Will of Eternity into the planet. This wiped out most defensive implements on the surface and tectonically destabilized the planet. Cadia split assunder and burned away.


Cadia broke before the Imperial Guard did.


Skill Proficiencies. Choose two from Athletics, Intimidation, Perception, Piloting, or Technology


Tool Proficiencies. You have proficiency with autoguns and lasguns


Equipment. A small trinket from your homeworld (a bullet, fragment of armor, etc), a set of common clothes with your homeworld's insignia, a whetstone, a knife, and a pouch with one throne


Feature: Hardened By Siege You've lived through more bombardments and breaches than most soldiers will in a lifetime. You instinctively sense danger in defensive positions - where walls are weak, where cover is safest, where supplies will run out first. In any fortified settlement or stronghold you can identify weak points and defensible terrain after a short inspection.


Background Feat. Choose one from Battle Scarred, Brawny, Fighting Stylist, Forceful Vigor, Perceptive, Power Frustrater, Tough, Threatening, or Weapon Expert


Suggested Characteristics. Life on a Fortress World burns away softness. To survive you became something harder - pragmatic and grimly determined. You may long for peace, but you know that in this grim, dark world, there is only war.

Alternate Feature: Child of Cadia

You were either born on, or are descended from people who lived on the world of Cadia. In addition to your features granted by Hardened by Siege, you gain advantage of saving throws against being frightened. In addition you can choose to pick the Blood of Cadia mutation. Some Imperials find even the slight mutations of Cadians to be suspicious.

d8 Personality Trait
1 I sleep in armor and wake the sound of a pin dropping. Comfort is a stranger to me.
2 I see every building and street as a potential battlefield. I can't stop assessing lines of fire.
3 I trust those who follow orders, not those who question them.
4 My humor is as dry as the ash from an orbital bombardment.
5 I feel uneasy under open skies. Walls make me feel safe.
6 I keep my weapons spotless, even when I'm not expecting a fight.
7 I expect everyone around me to act as if they are trained soldiers.
8 I march to the rhythm of my drill sergeant's voice in my dreams. I can't escape this life, even in sleep.
d6 Ideal
1 Obedience. Obedience is the soul of victory. (Lawful)
2 Endurance. Walls crack, bones break, but the will to endure is immortal. (Neutral)
3 Service. I exist to serve the Imperium. My life is the Emperor's shield (Lawful)
4 Pragmatism. Victory is survival - nothing else matters. (Neutral)
5 Sacrifice. I will hold the line. Even against this universe's most fearsome horrors I will hold the line. Because if someone has to die so that others may live, it should be me. (Good)
6 Legacy (Cadian). Cadia was lost - but we were not. Our courage will outlast the stars. (Any)
d6 Bond
1 My comrades in arms - living and dead - are my only family.
2 I owe my life to an officer who pulled me from the rubble.
3 My homeworld still stands and I will return one day to defend it.
4 I carry the emblem of a fallen regiment and will make their name known again.
5 I vowed never to let an enemy break the line.
6 (Cadian) I still wear the ash and dirt of Cadia in a small charm, to remind me that walls can fall, but faith cannot. Cadia stands! The planet broke before the guard did!
d6 Flaw
1 Those who have not seen war are unreliable.
2 I see hesitation as cowardice.
3 My nightmares keep me from sleeping soundly.
4 I refuse to retreat, even when its the only wise choice.
5 I judge others purely by how they act in battle.
6 (Cadian) I cannot forgive the Imperium for letting my homeworld burn - I will never stop holding that grudge.

Imperial Fleet


The Imperial Fleet includes almost every ship in the Imperium and is divided between 3 distinct branches: The Warfleets of the Imperial Navy, the Merchant Fleets, and the Civil Fleets. The Navis Nobilite, or Navigator families, are also considered a part of this hierarchy. However if you wish to play a Navigator, the correct background is closer to the start of the chapter.


The few vessels that are not a part of the Imperial fleet are owned by the Adeptus Mechanicus, the Adeptus Astartes, the Rogue Traders, the Inquisition, or a small number of ancient merchant families.


For the most part this background assumes a character is part of the Navis Imperialis, the Imperial Navy.


Where the Astra Militarum are the ground forces of the Imperium, the Navis Imperialis are responsible for the warships that allow material to be transferred between worlds and protect the vast expanses of the void. The battlefleet constantly engages enemies within and outside of the Imperium's borders


In the past, the Navis Imperialis was the Armada Imperialis, and was utilized by the Imperial Army. After the horrors of the Horuse Heresy, it was made into a seperate, rival group to further divide the military in case of future rebellions.


Today, the Navis Imperialis represents the lowers of their number, such as deck-hands, cadets, engineers, all the way up to the steel-eyed men and women that make up the higher ranks and the Admiralty.



Skill Proficiencies. Choose two from Acrobatics, Perception, Piloting, Sleight of Hand, or Technology


Tool Proficiencies. You have proficiency with two types of voidship


Equipment. A worn naval uniform, a signet or insignia marking your rank, and a pouch containing 10 thrones


Feature: Shipbound Discipline Years a board a voidship have taught you to survive the rigors of spacebound warfare. You can always identify the chain of command in military and bureaucratic settings. In any starport or naval installation, you can secure minor assistance such as discounted repairs, lodging, or safe passage among Imperial ships.


Background Feat. Choose one from Ace Pilot, Alert, Dutifully Deployed, Electrical Grounding, Fighting Stylist, Force of Personality, Inspiring Leader, Keen Mind, Mariner, or Promising Commander


Suggested Characteristics. The fleet taught you that order and vigiliance are the only defense against the fragility of life in the void. Even now the hum of plasma conduits is something you might miss if you've been planetside for a while.

d8 Rank
1 Rating (Voidsman)
2 Bosun
3 Sergeant-At-Arms
4 Ship's Master
5 Lieutenant
6 Captain
d8 Personality Trait
1 I still walk as if the deck of my ship is beneath me. Real gravity feels strange.
2 I measure time by shifts and watches, not by sunrise and sunset.
3 I clean and polish everything I own - I never know when my next inspection might be.
4 I speak in clipped, formal tones and expect others to do the same.
5 I hate open skies - they feel wrong after years in the void.
6 I keep my weapons spotless, even when I'm not expecting a fight.
7 I keep a perfectly folded copy of the Imperial Creed in my breast pocket
8 I've memorized every gun's firing pattern from my ship - and I can't stop comparing everything to it.
d6 Ideal
1 His Will. The Emperor's will is maintained through hierarchy, duty, and obedience - anything else is heresy. (Lawful)
2 The Moment. Every life, every bullet, every second matters. Chaos in the ranks is chaos in faith. (Good)
3 Duty. I was born to serve the Imperium - my life and death belong to the Emperor's fleet (Lawful)
4 Unity. Alone, we are dust. Together we are the storm that scours the stars. (Lawful)
5 Curiosity. I have seen many stars, and I will see more, even if the admiralty forbids it. (Chaotic)
6 Power. Commanding those beneath me gives me joy, and I relish the climb towards the admiralty. I would gladly go pirate just to keep some semblance of that power if I lost my position. (Evil)
d6 Bond
1 My ship was my home, and its destruction has left a hole that has never been filled.
2 I was a captain of my own ship, and I was too cowardly to go down with it. I should have died that day.
3 My old captain saved my life and now I owe them a debt.
4 I will never allow a fellow navyman to die alone.
5 The Emperor's light guided me through the void. I must spread it wherever I go.
6 There is one ship - one ghost of the fleet - I will find again, or die trying.
d6 Flaw
1 I freeze in open spaces - there's no ceiling, no walls, no safety.
2 I follow orders even if I know they're wrong.
3 I see civilians as soft, undisciplined, and worthy of my contempt.
4 I hoard supplies compulsively. You never know when the next resupply will come.
5 I can't shake the superstition that the void itself is watching me.
6 Somewhere out there, someone has many intimate secrets of mine that I would rather not have get out. That someone is a pirate.

Imperial Guard

"Men, we are the first, last and often only line of defence the Imperium has against what is out there. You and that fine piece of Imperial weaponry you hold in your hands is all that is keeping humanity alive. Most of you will probably not live to see your second year in the Guard and most of you will probably never see your homeworlds again, but I can guarantee you that when you do fall, with a prayer to the most high and mighty God-Emperor on your lips, you will have earned the right to call yourself a man!"


-Staff Sergeant Vermak, 12th Cadian Shock Regiment


The Astra Militarum, typically known as the Imperial Guard in Low Gothic, is the largest coherent fighting force in the entire galaxy and provides the primary military force and first line of defense from the myriad of the threats humanity faces in the 41st millennium.


The Astra Militarum is composed of countless billions of men and women, hundreds of thousands of different regiments, supported by light and heavy armored vehicles that provide the Imperial Guard's main offensive punch. The Astra Militarum is usually the first fighting force to respond when a world's Planetary Defense Force fails.


There is no universal uniform or regimental command hierarchy to the Imperial guard, although all regiments are required to have a commissar to maintain the morale and discipline of troops and swiftly punish heresy. However, many worlds copy the green flak armor of the Cadian Shock Troops, who are seen as the most effective of the Astra Militarum's units.


You are one of these countless billions of souls that were willing to lay down their lives for the greater defense of humanity.


Skill Proficiencies. Choose two from Athletics, Medicine, Perception, Piloting, Stealth, Survival, or Technology


Tool Proficiencies. You have proficiency with autoguns, lasguns, and Imperium simple weapons.


Additionally choose to be proficient in either one type of land vehicle or chainswords


Equipment. A battered set of dog tags, military fatigues, a small trinket from a fallen comrade, and a pouch containing 5 thrones


Feature: Brothers in Arms Wherever Imperial soldiers and veterans gather, you can find a place among them. You can secure simple shelter, food, or minor aid, assuming such things are available. Fellow Guardsmen instinctively trust you unless you give them a reason not to, and you can call on their loyalty for information and limited support.


Background Feat. Choose one from Alert, Athlete, Battle Scarred, Brawny, Commando, Fighting Stylist, Inspiring Leader, Promising Commander, or Weapon Expert



Suggested Characteristics. You are a survivor molded by the Imperial war machine. Fear and camraderie define you - whether broken or unbowed.

d8 Regiment
1 Armageddon Steel Legion
2 Attilan Rough Riders
3 Cadian Shock Troops
4 Catachan Jungle Fighters (see Death Worlder background)
5 Death Korps of Krieg
6 Elysian Drop Troops
7 Mordian Iron Guard
8 Praetorian Guard
9 Tallarn Desert Raiders
10 Tanith First and Only
1 Valhallan Ice Warriors
12 Vostroyan Firstborn
d8 Rank
1 Guardsman
2 Corporal
3 Sergeant
4 Lieutenant
5 Captain
6 Commissar
d8 Personality Trait
1 I always keep a weapon within arm's reach - even while sleeping.
2 I can't stop scanning crowds for threats.
3 I sometimes shout in my sleep.
4 I clean my armor and weapons compulsively, a jammed gun means death.
5 I make dark jokes about everything, it keeps the fear away.
6 I respect authority but not incompetence.
7 I don't trust silence, it usually means an ambush is coming.
8 I take pride in small victories, like a clean shot or a warm meal.
d6 Ideal
1 Emperor. The Emperor protects those who survive. My purpose is obedience in His name. (Lawful)
2 Camraderie. No one survives alone. My brothers and sisters in arms are my family, and I would break orders to help them. (Good)
3 Command. I was born to lead and I expect others to follow. I make examples of those who don't. (Evil)
4 Persistence. To fight on, no matter the odds, is the truest charge of the Astra Militarum. Pain is weakness leaving the body. (Any)
5 Faith. I have seen His light in even the darkest places - I know the Emperor watches, even now. (Neutral)
6 Defiance. I fight not for glory, but to prove to ensure the galaxy never forgets humanity's place. (Any)
d6 Bond
1 I collect mementos from fallen comrades, their memory drives me forward.
2 I have horrific scars from a narrowly avoided bomb in the trenches.
3 My regiment's honor was smeared by a defeat. I will restore their name or die trying.
4 I still write letters to my family, even though they'll never receive them.
5 My lasgun is my life. I will never part with it, even if it breaks.
6 I swore an oath to return home one day.
d6 Flaw
1 I flinch or freeze at loud noises, they remind me of gunfire.
2 I have a hard time enjoying life.
3 I drown my sorrows in drink or smoke whenever I can.
4 I pretend I'm tough but I will run at the slightest sign of death.
5 I can handle any enemy! Why run when I can prove myself?
6 I was caught smuggling in my regiment, and luckily got off with nothing but a whipping and a debt I'm still paying.

Imperial Knight Scion


"Let the power of your Knight flow through your veins. Let the ghosts of your throne whisper wisdom into your mind. Let steel be your sinews and fire be your fists. Become your Knight, as it becomes you, and through symbiosis ascend. So shall you become. So shall you protect your people and slaughter your foes."


-Sixth Canticle of the Ritual of Becoming


The Imperial Knights, or Questor Imperialis in High Gothic, are piloted robotic combat walkers of small to medium size in the service of the Imperium and sometimes the Adeptus Mechanicus.


Each Knight is piloted by a single Human warrior drawn from an ancient feudal aristocratic culture that stretches across the galaxy. Imperial Knights are colossal war machines that tower over the battlefield. They are propelled into battle by powerful servos and have the power to kick over tanks and crush soldiers with ease.


Knights are relics of a lost age, armored giants from a forgotten era. One does not drive such an heirloom - it is bonded with. Only a noble from an ancestral knightly house has such an honor. During the Ritual of the Becoming, a noble fuses their mind with the Machine Spirit of the Knight, a union of flesh and metal. Only then can the noble truly occupy the Throne Mechanicum - the seat of control from which they use their mind to command the towering Knight.


Thousands of years before the rise of the Imperium, Mankind settled many far away worlds. Among the apparatus of colonization were war machines known simply as "Knights" which existed to protect settlers from threats. It is in the remnants of thse Terran colonies that the Knightly Houses began.


You are one of these Knights, either you have not been bonded yet to your Knight, or you have lost it somehow.



Skill Proficiencies. Choose two from Athletics, Medicine, Lore, Piloting, or Technology


Tool Proficiencies. You have proficiency with two types of Imperial Knight


Equipment. A signet of your Knightly house, a scrap of ceramite plating, a smal vial of ungent oil, fine clothes bearing your heraldry, and a pouch containing 25 thrones.


Feature: Right of Nobility You are a recognized member of a Knight House, whether a ruling heir, exiled scion, or otherwise. In Imperial society, among nobles, clergy, and even the Adeptus Mechanicus, your heritage carries weight. You can request an audience or hospitality from most Imperial officials of high standing and others of noble blood will treat you with a mixture of respect and curiosity. Even if your title has no legal power where you travel, it still opens many doors that would remain shut to commoners.


Background Feat. Choose one from Ace Pilot, Athlete, Crafter, Electrical Grounding, Fighting Stylist, Loremaster, Specialist, or Tech Dabbler



Suggested Characteristics. Your House taught you honor, tradition, and the burden those things entail. The Throne Mechanicum is a sacred inheritence. Some Scions bear that legacy, others flee it, but none can escape it.

d8 House
1 House Cadmus
2 House Hawkshroud
3 House Immoren
4 House Romaani
5 House Terryn
6 House Vornherr
7 House Griffith
8 House Krast
d8 Personality Trait
1 I carry myself with the formality of courtly decorum, even in the gutter.
2 I have memorized every motto, creed, and oath of my Knight House. I often quote them.
3 I believe every problem can be solved with courage.
4 I speak to my Knight (or armor if I don't have one yet) as if it were a living companion.
5 I am uncomfortable when not wearing armor - I feel naked without it.
6 I am haunted by the echoes I have heard from my Throne Mechanicum.
7 I treat common soldiers with surprising respect, without them even Knights would fall.
8 I am difficult to anger, but a wound to my pride is one I must right.
d6 Ideal
1 Honor. The code of my House is sacred, every action reflects upon my lineage. (Lawful)
2 The Knight. I exist to serve the Imperium and protect the innocent. That is the charge of a Knight and it is one I shall not fail. (Good)
3 Tradition. The oaths of my ancestors guide my every action. We stand upon their shoulders and must not falter. (Lawful)
4 Fading. My House's glory is fading. Through valor and chivalry I shall restore it to legend. (Any)
5 Heresy. I am a union of metal and man, Knights should decide things, not the church! (Chaotic)
6 Independence. I am more than my lineage. I will make my own name, even if I must walk apart from my House. (Any)
d6 Bond
1 Tis oft remarked of me that I am given to the turning of time-worn phrases and that my speech doth carry the weight of elder days. I am wont to weave my words in such a fashion so that to the common ear I may sound out of step with the manner of this present age.
2 My Throne Mechanicum rejected me, I must prove myself worthy of its spirit.
3 My family entrusted me with a sacred relic and I will die before losing it.
4 I made a vow to my mentor to protect what remains of my House's legacy.
5 I am bound to avenge the death of my sibling, slain in their Knight by traitors.
6 The Omnissiah's machine spirits speak to me in dreams - I must learn what they seek
d6 Flaw
1 I cannot tolerate insults and respon with fury or challenge.
2 I look down on those of common birth.
3 I am haunted by the psychic bond to my Throne - or the idea of that bond.
4 I trust too easily in hierarchy and authority.
5 I secretly fear that the ruin of my House was (or will be) my fault.
6 I cling to ceremony and tradition, even when it blinds me to the present.

Imperial Noble


"The elite who rule over the worlds of the Imperium, obsessed with power and the politics to maintain that power; they may rule from piles of fur on a barren plain, or from the crystalline windows at the top of a hive city spire, but all know the precarious nature of power and the ever-present enemies ready to snatch it from them."


-The Inquisition


The highborn, or the nobility, are the political and socioeconomic elite of Imperial worlds. They form a class of aristocrats, princes, merchant lords, corportate officers, and governors. Their exact title and status will depend on the world's native culture and their technological level, but regardless, the Imperial highborn rule over nearly endless populations alongside other equally-priviledged noble scions.


To be born a noble is to be given the best that an Imperial planet has to offer, raised apart from the struggling masses to take a position of great importance and power. This bight be the finest pelts and grox meat of a Feudal World, or the most potent of narcotics and off-world delights to the mainstay Hive World. It is also to enter a world of deadly politics and ancient feuds where children grow up with terrible enemies and sleep knowing there are those that would cut their throats for a mere taste of their power.


Many noble houses span the stars in an intricate web of kinship, marriage, and political alliances that reinforce their power and influence regardless of one of those worlds failing. Products of careful breeding and cultured refinement over many millennia make them believe that they are the finest that Humanity has to offer.


Nobility of birth is never a guarantee of character, unfortunately, because for every enlightened noble there are dozens of self-obsessed men and women that seek nothing but to prove themselves or simply maintain their grasp on power. Worse still are idlers and petty tyrants whose actions spill over into heresy and evil, often for no reason other than boredom or a sadistic craving for power.


Skill Proficiencies. Choose two from Deception, Insight, Lore, Perception, or Persuasion


Languages. High Gothic


Equipment. A signet ring of your noble house, a fine set of clothes, a date slate with your gene records, a family heirloom weapon (likely an unusable rapier or similar ceremonial weapon), and a pouch containing 50 thrones


Feature: Voice of Authority Your noble lineage commands respect or at least hesitation. You can secure an audience with lesser officials, military officrs, and planetary administration by invoking your lineage, even without a formal appointment. When among citizens, your name might earn you aid or preferential treatment - it might also make you a target of envy and resentment.


Background Feat. Choose one from Actor, Charmer, Empathic, Entertainer, Faithful, Force of Personality, Linguist, or Loremaster


Suggested Characteristics. Some nobles cling to their priviledge as divine right, others bear the crushing weight of duty with humility. Few escape the rot of corruption entirely.

d20 House
1 Belisarius, ties to Adeptus Mechanicus
2 Bellis, void-borne merchants
3 Carminius, Imperial Governors and Rogue Traders
4 Chorda, Ruthless Rogue Traders
5 Draik, void-borne explorers
6 Dureghast, Terra-based Administratum dynasty
7 Escher, Hive nobles from Necromunda
8 Fel, Cunning and ambitious Rogue Traders
9 Goliath, Hive nobles from Necromunda
10 Greim, Military aristocrats of Armageddon
11 Hax, Rulers of the Calixis sector and Scintillia
12 Krin, Calixis sector banking and merchant house
13 Marrow, Ecclesiarchal relic traders
14 Orlock, Hive nobles from Necromunda
15 Orpheus, Deep exploring Rogue Traders
16 Tybalt, Necromunda spire noble lineage
17 Van Saar, Hive nobles from Necromunda, tech based
18 Velkaris, small xenophilic Rogue Trader dynasty
19 Winterscale, Wealthy multi-sector Rogue Trader dynasty
20 Pick one
d8 Personality Trait
1 My tone is utterly formal and my fashion impeccable.
2 I learned to smile and lie long before I learned to fight.
3 My pride hides deep security - I must prove my bloodline's worth.
4 I treat every situatioon like a negotiation, even battle.
5 My charm and poise are my greatest weapons, not my sword.
6 I secretly envy the common soldiers who fight without titles or expectations.
7 I like to fraternize with the common muck.
8 I quite literally am better than the commoners.
d6 Ideal
1 Servitude. I am a servant of the Emperor first, my house second. (Lawful)
2 Prestige. The Imperium endures through the legacy of the great and the wealthy. My deeds will bring honor to my name and dynasty. (Any)
3 Mercy. Even among the stars, compassion has a place. The strong protect the weak or we are no better than the enemy. (Good)
4 Dominion. Power is the Emperor's will manifest, and only a select few should have power. (Evil)
5 Debauchery. A noble name and a heavy purse are a perfect excuse to have as much fun possible! (Chaotic)
6 Reform. I have seen the rot and corruption of the Imperium firsthand. I must do something to stop it. (Any)
d6 Bond
1 My house and another house have been rivals for decades.
2 My family's honor was stained generations ago - I will restore it or die trying.
3 I owe everything to the lowborn servant who raised me because my parents were too busy.
4 I seek to uncover a long lost artifact tied to my bloodline.
5 I secretly despise my noble peers for their decadence.
6 I am loyal to my family above all - even the Emperor.
d6 Flaw
1 I cannot abide being disrespected. Insults must be repaid in kind.
2 I measure others by their birth, not their deeds.
3 I hide cowardice behind protocol and ceremony.
4 My vanity makes me easily manipulated by flattery.
5 I hoard wealth and favor like a miser, terrified of losing status.
6 I believe my judgement is infallible - a dangerous belief in a court as much as a warzone.

Inquisition


"...the Inquisition merely performs the duty of its office. To further fear them is redundant, to hate them, heretical. Those more sensible will place responsibility with those who forced their hands..."


-Captain Gabriel Angelos, Blood Ravens Chapter, after the Exterminatus of Typhon Primaris


The Inquisition, formally called the Holy Orders of the Emperor's Inquisition, is a secret organization that exists outside of the standard hierarchy of the Imperium of Man. The Inquisition is a secret police force and the primary intelligence service of the Imperium.


They hunt all manner of enemies, from the corruption of Chaos, heretics, mutants, rebels, and assaults from the vile Xenos races such as the Tyranids, Orks, and Drukhari.


Most Inquisitors believe themselves only answerable to the High Lords of Terra, but Astra Militarum Generals, planetary governors, Space Marine Chapter Masters, and other such groups are considered to be on the same level as Inquisitors. Relations between these groups are often laced with rivalry and bitterness, and even within one grouping, deadly wars might be fought to gain advantages. Imperial commanders for example, battle one another for fiefs and power.


The Ordo Hereticus and its chamber-militant, the battle-sisters of the Adepta Sororitas, seek to combat all Human threats to the Imperium.


The Ordo Malleus and their chamber-militant, the Space Marines of the Grey Knights, seek to confront and defeat Chaos wherever it arises, as well as other threats from the Warp.


The Ordo Xenos and their chamber-militant, the Astartes of the Deathwatch, defend the Imperium from the myriad alien threats at its borders.


Furthermore the Ordo Minoris contain members from these other groups, as well as their own members, and might do things as mundane as keep tabs on the Administratum, or as utterly insane as dealing with time traveling phenomena.


And you are one of these people invested with nearly supreme power to do as you please.


Skill Proficiencies. Choose two from Athletics, Acrobatics, Insight, Intimidation, Investigation, Lore, or Perception


Languages. High Gothic


Equipment. A Hexagrammic Ward, a plain set of dark clothes, a data slate of encoded dossiers, a symbol of the Inquisition, and 20 thrones


Feature: Seal of Inquiry You carry the weight of the Inquisition's authority - or at least the shadow of it. With a word, you can demand aid, seize information, or bypass local law in the name of the Emperor's will. Yet, such power invites scrutiny and fear; every favor you claim makes another enemy, and the eyes of your rivals never close.


Background Feat. Choose one from Alert, Battle Scarred, Divine Guidance, Exotic Weapon Training, Faithful, Fighting Stylist, Force of Personality, or Investigator



Suggested Characteristics. Members of the Inquisition come from every world, creed, and caste. Some serve fanatically with little regard for life and limb, others with quiet horror. Each bears the burden of truth - knowledge so dangerous it could unmake the Imperium if revealed.

d4 Order
1 Ordo Hereticus. You gain expertise in Insight or Investigation
2 Ordo Malleus. You gain proficiency in Arcana and can speak, read, and write Dark Tongue.
3 Ordo Xenos. You gain proficiency in Nature and can speak, read, and write one Xenos language of your choice.
4 Ordo Minoris (Any minor order). You gain one skill proficiency and one language of your choice.
d8 Personality Trait
1 I catalog everything I see, whether mentally or in a journal - everything is worth recording.
2 I speak softly and watch everyone, calculating my view on them off of what they're not saying.
3 I view faith as a weapon sharper than any blade, and manipulate it in others to get my job done.
4 I can't stop analyzing everyone's motives, even my friends.
5 My charm and poise are my greatest weapons, not my sword.
6 I rarely sleep without alcohol in my system; nightmares are simply inefficient distractions.
7 I speak of the Emperor not as a god, but as a necessary truth.
8 I can't stand to see a mystery go unsolved, even if the answer damns me.
d6 Ideal
1 Utilitarian. The galaxy isn't kind or fair - its survival depends on what works, not what's right. I'll bend rules before I let them break me. (Chaotic)
2 Empathy. I've seen what blind cruelty does to people. Mercy can be a weapon too, the kind that disarms hatred. (Good)
3 Detachment. Feelings cloud judgement. I must remain a clear and unflinching lens through which the truth can be see. (Neutral)
4 Reconstruction.. The Imperium is crumbling. My duty is not to preserve it as it is, but to rebuild it into something that deserves to endure. (Any)
5 Obsession. Every mystery has an answer - I will burn worlds to find it if I must. Understanding is worth any price. (Evil)
6 Ruthless Hope. Humanity can still be saved, but the cost may damn us anyway. I will drag us kicking and screaming into a better age if I must. (Any)
d6 Bond
1 The Inquisition saved me from execution, in exchange I was pressed into their service. I owe them everything.
2 I maintain a secret archive of forbidden lore to ensure it never finds its way to the wrong hands.
3 I once spared a heretic. Their survival haunts me, and I fear they have not forgotten.
4 I fly into a rage when innocents are harmed unjustly, especially by other Inquisitors.
5 My old comrades died seeking something. I'll uncover the truth, no matter the cost.
6 I carry a daemon's mark. Suppressed, hidden, but never gone.
d6 Flaw
1 Deep down I believe everyone is a heretic.
2 I've begun to believe I am above judgement.
3 My loyalty to the Inquisition outweighs even my loyalty to the Emperor.
4 I secretly question whether the Imperium deserves to be saved.
5 I take trophies from heretics I execute.
6 I read a lost tome that I should not have. Sometimes, when I'm alone, I hear its passages whispered to me.

Officio Assassinorum


"We do not determine the guilty; we do not decide the punishment; we are merely the cold instruments of the Emperor's vengeance. There is no form of death unknown to us; there is no form of terror beyond our means; there is no enemy outside our reach. We are the blade that hovers over the throat of the traitor; we are the bullet that awaits the heretic's skull; we are the poison in the throat of the alien."


-Decree Assassinorum


The Officio Assassinorum is a highly secretive agency that employs different "temples" that train Human assassins to further the goals and protect the security of the Imperium. Although the Inquisition is feared by the citizens of the Imperium, the deadly disciples of the Officio Assassinorum strike fear in even the most battle hardened Imperial soldiers.


Assassins are usually deployed alone, as they are trained to operate behind enemy lines with no support. Given the sheer potential political power of this group, and the fact that its operatives have been used against rival High Lords of Terra in the past, the authorisation to assassinate a target must come from the very highest of Imperial command. Assassins are watched closely to ensure they are always under the control of the Imperium.


Almost nothing is known about the locations of these temples except that they are all still located on Terra except for the Eversor Temple. The Eversor Temple instead keeps all its operatives in cryo-stasis on secret starships and space stations.


As a member of one of these temples, you yourself are a weapon, even when you are disarmed.


Skill Proficiencies. Choose two from Athletics, Acrobatics, Insight, Intimidation, Investigation, Perception, Sleight of Hand, or Survival


Weapon Proficiency. One weapon type of your choice, such as lasguns, Imperium simple weapons, etc.


Equipment. A small vial of poison, a token from your first kill, a black stealth-suit, and 15 thrones


Feature: Sanctioned Ghost You are trained to erase your presence and invoke the authority of the Officio when needed. With a day of downtime, you can wipe virtually any trace of your presence, name, or actions in an area. You are a weapon meant to be unseen and not remembered.


Background Feat. Choose one from Acrobat, Actor, Alert, Commando, Fighting Stylist, Force of Personality, Mobile, or Quick Fingered



Suggested Characteristics. Assassins live isolated, conditioned lives. Their emotions are dulled, yet never fully extinguished. Some struggle to rediscover their identity beyond their missions while others find solace in their purpose. Whether a cold professional or a reluctant killer, each assassin walks the thin line between humanity and machinery in a metaphorical sense - between faith and function.

d6 Specialization
1 Callidus. You gain proficiency with Deception.
2 Culexus. You gain proficiency with Arcana.
3 Eversor. You gain proficiency with Intimidation and one form of long-term madness.
4 Vanus. You gain proficiency with Technology
5 Venenum. You gain proficiency with poisoner's kits.
6 Vindicare. You gain proficiency with sniper rifles.
d8 Personality Trait
1 I move without sound even if there is no reason to hide.
2 I speak rarely and directly.
3 I study people the way a predator studies prey.
4 I maintain perfect calm in all situations.
5 I take quiet pride in efficiency. A clean kill is its own art.
6 I collect small trophies from missions. I wouldn't call it sentimental more than proof.
7 I mimic emotion well enough to blend in. Sometimes I forget where the act ends.
8 I feel most alive when everything around me is dead.
d6 Ideal
1 Purpose. I was made for one reason - to kill. Nothing else matters. (Any)
2 Control. Precision in thought, motion, and will. Chaos is the enemy of perfection. (Lawful)
3 Secrecy. A hidden blade is more threatening than one drawn too soon. (Any)
4 Payment.. Every life I take is a penance for the one I lost to the Officio. (Any)
5 Mission. There is only the mission. The mind obeys the mission. (Lawful)
6 Fun. I am happiest when I am covered in blood and listening to the music of screams. (Evil)
d6 Bond
1 I plan to die in a blaze of glory.
2 I keep a list of every life I've snuffed out. Someday I'll add mine to it.
3 A target once spared my life.
4 I owe my survival to a field agent who broke the rules for me.
5 I remember fragments of my past - a voice, a face - and I will find the truth behind it.
6 I swore an oath never to kill one specific person, no matter what orders I am given.
d6 Flaw
1 I feel nothing when I kill, and that frightens me.
2 I'm addicted to the adrenaline of the hunt.
3 I struggle to see others as people instead of threats.
4 My conditioning sometimes takes over. I lose time and wake up next to corpses.
5 I obey authority too easily, even when its wrong.
6 I secretly hope someone will end me before I'm ordered to kill again.

Sister of Silence

Prerequisites: Blank, Female


"We are mute but not without power, we are silent but not without resolve, we are untouchable but not without courage, we are sisters and have but one father. We are seekers and we shall find our prey, we are warriors and woe to those we oppose, the Emperor's mark is on our brow, all who deal with the Warp must beware, His Judgement and vengeance is ours to deliver!"


-Motto of the Sisters of Silence


The Sisters of Silencee are an all-female order of Imperial Witch Hunters made up of psychic nulls tasked with hunting down renegade psykers and other psychic threats across the galaxy. They also help to enforce the Imperium's rigid laws on the use of psychic powers.


The Sisterhood was its most active ago 10,000 years ago during the Great Crusade, after which they were werongly assumed to be disbanded. Yet the Sisters of Silence returned to prominence in the Imperium of Man following the birth of the Great Rift and the start of the Era Indomitus.


The Sisters' primary base is the Somnus Citadel on Luna, the moon of Terra, which is maintained by the ancient Selenite Cults gene-engineers who long governed that world.


Along with the Adeptus Cuistodes, the Sisters of Silence have the right to walk within the Imperial Vaults deep beneath the Imperial Palace, the sovereign and sole domain of the Emperor and His household at the behest and license of the Master of Mankind. Following the end of the Horus Heresy, the Sisterhood was cast out by the distrustful Imperium.


During the 32nd and 36th millennium, the remnants of the Sisters were responsible for palying key roles in many battles, and diverted disaster despite officially being disbanded. With the reinstatement of Roboute Guilliman as Imperial Regent in the Era Indomitus, the Sisters of Silence were officially restored as an order. Guilliman remembered the trust his father had placed in these Null-Maidens and they were needed now more than ever.


No longer sequestered away in the vast spire-convents of Luna, the Sisterhood has recently reestablished its presence in nearly every segmentum of the galaxy. They infiltrate the Webway to battle xenos races and recover Pariahs from enemy forces for their own gain.


Truly these women are death incarnate, and they fight bravely alongside the Adeptus Custodes, the Talons of the Emperor.



Skill Proficiencies. Choose two from Athletics, Acrobatics, Insight, Intimidation, Investigation, Lore, or Perception


Languages. You can read and write High Gothic but you are bound by an oath of silence and cannot speak. You also know Thoughtmark, a complex sign language used by Sisters of Silence and understood by Adeptus Custodes.


Equipment. A small blade with a sigil of the Sisters, a vow-scroll marking your silence, a hooded cloak of dark grey or bronze, a purity seal of The Golden Throne, and a token from your former cadre


Feature: Silent Authority You carry the unmistakeable mark of the Silent Sisterhood. When you traverse Imperial institutions, such as barracks, planetary governorates, or ships, your presence is hard to ignore. You can request access to restricted areas or gain brief cooperation from agents. However, your silence and reputation can also alienate allies. Those who trust your order might offer food, shelter, and assistance. Those who distrust it however will refuse to aid you and hinder you.


Background Feat. Choose one from Alert, Battle Scarred, Divine Guidance, Exotic Weapon Training, Faithful, Fighting Stylist, Force of Personality, or Investigator



Suggested Characteristics. Sisters of Silence are stoic and often profoundly alien to those around them. Their lack of a soul isolates them, yet they find purpose in the Emperor's will and sisterhood in their order.

d8 Personality Trait
1 My gestures and eyes speak louder than words.
2 My thoughts feel heavy with the restraint of my oath of silence.
3 I observe before acting.
4 I find comfort in ritual and repetition.
5 I hate listening to others talk about pointless things.
6 I'm deeply uncomfortable in crowds and places full of people. I know being around me makes them feel strange.
7 My sense of humor is rare, but when it appears its as dry as a desert.
8 I view pain as clarity.
d6 Ideal
1 Sanctity. The Emperor's light purifies all, even in silence. (Any)
2 Hatred. I take joy in killing psykers. They are mutant filth that must be cleansed (Evil)
3 Returning. If my order could return after 10,000 years, who is to say that those we lost to the Horus Heresy are truly lost forever. (Good)
4 Service.. My existence is meant to serve the Golden Throne. (Law)
5 Purity of Purpose. Words deceive. Actions reveal truth. (Neutral)
6 Balance. The Warp and the living world exist in eternal tension. I am the balance between them. (Neutral)
d6 Bond
1 My cadre is my only family - I will never betray them.
2 My null presence makes others recoil. I've stopped trying to bridge the gap.
3 I once protected a psyker instead of killing them, and I don't regret it.
4 I serve a particular Inquisitor who I trust beyond reason.
5 I still carry the ashes of my fallen sisters from a doomed mission.
6 My silence is a convenient way to hide a terrible secret.
d6 Flaw
1 I cannot express emotions easily, even when I want to.
2 My vows bind me tighter than any chain.
3 I despise psykers and distrust all mutants.
4 I dislike following orders.
5 I struggle to imagine a life beyond duty and silence.
6 I believe I am incapable of being helpful.

Rogue Trader


"The endless dark of the universe is yours, if you but reach out to take it. Yield nothing - the void respects only strength."


-Serren Travius, Rogue Trader


Rogue Traders, known as Traders Militant during the Great Crusade and Horus Heresy, bear the ancient title of Lord Captain granted by the Emperor himself. These individuals serve as a combination of freelance explorers, conquistadors, and interstellar merchants for the Imperium of Man.


Every Rogue Trader is a hereditary servant and high-ranking noble, given a starship, a crew, and sometimes very rarely a group of Space Marines or Astra Militarum troops. Otherwise they might hire mercenaries to help them roam those worlds of the galaxy that lay beyond Imperial control.


Im their task of exploration and exploitation, Rogue Traders come across long-forgotten Human civilizations that are later incorporated into the Imperium. Other times they find empty or Xenos-ruled planets ripe for colonisation, conquest, or exploitation - either by the Imperium or themselves.


The sacred "Warrant of Trade" that empowers them to trade, explore, and make war in the God-Emperor's name entitles them to degrees of power virtually unheard of in the Imperium. Not only do they virtually only follow their own command depending on how old of a Warrant they possess, they allso have the exclusive right to work with and recruit Xenos should they be needed for the completion of a task.


In most cases, a Rogue Trader either dies or carves out their own miniature empire on the edge of Imperium space, which then integrates back into the Imperium after a few centuries. Officially there have been stories of Rogue Traders working alongside Eldar, Drukhari, Kroot, T'au, Orks, and even Chaos worshippers - despite working with Chaos not being held as one of their rights.


Not only may they work with Xenos, they have the right to trade with and perform diplomace with them. Of course many of these treaties are eventually void by the time the Imperium rolls in.


Skill Proficiencies. Choose two from Insight, Lore, Nature, Perception, Persuasion, or Survival


Languages. You can speak, read, and write High Gothic.


Equipment. A signet ring of your noble house, a fine set of clothes, a date slate with your gene records, a family heirloom weapon (likely an unusable rapier or similar ceremonial weapon), and a pouch containing 50 thrones



Feature: Warrant of Trade You hold a Warrant of Trade, a charter granting you freedom few can imagine, and more freedoms depending on its age. This charter places you outside of normal laws, forbidding Imperial officials, navy, and governors from enforcing most laws on you. This does not however grant you the right to steal, murder, or commit other violent crimes. You might leverage your unique position for audiences with important individuals, temporary passage in and out of Imperium space, or cooperation with lesser functionaries. In addition, any allies you have that are not visibly affiliated with Chaos are treated (begrudgingly) roughly the same way an Abhuman might be treated. The Inquisition seeks any and all weaknesses to revoke your status.


Background Feat. Choose one from Actor, Charmer, Empathic, Entertainer, Faithful, Force of Personality, Linguist, or Loremaster


Suggested Characteristics. Rogue Traders may be nobles, but the differences are like those of the many stars they visit.

d12 House
1 Amardi, void-miners
2 Arcadius, militarized connections to Imperial Navy
3 Armengarde, fund Ecclesiarchal pilgrimages
4 Armelan, specializes in Xenos artifacts
5 Bastaal-Chorda, rmbitious offshoot, rivals Winterscale
6 Chorda, ruthless, expansionist, feared in Koronus
7 Haarlock, cursed lineage, forbidden lore
8 Saul, cautious diplomacy and profitable routes
9 Trask, proud explorers and colonizers
10 Velkaris, xenophilic rulers of small holdings
11 von Valancius, focused on relic recovery
12 Winterscale, rules vast holdings
d8 Personality Trait
1 I love risk - danger and profit are often married.
2 I speak as if I'm talking to a crowd, even if I'm only speaking to one person.
3 I can't resist a wager, a drink, or a challenge to my pride.
4 I find boredom intolerable, adventure calls!
5 I treat everyone as either a potential ally, asset, or acquisition.
6 I dress for victory. Presentation is half the battle.
7 I never forget a deal, favor or debt - and I always come to collect.
8 I hide my fear with a smile and my grief with laughter.
d6 Ideal
1 Profit. Wealth is power, and power is survival. Any other view is boring philosophy. (Any)
2 Freedom. The Warrant exists so humanity can expand without chains. I will not live bound. (Chaotic)
3 Understanding. I abhore the xenophobic policies of the Imperium and will do what I can to save as many Humans and Xenos as possible. (Good)
4 Exploration. The unknown calls to me louder than any siren song. (Neutral)
5 Legacy. My name and the empire I build will outlast nations. I will be remembered forever. (Any)
6 Ambition. The stars are endless, and so is my hunger to claim them. I will carve my name into this galaxy, in ink or blood, it matters not. (Evil)
d6 Bond
1 My ship and crew are my family. I would die or go traitor before abandoning them.
2 I owe my fortune (or my ruin) to a rival dynasty.
3 My Warrant of Trade is incomplete and I seek a lost fragment.
4 My Warrant of Trade was signed more than 10,000 years ago by the Emperor Himself, in His own blood. I cannot lose it.
5 The stars and the bottom of a bottle are the only escape I have from my dysfunctional family.
6 I lost everything. But out here, maybe I can take something back.
d6 Flaw
1 I gamble with thrones and lives alike.
2 I believe myself truly untouchable and act accordingly.
3 My charm hides a deep seated fear of my mortality.
4 I value wealth over loyalty - always - and I respect anyone else who feels the same. It's never a question of what is being done; its a question of how much I stand to profit.
5 I am addicted to discovery, no matter the danger.
6 I believe the Emperor is a corpse and his followers are fools. A wrinkled skeleton can't touch me out here.

Sanctioned Psyker

"What can a man know of the Universe who knows not his own mind?"


-Book of the Astronomican


A Sanctioned Psyker is a Human Psyker wo has the rare willpower to control their abilities and not become a danger to others. A Sanctioned Psykers exact role in society depends entirely on the psychic powers they manifest and their strength of character and will.


The Scholasta Psykana, the training division of the Adeptus Astra Telepathica, is a vast teaching institution devoted to training young Imperial psykers, who are taught to develop and control their powers to serve the Imperium.


Most psyker recruits are drawn from the tithes collected by the Black Ships, others are handed over to the Inquisition or Adeptus Arbites for other reasons.


Initial evalutation groups this levey into groupings depending on natural psychic strength, individual character, and willingness to learn. The youngest psykers are often preferable as these frightened boys and girls are the easiest to train and indoctrinate. Such psykers are soul-bound to the Emperor, a psychic ritual that hardens their minds against possession by daemons. It is really only those who are recruited as children that are given enough training to fulfill important roles.


Astropaths are the most common Sanctioned Psykers in the Imperium, having escaped the cruel fate that awaits those without the strength of mind to control their powers or the will and determination to survive the strict training regimens.


Many psykers possess secondary indicators of their mutant nature, although just as many appear perfectly human. These mutations are so benign they aren't fully counted as a mutation, such as skin that might be too pale, eyes of an odd color, or streaks of other colors in their hair. However, there are still purists that view such marks as being worthy of execution, luckily these extremists aren't in charge.


The process of binding to the Emperor is described as feeling as though one's soul is shattered and reforged into a weapon by his will. This is the luckiest outcome for a psyker, as for each success story, there are ten thousand or so psykers that lose control, are killed, or, more commonly, have their souls fed to the Golden Throne to extend the Emperor's life.


Skill Proficiencies. Choose two from Arcana, Lore, Investigation, Perception, Stealth, or Survival


Languages. You can speak, read, and write High Gothic.


Equipment. A psykana hood or focus crystal, a tattered book, a plain robe, and a vial of blessed water from Terra (or so you were told)



Feature: The Emperor's Brand Your sanctioning mark identifies you as a loyal and controlled psyker of the Imperium - at least in theory. This grants you a degree of legal protection, although it doesn't stop others from discriminating against you in non-violent ways. Among other psykers or those sympathetic to your kind, you might find food, shelter, and information. Those who dislike your kind however, are less likely to grant such commodities to you unless you prove yourself first.


Background Feat. Choose one from Alert, Cunning Psyker, Divine Guidance, Empathic, Faithful, Feigned Confidence, Keen Mind, Observant, or Psychic Sensitivity


Suggested Characteristics. A Sanctioned Psyker walks the line between Humanity and the Warp. Too dangerous to be trusted, too valuable to be destroyed. Their minds crack, sharpen, or both.

d8 Personality Trait
1 I pray constantly to get the whispers out of my head.
2 My eyes linger too long - but I can't help it, I see things that aren't there.
3 I try to appear humble, but I know that I'm different.
4 I dread sleep. Dreams are doors I cannot close.
5 I find solace in the sounds of crowds and machinery. They drown out the sounds of the Warp.
6 I often stare into space mid-conversation, as if I am hearing things others cannot.
7 I despise being called a witch.
8 I find beauty in strange patterns in the Warp, even when they terrify me.
d6 Ideal
1 Acceptance. I was born a monster and it is the mercy of the Imperium that I may live. My curse exists only to serve the Emperor. (Lawful)
2 Mastery. Power without restraint is damnation, but power controlled by others is worse. I am my own master. (Chaotic)
3 Blessed. My powers are a force for good, not a curse. (Good)
4 Understanding. The Warp is not just evil, it is a truth of the universe, and the truth must be known. (Neutral)
5 Witchcraft. I will make all those who have threatened and belittled me regret what they have done. (Evil)
6 Pride. The Emperor chose me to wield His light. Who can deny my purpose? (Any)
d6 Bond
1 As a child I was borderline insane. I owe my sanity to my teachers.
2 My sanctioning scar burns when daemons draw near.
3 I once lost control and hurt someone I loved. I can never forgive myself.
4 My psychic focus was taken from a dying friend. I speak to it sometimes.
5 I served a specific regiment, ship, or Inquisitor and will not abandon them should they need my aid.
6 I seek the truth of what I saw during sanctioning - a shadow in the Warp that knew my name.
d6 Flaw
1 I sometimes enjoy the power too much, and that frightens me.
2 I feel the thoughts of others pressing in constantly and it drives me to paranoia.
3 I loathe being treated as a tool but I am too cowardly to push back.
4 I hear voices that claim to be the Emperor - I know most of them must be lying, but what if one of them isn't?
5 I envy the simplicity of normal people. Sometimes, I resent them.
6 I believe my death will be violent, and that I deserve it.

Astartes Backgrounds


Neophyte


"We are the chosen of the Emperor, whose wisdom made us whole; we are the sons of the Primarch, whose flesh gives us life; and we are brothers of the Chapter, whose honour makes us Astartes!"

— First Chant of the Neophyte


A Neophyte is the term used for those adolescent recruits of the Space Marine Chapter who have been accepted to eventually become initiates of the Chapter but are still in the process of undergoing the transformation into a superhuman Space Marine through the implantation of gene-seed organs.


Before the process begins, a recruit is known as an aspirant. The neophyte receives the title upon being judged worthy of becoming an Astartes of the Chapter after completing their Chapter's Aspirant Trials.


Upon completing the physical metamorphosis, these soldiers often undergo their first combat duties, typically as Scout Marines. After a satisfactory completion of this duty in his Chapter's 10th Company or its equivalent, a neophyte is promoted to a full initiate of the chapter and will usually move up to the role of fire support.


In certain Chapters, the role has different expectations.


In the Black Templars, a neophyte either learns quickly or will be slain by their mentor. Instead of learning from or becoming Scout Marines, they are trained by veteran initiates and organized as Fighting Companies and Crusader Squads.


In contrast, the Space Wolves take young neophytes after their first stage of transformation and assign them to Blood Claw packs, which are encouraged to vent their youthful enthusiasm in combat.


Grey Knight practices are secret, just as the existence of the Chapter is secret. However, it is the most blood of processes, as tens of thousands, if not hundreds of thousands of aspirants die in the trials for every singular Grey Knight that survives. These neophytes, unlike others, are psykers.


Skill Proficiencies. Choose one from Athletics, Insight, Intimidation, Lore, or Religion, and one skill of your choice



Languages. One of your choice (often High Gothic or the tongue of your homeworld)




Equipment. Astartes chainsword, a set of common clothes, a set of tools you are proficient with, a simple amulet with a symbol of your Chapter, and 5 thrones


Feature: Oathbound Initiate. You are recognized as one of the Emperor's chosen in Imperial settlements. While few civilians understand what you are, Imperial Clergy and Guardsmen might instinctively defer to you. You can find food, shelter, and information among the military and Ecclesiarchy assuming relations between you and your Chapter are at least neutral.


For a reason decided by you and your GM, your training and implantation process were either cut short or are still underway(this is used as a balanced way to include a Space Marine in a party). You gain all of the effects of the Adeptus Astartes race except the following:

  • Any ability score that would increase by 4 instead increases by 2, as does the maximum.
  • Pick from Astartes Resilience, Enhanced Senses, Secondary Heart, Hardy, Sus-an Membrane, or Multi-Lung. You gain that trait, and you do not have the others until you get the necessary implants.
  • You do not have the Black Carapace, Omophagea, or Supersoldier trait until you have all other implants.

Background Feat. Choose one from Armor Expert, Augmented, Battle Scarred, Durable, Forceful Vigor, Power Frustrater, Tech Dabbler, Tough, or Weapon Expert

Suggested Characteristics. Neophytes are shaped by fanatical devotion, grueling training, and a lingering memory of what it was to be mortal. Most have yet to fully lose their humanity - but each day, that humanity fades further beneath the weight of discipline and genetic perfection.

d10 Legion
1 Ist Legion - Dark Angels
2 Vth Legion - White Scars
3 VIth Legion - Space Wolves
4 VIIth Legions - Imperial Fists
5 IXth Legion - Blood Angels
6 Xth Legion - Iron Hands
7 XIIIth Legion - Ultramarines
8 XVIIIth Legion - Salamanders
9 XIXth Legion - Raven Guard
10 Grey Knights
d8 Personality Trait
1 I take everything as a test of faith, no matter how small.
2 I still dream of the life I left behind, though I would never admit it.
3 I speak little and listen much. The start of discipline is silence.
4 I idolize a sergeant or mentor and measure myself against their every word.
5 I despise weakness, especially in myself.
6 Pain comforts me, it reminds me that I am still becoming better.
7 I keep a secret token from my past life, although it is heresy to do so.
8 To be honest, I have trouble remembering the Codex Astartes.
d6 Ideal
1 Soldier. The Emperor gave me purpose, I exist only to fulfill his will. Every breath I take serves the Imperium. (Lawful)
2 Camraderie. My brothers are my world, their survival is my highest calling. No one stands alone in His service. (Good)
3 Metamorphosis. I seek to prove myself worthy of this transformation to erase the sins of my mortal past. (Any)
4 Persistence. The body is a weapon, the mind its forge. Without control, even the strongest blade will miss its mark. (Lawful)
5 Piety. The Emperor protects, but only those who protect His people can earn that protection. (Good)
6 Perfection. I must purge every weakness of the flesh and mind until only the ideal remains. Every failure is a stain to be cleansed. (Lawful)
d6 Bond
1 My mentor saved my life during implantation, I owe them everything.
2 I keep a record of every fallen brother, their names will not be forgotten.
3 My Chapter's banner is the holiest relic I have ever seen, I would die before seeing it fall.
4 I once failed a test for my Chapter, a shame that burns deeper than any wound.
5 The gene-seed within me is sacred, I cannot squander the Emperor's gift by dying.
6 I swore an oath to cleanse a specific world or heretic that defied the Emperor.
d6 Flaw
1 My faith borders on fanaticism
2 I will do anything, even break my own code, to get more implants and become closer to perfection.
3 I fear that the process is changing me too much, that I am no longer human.
4 I envy full Astartes and resent being reminded that I am not yet one of them.
5 I cannot accept failure or loss.
6 I secretly wonder if the Emperor really sees me at all.

I Legion: Dark Angels


"Since the founding of their Legion at the birth of the Imperium, the Space Marines of the Dark Angels have been dreaded by their enemies and held in awe by those they protect. Stubborn and relentless in battle, ever vigilant and zealous in their pursuit of their duties, the Dark Angels are among the Emperor's most faithful servants. Yet, it was not always so. For ten millennia the Dark Angels have harboured a sinister secret, an act so terrible and shameful it threatens everything the Dark Angels hold most dear – and may yet bring them eternal damnation."

— Inquisitor Bastalek Grim


The Dark Angels are considered amongst the most powerful and secretive of the Loyalist Space Marine Chapters. They were the Ist Legion of the original 20 Space Marine Legions to be created during the First Founding of the 30th Milennium.


Though they claim loyalty and obedience to the Emperor of Mankind, their actions and goals sometimes seem at odds with that professed loyalty, as Dark Angels strive above all other things to atone for an ancient crime of betrayal committed over 10,000 years ago during the Horus Heresy. Most, if not all records of the Legion's deeds during the Horus Heresy have been destroyed.


The Dark Angels' terrible secret goes back to the Horus Heresy. Some of their brethren were turned to the side of Chaos. The renegades were defeated in a battle that destroyed the Dark Angels' homeworld of Caliban, but many of the Traitor Dark Angels survived and were cast throughout space and time by the intervention of the Chaos Gods.


These survivors are known for those few Dark Angels granted knowledge of their existence as Fallen Angels, or simply The Fallen. In the eyes of the Chapter's leaders, the only way the Dark Angels can ever atone for their shame is to find and slay or redeem all of the Fallen Angels.


The Dark Angels hold more battle honors than any Chapter, their only equal being their own successors. The Chapter has fought the length and breadth of the Imperium and Beyond against every foe that has ever best mankind. Dark Angels have held Ork WAAAGH!s at bay, curshed uprisings, and saved entire systems from the Ruinous Powers.


Perhaps one of the greatest secrets is that the Dark Angels, other than the Ultramarines, are one of the few Chapters with a living primarch. Lion El'Jonson, primarch of the Dark Angels, was kept alive in stasis at the end of the Horus Heresy. Later in the Era Indomitus, legends began to spread of a towering armored figure arriving at the most desperate hour on disconnected worlds, cutting down thousands of monsters like a scythe to wheat. With the Lion's return, many Fallen Angels have sought redemption and are now known as The Risen.


Lion was always a hunter, killer, and knight. Now, in this galaxy of darkness and insanity, he strides the stars seeking only one thing - vengeance.




Skill Proficiencies. Choose two from Athletics, Insight, Intimidation, Lore, or Religion



Tool Proficiencies. You have proficiency in one tool or vehicle of your choice


Languages. One of your choice (often High Gothic or a planetary tongue)


Equipment. An Astartes boltgun, three 30 round sickle mags, 30 standard bolts, an Astartes power sword, a set of common clothes, a set of tools you are proficient with, a set of Mark VII Aquila Power Armor, a shoulderpad emblazoned with your rank


Feature: The Shrouded Past. Your stoic bearing and quiet authority commands respect among the faithful. You can always find lodging and basic aid among churches, monasteries, holy orders, and the faithful of the Emperor.


More importantly, you carry yourself as someone who has seen sin in its truest form. When speaking of corruption, heresy, or redemption, even the most skeptical will listen - though they may not understand the full weight of your words.


Background Feat. Choose one from Armor Expert, Augmented, Battle Scarred, Durable, Forceful Vigor, Power Frustrater, Tech Dabbler, Tough, or Weapon Expert


Suggested Characteristics. Dark Angels embody grim contadictions; pride and guilt, nobility and secrecy, brotherhood and paranoia. Their faith is absolute, but haunted by a suspicion that they may be beyond salvation.

d6 Specialization
1 Battle Brother.
2 Apothecary.
3 Techmarine.
4 Vanguard.
5 Chaplain.
6 Terminator.
d8 Personality Trait
1 I prefer silence to idle talk. Words should serve purpose, not comfort.
2 I never remove my cloak or helm if it can be avoided.
3 I measure others by their discipline, not their intentions.
4 I keep strict rituals of prayer and cleansing before battle.
5 I see omens of sin and redemption in everything.
6 I record my thoughts in a massive journal of confessions, as if my every deed is a sin.
7 I do not forgive betrayal - in others or myself.
8 I envy those who still believe in innocence.
d6 Ideal
1 Penance. Every act of valor is a step toward absolution. I must earn forgiveness even if I never receive it. (Neutral)
2 Faith. The Emperor's light never fades, even for those who stand in shadow. My duty is to uphold that light. (Good)
3 Secrecy. Truth is a weapon best wielded by the wise. Not all knowledge should be shared. (Any)
4 Chivalry. Even burdened by shame, I will not compromise my code. The fallen may lurk, but I remain steadfast. (Lawful)
5 Redemption. No sin is eternal. Even the damned may rise through devotion and sacrifice. (Good)
6 Obedience. My superiors are my conscience. Through their will, I find purpose. (Lawful)
d6 Bond
1 I once swore to find and judge one of the Fallen. The oath still drives me.
2 I seek to learn what happened to a brother long lost. I will not rest until I know his fate.
3 I owe my life to a Librarian who taught me to guard my mind and soul.
4 I am haunted by visions of our primarch, the Lion - whether they are real or imagined, I cannot say.
5 The monastery where I was raised was destroyed. I carry its memory in my penance.
6 I am bound by blood to secrecy. I would rather die than speak the truth.
d6 Flaw
1 I trust no one completely, not even myself.
2 I see heresy where none exists and act upon my suspicions.
3 I conceal even harmless truths out of habit.
4 I cannot admit weakness, even when I should.
5 My pride in my Chapter's legacy blinds me to our failings.
6 I sometimes believe that redemption is impossible.

Warp Angels

Fan Creation: In other words you don't need to use this its just me inserting my own Chapter into the game. None of this is canon.


"You have seen the face of damnation and turned away. Once a servant of the Dark Gods, you now fight beneath the Emperor's light once more in a crusade of blood and penance. The Imperium does not forgive easily, and many would see you slain for what you once were. But you fight on regardless, for redemption through war, or even death, is the only path left."

— Chapter Master Sabriel of the Warp Angels


The Warp Angels, on paper, are a successor chapter of the Dark Angels. However, like much of the secrets of the Dark Angels, the story goes much deeper.


The Warp Angels were founded after the awakening of Lion El'Jonson as a place to send many of The Risen who repented from Chaos. At first they were indistinguishable from the Dark Angels, but gradually, a new plan came into place. After a mysterious small group of Adeptus Custodes arrived, this fledgeling chapter was redirected to follow the journey of a Rogue Trader named Vastorian Velkaris, and later settled upon a moon named Ember in the Hellmaw System of the Koronus Expanse.


At the direction of these Custodes and perhaps Guilliman, Lion, both, or even the Emperor Himself, the Warp Angels activated an ancient Horus Heresy era beacon on this moon. Given a message by the Custodes to recite, Chapter Master Sabriel met with a scattered group of Chaos Marines that appeared after the beacon was activated. What ensued made them at first believe they were facing final judgement.


The Warp Angels did battle with wave after wave of Chaos Marines, cultists, and daemons. Already weak, weary, and low in numbers, they believed this was a battle to the death, and the Custodes merely watched and never aided the battle. These redeemed marines fought with more fury than they ever had in the past, believing that in doing so they might be granted the Emperor's mercy in the next life. At the end of the battle, they were directed to comb the battlefield for survivors. They expected to be ordered to execute the survivors, instead, they were told to recite the words the Custodes had given Sabriel. To offer redemption, or the freedom to return to the Warp.


Many did not understand, but the reasoning was simple. Given the choice of death or servitude, the Chaos Marines would pick servitude without hesitation and later betray their comrades. But given the choice to simply leave and stay alive, that meant that there was no punishment if they did not stay. Surprisingly few of the Chaos Marines left. Many were cautious of this chance at redemption.


The largest numbers of the Warp Angels other than The Risen are Emperor's Children and Black Legion. Most, if not all of them have so effectively integrated into this new Chapter that they no longer have any loyalty to Chaos.




Skill Proficiencies. Choose two from Athletics, Insight, Intimidation, Lore, or Religion



Tool Proficiencies. You have proficiency in one tool or vehicle of your choice


Languages. You can speak, read, and write Dark Tongue


Equipment. An Astartes boltgun, three 30 round sickle mags, 30 standard bolts, an Astartes power sword, a set of common clothes, a set of tools you are proficient with, a set of Mark VII Aquila Power Armor, a shoulderpad emblazoned with your rank


Feature: Mark of Penance. Your soul is scarred from the Warp, and others can sense it. Imperial servants might distrust you if they know your true history, but the taint of the past also gives you insight into the enemy's ways. You automatically recognize any sign of Chaos corruption, daemonic influence, and heretical symbols.


Background Feat. Choose one from Armor Expert, Augmented, Battle Scarred, Durable, Forceful Vigor, Power Frustrater, Tech Dabbler, Tough, or Weapon Expert


Suggested Characteristics. Warp Angels live in a constant tension between guilt and faith. They are zealots forged in the furnace of damnation, often more fanatically devoted to the Emperor than those who never strayed, yet forever haunted by what they once were. Though many of The Risen wear their old Dark Angels armor with a new Chapter symbol emblazoned on it, the most common armor utlizied is broadly dark purple, with deep red trimming, glowing green eyes, and dark blue in a few strategic locations. These are the colors of Chaos, used in irony by the redeemed against Chaos.

d6 Specialization
1 Battle Brother.
2 Apothecary.
3 Techmarine.
4 Vanguard.
5 Chaplain-Redeemer.
6 Terminator.
d8 Personality Trait
1 I quote litanies and holy scripts to reaffirm my faith.
2 Heresy is everywhere, even in the faithful.
3 My faith burns hotter than warp-fire - I will never fall again.
4 I rarely speak of the past; it is a weight I still carry
5 I pity those who follow Chaos, they do not yet know the cost.
6 I still feel the thrill of the Warp's power, even if I loathe myself for it.
7 The Dark Angels are my new brothers, even if adoptive. For the Lion!
8 I perform the rituals of my old Legion and have begun to delve into our old pre-Heresy ways in an attempt to revive our rites.
d6 Ideal
1 Zeal. Faith is not enough, it must be proven. I will burn away corruption wherever it hides, even if the ashes choke me. (Neutral)
2 Truth. Divinity is the greatest lie ever told. The Chaos Gods are not divine, nor is the Emperor. There is only one truth, the Imperial Truth, and I must ensure it is not forgotten. (Neutral)
3 Sacrifice. In truth, there is no forgiveness. My life is forfeit, if I can buy a single inch of light in this accursed galaxy, let me die a thousand times. (Good)
4 Vengeance. The Ruinous Powers took everything from me, my brothers, my honor, my soul. I will see their temples ground to ash and their names forgotten. (Neutral)
5 Loyalty. The Imperium may hate me, but I still serve. I owe the Emperor everything, even if His servants would see me burn. (Lawful)
6 Divinity. I have served the other gods and learned one thing in those long years. There is only one good god in this universe and He is the Emperor of Mankind! (Lawful)
d6 Bond
1 The Redemptus Crusade is my only path to salvation.
2 I once swore an oath to Slaanesh/Nurgle/Khorne/Tzeentch. I now twist that oath to serve the Emperor instead.
3 I owe my life to a Chaplain-Redeemer who believed I could be saved.
4 The Emperor's dream must not die, no matter what the Imperium has become.
5 I remember the fires of the Horus Heresy and the thousands of years of servitude that came after. Nothing I do can ever truly make up for my actions.
6 I bear a scar, augment, or mutation that has permanently marked me. I am only spared death because of my loyalty, and I seek to remove this disgusting mark.
d6 Flaw
1 I crave absolution but secretly believe I cannot earn it.
2 I sometimes feel the Warp calling to me. It wants me back.
3 I fell in love with a daemonette. I still dream of her.
4 I act first and think later, desperate to prove my loyalty.
5 I see every setback as a punishment for my sins.
6 I don't trust anyone who hasn't stared Chaos in the face.

V Legion: White Scars


"If you can see us, we are dangerous indeed. But that is as nothing to the peril you face if you cannot see us, and all you can hear is our laughter."

—White Scars Proverb


The White Scars, who call themselves the "Horde of Jaghatai" are a loyalist First Founding Chapter of the Adeptus Astartes. Known and feared throughout the Imperium of Man for their highly mobile way of war, the White Scars are masters of lightning strikes and hit-and-run tactics.


Bearing ritual scars of bravery, these fierce warriors fight with all the tribal savager that define the fierce steppe nomads of their Feral homeworld Mundus Planus, known to them as Chogoris.


Mounting assaults utilizing the fastest vehicles, the White Scars descend upon their foes in an unstoppable torrent. The Primarch of the White Scars was the might Jaghatai Khan, the first and only warrior to have risen to such power to unite all the disparate tribes of Chogoris under one banner, before the Great Crusade reached Chogoris and Jaghatai was reunited with his father.


The White Scars, unlike many other legions, tend to visually appear Asiatic in terms of ethnicity.


In the Horus Heresy they fought bravely as one of the nine loyal legions, despite Jaghatai's prior friendship with many of the traitor primarchs. In contrast to his brothers, Jaghatai always seemed the most willing to accept potential redemption and the return of his wayward brothers, sometimes speaking of it as if it was an inevitability that they would see the error of their ways.


History recorded the Great Khan's actions during the Siege of Terra. His legion engaged traitors with pinishing hit-and-run and logistics strikes, and when the end of the war finally came, the White Scars emerged bloodied but alive.


They were therefore surely among the forefront of the Legionst hat pursued the defeated traitors to the Eye of Terror during the Great Scouring that followed the heresy, for to this day the White Scars rarely allow a foe to slip away once battle is ended.


Jaghatai is believed to have been in pursuit of Drukhari that had ravaged his homeworld when he went through a Warp Gate into the Drukhari portion of the Webway. Jaghatai has not been seen since, though the White Scars believe he is still alive somewhere in the webway and one day will return when the Chapter is in great need. This has led to a savage hatred toward the Drukhari by the White Scars, and they gladly seek out any opportunity to make war upon those savage and terrifying Xenos.




Skill Proficiencies. Choose two from Athletics, Insight, Intimidation, Lore, Survival, or Technology



Tool Proficiencies. You have proficiency in all vehicles with the Astartes trait.


Languages. One of your choice (often High Gothic or a planetary tongue)


Equipment. An Astartes boltgun, three 30 round sickle mags, 30 standard bolts, an Astartes chainsword, a set of common clothes, a set of tools you are proficient with, a set of Mark VII Aquila Power Armor, a shoulderpad emblazoned with your rank


Feature: Swift as the Storm. Your training typically leads to a reliance on vehicles. When dealing with scouts, outriders, pilots, and other mobile forces of the Imperium, you command instant respect. You can reliably secure transports, mounts, and rapid passage with Imperial forces, so long as your reputation and heritage are known.


You instinctively adapt to new vehicles as though they were extensions of your will. You take 1/4th the amount of time to learn to use new vehicles.


Background Feat. Choose one from Ace Pilot, Armor Expert, Battle Scarred, Durable, Forceful Vigor, Power Frustrater, Tech Dabbler, Tough, or Weapon Expert


Suggested Characteristics. White Scars are joyous and grim. They revel in the speed of battle but meditate on the quiet between storms.

d6 Specialization
1 Battle Brother.
2 Apothecary.
3 Techmarine.
4 Vanguard.
5 Chaplain.
6 Terminator.
d8 Personality Trait
1 I live for motion, standing still feels like dying.
2 I laugh loudly, in and out of battle, the storm in my blood needs release.
3 I have a poetic soul but I rarely show it in front of others.
4 I believe the best strike is one an enemy never sees.
5 I speak in proverbs from my homeland that few understand.
6 I respect strength but I value freedom far more.
7 I treat vehicles as if they are living mounts.
8 I love the open sky and grow restless in closed spaces.
d6 Ideal
1 Boundless. No man or god can chain the human spirit. The open sky and rolling plains are our birthright. (Chaotic)
2 Brotherhood. The bond between riders and allies is eternal, I would die for those I call kin. (Good)
3 Speed. Victory belongs to those who strike first and vanish with the wind. A vehicle can always weigh less, move faster, strike harder. (Any)
4 Purity. In battle, doubt is death. Act swiftly, think later. (Neutral)
5 Harmony. Motion and stillness are one. The storm, and the calm of the eye in the center, both must coeexist. (Neutral)
6 Wrath. Those who oppose me deserve no mercy, but annihilation in a flash of lightning. (Evil)
d6 Bond
1 My mount or vehicle is sacred to me and I know the meaning of every sound it makes.
2 I seek a particularly ancient vehicle to make my own.
3 I carry a token from my home steppe and I will return one day.
4 My honor is bound to my Chapter. My actions reflect on them all.
5 I seek the spirit of the storm, aa mythical, nearly heretical vision from Chogoris that is said to guide the worthy.
6 I disobey orders if its the difference between saving someone and not.
d6 Flaw
1 I am reckless and believe I am invincible.
2 I find it difficult to obey slow and cautious leaders.
3 I grow irritable when confided, grounded, or idle.
4 I crave the thrill and speed of danger - even when it leads to ruin.
5 I view prolonged planning as cowardice.
6 I sometimes forget that others live at a different pace than I do.

VI Legion: Space Wolves


"The Sons of Fenris they are, hardened in the forge of their harsh world, eager for battle and honour. They are the grey warriors, ashen like the wolf, whose greatest joy is to hear the clamour of steel amidst the din of war."

— The Space Wolves Catechism


The Space Wolves, or in their own dialect, the Vika Fenryka or "Wolves of Fenris" are one of the original 20 First Founding Chapters and were once led by the famed primarch Leman Russ.


Originally the VIth legion of Astartes raised by the Emperor at the beginning of the Great Crusade, the Space Wolves are renowned for their anti-authoritarian ways and their embrace of their homeworld Fenris' savage barbarian culture, as well as their deviation from the Codex Astartes.


The first successor chapter of the Space Wolves after the Horus Heresy, the Wolf Brothers, were unsuccessful. Only recently did the Space Wolves begin creating new successor chapters. Though many debates have spread about whether the Primaris marines created for this purpose are truly made from the gene-seed of Leman Russ.


The Space Wolves are known to be fanatic enjoyers of close-quarters combat. They are headstrong and fierce, and live to fight. Death holds far less fear to them than other Chapters.


The Space Wolves are savage and proud. Some, such as the Dark Angels, regard the Space Wolves as braggarts and gloryhounds. They find their methods crude and their desire to make a name for themselves laughable. In truth, most Space Wolves long to have their saga - their story - recounted among his kin after he has fallen, and spoken in the same breath as the name of their primarch gene-father himself.


The Space Wolves keep the same structure they have had since the First Founding and have disregarded the Codex Astartes entirely. They adorn their armopr with talismans, bones, and teeth of enemies, taken as trophies from single combat. They are fiercely loyal to their "pack."


Before being accepted, a neophyte must nearly die in single combat after slaying his opponent. Then they move on to rites involves ravaging the body with a potent mutation that transforms the neophyte into a Wulfen, a part wolf part man creature that is nearly uncontrollable. Those that can resist this transformation become Space Wolves. Any Space Wolf who does not fall in battle knows he will one day fall to this mutation and transform into a slavering beast before death.




Skill Proficiencies. Choose two from Animal Handling, Athletics, Insight, Intimidation, Nature, or Survival



Tool Proficiencies. You have proficiency in Herbalist's Kit and know how to make Mjod, a sacred drink among Space Wolves


Languages. You can speak, read, and write Fenris Vulgaris


Equipment. An Astartes boltgun, three 30 round sickle mags, 30 standard bolts, an Astartes power sword, a set of common clothes, a set of tools you are proficient with, a set of Mark VII Aquila Power Armor, a shoulderpad emblazoned with your rank


Feature: Pack-Bound. Your loyalty to your pack defines you. You can quickly earn the trust of soldiers, hunters, and mercenaries through shared tales of hardship and battle. When among warriors, you can often find food, drink, shelter, and information, so long as you respect their customs and prove your mettle.


Background Feat. Choose one from Armor Expert, Augmented, Battle Scarred, Durable, Forceful Vigor, Power Frustrater, Tech Dabbler, Tough, or Weapon Expert


Suggested Characteristics. Space Wolves are creatures of fierce loyalty and greater pride. They carry the wild spirit of Fenris within them - brash, honest, and untamed - yet tempered by the brotherhood of their Chapter. Every one of them bears the scars of countless hunts and battles. They might seem unruly, but their bons to the Imperium, their pack, and the memory of their Primarch runs deeper than blood.

d6 Specialization
1 Pack Brother.
2 Wolf Priest.
3 Iron Priest.
4 Wolf Scout.
5 Rune Priest.
6 Wolf Guard.
d8 Personality Trait
1 I laugh loud and fight louder - fear is for those who have something to lose.
2 I speak plainly; words are for meaning, not ceremony.
3 I can't resist a drinking contest or a good brawl.
4 I treat everyone as a brother or a sister until they prove themself unworthy.
5 I distrust quiet people - I wonder what they're thinking about.
6 I tell long, dramatic stories that glorify my role in battles I barely survived.
7 I honor my enemies; a strong foe deserves respect, not hatred.
8 I have a soft spot for animals. They're simpler than most people and twice as honest.
d6 Ideal
1 Brotherhood. A lone warrior is a dead man. Bonds forged in hardship are stronger than any blade. (Neutral)
2 Honor. Victory means nothing if it is won without pride. Even the fiercest warrior must fight with dignity. (Lawful)
3 Instinct. Overthinking gets you killed. Trust the scent on the wind and the feel of the fight. (Any)
4 Tradition. The old ways are not to be mocked. The pack, the feast, the tale, they remind us of who we were. (Lawful)
5 Challenge. The universe tests us to see who is worthy of standing at the Allfather's side. I'll face any trial that comes. (Neutral))
6 Defiance. The Imperium may call us wild, but we endure while others break. I will not kneel, to man nor god. (Chaotic)
d6 Bond
1 My pack was slaughtered, and I carry their memory as fragments of their armor embedded into my weapon, so that they may fight alongside me forever.
2 I owe my way of living to a Wolf Priest whose lessons change the way I see things.
3 A rival pack-brother betrayed us. If I meet him again, I'll settle it my way.
4 I protect the weak because once, someone strong protected me.
5 The sagas of old must not be forgotten, and I will ensure mine is the longest and most glorious before I die.
6 My weapon has a name and a spirit. I honor it as I would a comrade.
d6 Flaw
1 I rush into battle before thinking - the fight calls louder than reason.
2 I have no patience for politics, lies, or bureaucracy.
3 I can't turn down a challenge, no matter how foolish.
4 I drink to remember, and sometimes to forget.
5 My temper is legendary. I have broken skulls for less than an insult.
6 I measure others by their courage. Cowards earn only my contempt.

VII Legion: Imperial Fists


"For others, the Great Crusade ended long ago. For us, it will not cease until all the worlds of Mankind are united once more and the Emperor's golden age returns."

—First Captain Darnath Lysander


The Imperial Fists are one of the First Founding Chapters, and are one of the nine loyal Space Marine Legions that survived the Horus Heresy. The Imperial Fists stand out from other Space Marines as they have no fixed homeworld, although they most frequently base on Terra. Instead, the Imperial Fists relyon on a 10,000 year old mobile space fortress known as Phalanx to serve as their fortress-monastery.


They maintain recruitment chapels on various worlds. Part of the Imperial Fists' function during the Great Crusade was to act as the Emperor's personal praetorian guard.


The role as bodyguards after He received a mortal wound has since been taken over entirely by the Adeptus Custodes. But the Emperor's trust remains a potent honor of the Chapter even in the present day.


The Imperial Fists are the descendants of Primarch Rogal Dorn, his name venerated by countless trillions of the Imperium. It is unknown exactly where Dorn was raised, but it is known that he arrived offering one of the mightiest space-faring vessels ever constructed by Humans as a sign of fealty to the Emperor.


Fulgrim is said to have asked Dorn if a fortification held by the Imperial Fists could withstand an assault from the Iron Warriors, and he said it could. Perturabo took this as a personal insult, and it is from that seed of hatred that the bitter rivalry of the Imperial Fists and Iron Warriors was born.


However, in one of the larger conflicts between the Imperial Fists and the Iron Warriors, known as the "Iron Cage," both sides claim to have come away as the victor.


The Imperial Fists are one of the most valiant Chapters, held as paragons of everything to which a Space Marine is heir. The Imperial Fists are steadfast defenders of the Imperium and the Emperor's unwavering shield. For ten thousand years they have stood tall where others have shattered.


While Rogal Dorn is lost, Dorn's last moments were of courage and supreme sacrifice, and this example drives many Imperial Fists onwards to fresh victories. Indeed, if the Imperial Fists have a fault, it is that they will stubbornly strive where others would yield. Such unquestioning steadfastness has rescued many a victory from the ashes of defeat, but at a steep cost in lives.




Skill Proficiencies. Choose two from Athletics, Insight, Intimidation, Lore, or Technology



Tool Proficiencies. You have proficiency in Constructor's Tools


Languages. One of your choice (often High Gothic or a planetary tongue)


Equipment. An Astartes boltgun, three 30 round sickle mags, 30 standard bolts, an Astartes chainsword, a set of common clothes, a set of tools you are proficient with, a set of Mark VII Aquila Power Armor, a shoulderpad emblazoned with your rank


Feature: The Emperor's Bastion. Your bearing, discipline, and endurance identify you as a defender of the Imperium's strongholds. Among soldiers, guardsmen, and fortification crews, your voice carries weight. You can command cooperation in matters of defense or siegecraft with greater sway than most. You can also find shelter or resupply in most Imperial fortresses and bastions, and a place at the table of all those who respect duty above comfort.


Background Feat. Choose one from Armor Expert, Battle Scarred, Crafter, Durable, Forceful Vigor, Power Frustrater, Tech Dabbler, Tough, or Weapon Expert


Suggested Characteristics. Imperial Fists are duty driven and unbending. They live for defense and endurance, not glory. Pain and failure are bricks in a wall of devotion.

d6 Specialization
1 Battle Brother.
2 Apothecary.
3 Techmarine.
4 Vanguard.
5 Chaplain.
6 Terminator.
d8 Personality Trait
1 I never rest until my duty is fulfilled, no matter how small.
2 I meet any insult or threat with cold silence.
3 Pain reminds me I am still serving.
4 I do not laugh often, but when I do it unsettles those around me.
5 I rise before dawn to recite my oaths of loyalty.
6 I see every task as a siege; patience wins all battles.
7 I show respect to artisans and builders. I feel kinship for those who understand defensive implements.
8 I often compare people and plans to the strengths and flaws of masonry or metal.
d6 Ideal
1 Bastion. I will stand firm when all others fall. That is my purpose. (Lawful)
2 Discipline Strength without restraint is another form of Chaos. (Lawful)
3 Sacrifice. Every life laid down for the Imperium is a stone in its wall. (Good)
4 Perfectionism. Each failure is mortar for greater works to come. (Neutral)
5 Honor. My oaths are eternal. To break them would shatter me. (Lawful)
6 Faith. The Emperor's light is the beacon that guides every blow I strike. (Any)
d6 Bond
1 I swore to defend a fortress until my death - that oath still stands.
2 I carry a shard of a wall that fell under my command. I must atone for it.
3 A brother of my Chapter died in my place. I live only to earn his sacrifice.
4 I bear the plans of a perfect bastion that I will one day build in the Emperor's name.
5 My weapon has been passed down through defenders of Terra since the Heresy.
6 I will never abandon those under my protection, no matter the odds.
d6 Flaw
1 I cannot retreat, even when it would be wise.
2 I see compromise as weakness.
3 I measure everyone by their endurance. Most fail within a day.
4 I struggle to express compassion or comfort. There is only duty.
5 I despise cowardice more than I value life.
6 I secretly crave a final stand, to die defending something truly worthy.

Black Templars


"The galaxy is the Emperor's, and anyone or anything who challenges that claim is an enemy who must be destroyed."

—High Marshal Helbrecht at the Battle of Fire and Blood.


The Black Templars are a loyalist Second Founding Space Marine Chapter derived from the Imperial Fists' gene-seed, and their primarch, Rogal Dorn. Their origins can be traced back to the Imperial Fists' defense of Terra during the Horus Heresy.


Since that time, the Black Templars have begun the longest Imperial Crusade the Imperium of Man has ever known to prove their loyalty to the Emperor. They are not a Codex Astartes compliant Chapter and maintain a completely different Chapter structure and culture than most Astartes. They are also unusual among Space Marines for worshipping the Emperor as a literal god, much like the Ecclesiarchy.


Rogal Dorn was initially hesitant to break up his legion into new Chapters. Only when the Imperial Fists were nearly labeled as heretics did Dorn relent. One of the new Chapters born of this event was the Black Templars.


The first Chapter Master of the Black Templars, named Sigismund, assembled a massive war-fleet and began the greatest Space Marine crusade in the history of the Imperium, and it has not ended in 10,000 years.


The Black Templars are based from their mighty war-fleet rather than a homeworld. Rather than establishing a singular fortress, they establish a Chapter keep upon every Human world they conquer or liberate, and utilize these worlds as a fief from which to gain resources and recruits.


Occasionally the Chapter splits between up to three seperate Crusade fleets to spread out and perform missions. Each fleet is formed with a specific goal in mind.


Something deeply rooted in the psyche of the Black Templars pushes them to launch such crusades, as they were formed from those battle-brothers of the Imperial Fists who were driven more towards aggressive styles of warfare than defense.


By a combination of raw zeal, genetic enhancement, relentless conditioning, and continuous reinforcement of the Chapter's history, each battle-brother is a prime example of a crusading warrior-knight, fired with righteous anger and drive to avenge all wrongs dealt to the Imperium of Man.




Skill Proficiencies. Choose two from Athletics, Insight, Intimidation, Lore, or Technology



Tool Proficiencies. You have proficiency in smith's tools


Languages. One of your choice (often High Gothic or a planetary tongue)


Equipment. An Astartes boltgun, three 30 round sickle mags, 30 standard bolts, an Astartes chainsword, a set of common clothes, a set of tools you are proficient with, a set of Mark VII Aquila Power Armor, a shoulderpad emblazoned with your rank


Feature: The Eternal Crusade. Your zealous devotion to the Emperor is unmistakeable. Within Imperial holdings, preachers, soldiers, and citizens regard you as one of the Emperor's angels - or perhaps a dangerous fanatic. You can demand food, shelter, and minor supplies from most churches and faithful subjects. In addition, you can rally allies to your cause if there is an enemy to fight.


Background Feat. Choose one from Armor Expert, Battle Scarred, Crafter, Durable, Forceful Vigor, Power Frustrater, Tech Dabbler, Tough, or Weapon Expert


Suggested Characteristics. Imperial Fists are duty driven and unbending. They live for defense and endurance, not glory. Pain and failure are bricks in a wall of devotion.

d6 Specialization
1 Battle Brother.
2 Apothecary.
3 Techmarine.
4 Vanguard.
5 Chaplain.
6 Terminator.
d8 Personality Trait
1 I speak almost entirely in scripture.
2 I see corruption everywhere and I do not hesitate to name it.
3 My faith is absolute. I do not question, I act.
4 I pray every morning, afternoon, and night.
5 I distrust psykers, even as allies.
6 I greet every sunrise as if it were the start of a new crusade.
7 My fervor frightens even other Black Templars.
8 I hold deep respect for those who hold their ground, no matter their creed.
d6 Ideal
1 Zeal. Without faith, a weapon is dull and meaningless. (Lawful)
2 Purity The Emperor's light will burn corruption within and without. (Lawful)
3 Crusade. There never was peace, there never is peace, there never can be peace. (Any)
4 Vengeance. Every heretic slain is justice for the Emperor's suffering. (Neutral)
5 Duty. My oath binds me tighter than any chain and I will never break it. (Lawful)
6 Martyrdom. To die for the Emperor is to know purpose. (Any)
d6 Bond
1 I bear a relic that has been passed from brother to brother since the Horus Heresy.
2 My sword is said to have been blessed by the Emperor himself.
3 I am sworn to protect a mortal saint who once witnessed the Emperor's light.
4 I lost my brothers to a witch's sorcery, I will never cease hunting her kind.
5 I will forge a new crusade in the Emperor's name, no matter who follows me.
6 I believe I am a reincarnation of a martyr from the Great Crusade.
d6 Flaw
1 I spare no time to hear out those I see as heretics. Let their words fall deaf to my bolter's wrath.
2 I cannot back down from a challenge to my faith.
3 My hatred for psykers borders on uncontrollable
4 Mercy is for the weak.
5 Commands are to be followed, not questioned.
6 I fear losing faith more than death.

IX Legion: Blood Angels



"They are the sons of the Angel, the blooded host, the defenders of Humanity. They are strength. They are nobility. They are the Blood Angels, and I say to you there are no more loyal or determined servants of the Emperor alive today."

—High Lord Baldus Bael to Ordo Astartes Inquisitor Neizallkin following the Grand Accusation


The Blood Angels are one of the 20 First Founding Legions of the Space Marines. They are well known across the galaxy for their bloodthirsty nature in battle, and feared for the curse of the flawed gene-seed they carry. The Blood Angels are amongst the longest living of the Adeptus Astartes, with some of the Chapter's Space Marines having served the Emperor of Mankind for over a thousand standard years.


Due to recent events, the Blood Angels' numbers were severely depleted. Under threat of death, and in order to quickly replenish their numbers, the Blood Angels were forced to ask their kindred Successor Chapters for a tithe of neophytes, leading to many of their number being new recruits.


The Blood Angels are the noble descendants of the most angelic of the primarchs, Sanguinius. They are perhaps one of the most celebrated Chapters in the entire Imperium, their countless heroic deeds and victories known to untold billions of the Emperor's subjects across the galaxy.


The beauteous, angelic visages of the Chapter's heroes adorn Gothic facades and stained glass windows in a million holy churches, and their portraits gaze serenely from endlessly copied and much cherished tomes.


Yet, hidden from the multitudes, the Blood Angels harbor a terrible curse. When their primarch was slain at the hands of the Arch-traitor Horus, every Blood Angel was doomed to share a portion of the pain inflicted on his flawless form. From that day forth, every Blood Angel has been tormented by visions of the last moments of Sanguinius.


With age and time, these visions become more debilitating and gruesome. Should he not fall in battle, every Blood Angel will one day becomes so consumed by these visions that he will descend into a madness in which he must witness the death of Sanguinius over and over again, unable to intervene. This drives their warriors to seek death in combat as an alternative.


Despite their purity and nobility, this is their greatest failing, as the Chapter is slowly dying. The so-called Red Thirst drives them ever onward toward gruesome death, and they die faster than they replenish their numbers. They also have an obsession with blood leading them to be drawn to spill blood from their foesand gives an unnatural want to consume blood.


When blood is spilled, the Blood Angels are gripped by the fury of the last moments of their primarch's life. For some, the so-called thirst is so great they are overcome what is called the Black Rage.




Skill Proficiencies. Choose two from Athletics, Insight, Intimidation, Lore, or Technology



Tool Proficiencies. You have proficiency in Constructor's Tools


Languages. One of your choice (often High Gothic or a planetary tongue)


Equipment. An Astartes boltgun, three 30 round sickle mags, 30 standard bolts, an Astartes chainsword, a set of common clothes, a set of tools you are proficient with, a set of Mark VII Aquila Power Armor, a shoulderpad emblazoned with your rank


Feature: Angelic Legacy. Your grace and bearing mark you as one of Sanguinius' son, noble in demeanor, tragic in presence. Wherever Imperial citizens dwell, your Chapter's legacy precedes you, granting respect, awe, and fear. You can often gain audiences with Imperial officers or nobles who revere your Chapter's name, and you may find shelter among those who idolize Sanguinius. Work with your GM to determine how the Red Thirst affects you.


Background Feat. Choose one from Armor Expert, Battle Scarred, Durable, Forceful Vigor, Power Frustrater, Tech Dabbler, Force of Personality, Tough, or Weapon Expert


Suggested Characteristics. Blood Angels are torn between beauty and destruction. They are soldiers, but also dreamers - artists painting their duty in blood.

d6 Specialization
1 Battle Brother.
2 Apothecary.
3 Techmarine.
4 Vanguard.
5 Chaplain.
6 Terminator.
d8 Personality Trait
1 I speak of war as if it is poetry, every death a stanza.
2 I am drawn to works of art.
3 I find beauty even in the midst of ruin.
4 I can mask fury beneath a noble demeanor.
5 I see visions of Sanguinius in my dreams - I fear that the Black Rage is coming.
6 My tone and bearing make others feel small and unimportant, though I rarely mean to make them feel that way.
7 I hide my darker urges behind a facade of refinement.
8 I view every act of courage as a form of worship.
d6 Ideal
1 Nobility. Strength means nothing without grace and restraint. (Lawful)
2 Hope Our curse is not the end, it is a test to make us strive to be better. (Good)
3 Beauty. Beauty lies in mastery, whether it is a blade stroke or a brush stroke, it matters not. (Neutral)
4 Sacrifice. I will die as Sanguinius did - with honor and purpose. (Lawful)
5 Destruction. To destroy without compassion is the highest art of war. (Evil)
6 Divinity. We are His angels, and our deeds must reflect the Emperor. (Any)
d6 Bond
1 I keep a small portrait of my primarch, painted by my own hand.
2 I swore to protect a mortal lineage descended from those who once aided my Chapter.
3 My weapon once belonged to a brother who fell to the Black Rage. I carry it in mourning.
4 I am haunted by dreams of wings, blood, and betrayal.
5 I will not fall to the Thirst.
6 I seek to create one lasting masterpiece before my death.
d6 Flaw
1 I sometimes lose myself in visions of blood and battelust.
2 I cannot forgive myself for enjoying my kills.
3 I secretly believe our Chapter's curse is a divine punishment.
4 I am proud to the point of vanity.
5 There are times I cannot restrain my hunger and bloodlust.
6 I love too deeply and mourn too completely to move on.

X Legion: Iron Hands

"Only when by the power of our hate we have truly shed the prison of our own flesh, shall we be judged worthy to stand at the side of the returned primarch. Every foe I slay, every stone I cast down, makes my hatred purer, and the day Ferrus Manus is restored to us a day closer."

—Iron Father Klaanu Johar


The Iron Hands are one of the original 20 First Founding Astartes legions. Like the other loyalist legions, they were eventually divided up after the Horus Heresy into different Chapters, although one Chapter remained the Iron Hands.


Although unwavering in their faith in the Emperor of Mankind, the Iron Hands also believe that Human flesh is weak and strive to replace their organic bodies with more "pure" bionic substitutes, leading them to closely emulate the Adeptus Mechanicus.


In the dropsite massacre of Isstvan V, the Iron Hands, Raven Guard, and Salamanders were ambushed by the traitors led by the Warmaster Horus, and though the three loyalist legions fought with valor, the Iron Hands primarch Ferrus Mannus was lost. He was beheaded by Fulgrim's Slaaneshi Daemonblade.


For over 10,000 years, the sons of Ferrus Mannus have stoked their burning hatred, drawing strength from their inexhaustible rage as they away their lost primarch's return.


The Chapter's unique identity is based around shedding decay and temptation and believes these things must be purged to better serve the Emperor. This is a belief mostly rooted in the traumatic experiences of the Horus Heresy, but it is also inherent to their homeworld of Medusa. Following the apparent death of their primarch, the surviving members returned to their homeworld.


The Iron Hands isolated themselves after the Second Founding and became bitter recluces. It soon came to pass that none were immune from their ire. From their perspective, the Imperium and their fellow Astartes allowed the Horus Heresy to happen.


In the 41st millennium, this hatred still persists. They harbor a special hatred toward the successor chapters of the Salamanders and Raven Guard that fought at Isstvan V, for they believe that if these legions had simply been better and continued to fight, Ferrus Manus would not have been lost and the Horus Heresy may have ended there and then. This belief is in outright denial to all facts saying otherwise.


The eldest of battle-brothers in the Iron Hands are usually almost entirely augmented, with every visible scrap of flesh replaced by unfeeling steel. A few centuries more, and his body might be no more than a robotic shell holding a brain and his internal organs.


Some suggest the possibility the Chapter's hatred of flesh is potetially a manifestation of corruption in their gene-seed. However, the cause is unknown.




Skill Proficiencies. Choose two from Athletics, Medicine, Insight, Intimidation, Lore, or Technology



Tool Proficiencies. You have proficiency with bionics kits or engineer's kits.


Languages. One of your choice (often High Gothic or a Binary)


Equipment. An Astartes boltgun, three 30 round sickle mags, 30 standard bolts, an Astartes chainsword, a set of common clothes, a set of tools you are proficient with, a set of Mark VII Aquila Power Armor, a shoulderpad emblazoned with your rank


Feature: The Flesh is Weak. Your cybernetic enhancements make you something other than Human. Among Adeptus Mechanicus and machine worshippers you are treated with respect and are able to gain access to augments and information.


In addition you can pick to have one Tier 1 augment of your choice.


Background Feat. Choose one from Armor Expert, Augmented, Battle Scarred, Durable, Forceful Vigor, Power Frustrater, Tech Dabbler, Tough, or Weapon Expert


Suggested Characteristics. Iron Hands are defined by logic and pursuit of mechanical perfection. They fear emotional weakness more than death and despise all corruption.

d6 Specialization
1 Battle Brother.
2 Apothecary.
3 Techmarine.
4 Vanguard.
5 Iron Father.
6 Terminator.
d8 Personality Trait
1 I speak in analytical tones and don't waste words.
2 I keep a tally of every failure.
3 I find organic things - flesh, food, laughter - unsettling.
4 I maintain my augmentations daily as an act of faith.
5 Pain means nothing to me, and I refer to it as a percentile decrease in efficiency.
6 I admire machines more than people.
7 I suppress my emotions until they erupt in a sudden, cold fury.
8 I analyze every situation for weakness, in friend and foe alike.
d6 Ideal
1 Perfection. Every flaw can be repaired. Every weakness can be cut away. (Any)
2 Survival. To survive is not enough. To outlast all is victory. (Any)
3 Chapter. The Chapter's will overrides all personal belief. (Lawful)
4 Machine. A cold, calculated machine is pure. Flesh is corruption. (Lawful)
5 Savior. My mechanical improvements exist to help me save innocents. (Good)
6 Ascension. I must someday shed all flesh, even if it is heresy to do so. (Evil)
d6 Bond
1 My augments are my soul, I would die before losing them to an enemy.
2 I owe my life too the Techmarine that repaired my broken body.
3 My brothers are my only family.
4 I keep a severed finger as a reminder of imperfection.
5 In truth, I do not want augments unless I absolutely need them.
6 I seek lost relics of the Iron Fathers.
d6 Flaw
1 I show little empathy and see others as tools to optimize.
2 I refuse medical help if it doesn't involve augmentation.
3 I am outright squeamish at the sight of blood or exposed flesh.
4 I secretly envy those who still feel deeply.
5 I am obsessed with replacing all of my flesh.
6 I scorn authority that relies on charisma instead of cold calculation.

XIII Legion: Ultramarines


"We are the Ultramarines, the sons of Guilliman. Whilst we draw breath, we stand. Whilst we stand, we fight. Whilst we fight, we prevail. Nothing shall stay our wrath."

— Marneus Calgar, Chapter Master of the Ultramarines


The Ultramarines are considered one of the strongest and most honoured of all the Space Marine Chapters in the Imperium of Man, and were responsible for almost single-handedly holding the Imperium together after the Horus Heresy.


Disciplined and brave warriors, the Ultramarines have remained true to Primarch Roboute Guilliman's teachings for 10,000 years. The Ultramarines were originally the XIIIth Space Marine Legion before the reforms initiated in the Second Founding that reshaped the Imperium at th behest of Guilliman himself, who is now Lord Commander of the Imperium and Imperial Regent.


The name "Ultramarines" comes from their home sector of Ultramar, and coincidentally lines up with a word for a shade of blue. The Ultramarines are a source of gene-seed for more Chapters than any other of the First Founding Legions combined.


The culture of the Ultramarines loosely resembles the ancient Roman Empire of Old Earth, with many of their Astartes taking High Gothic names and strictly adhering to the Codex Astartes. The Ultramarines rule over their sector of space and their homeworld of Macragge as a fief of the Imperium and their Chapter Master is considered the Lord of Macragge and Master of Ultramar.


Of all the thousand or more Space Marine Chapters of the Imperium, it is the blue-armored Ultramarines that, in the minds of countless trillions of the Emperor's subjects, personify everything the Adeptus Astartes stand for. The Ultramarines have stood at the fore of the war against traitors, aliens, and daemons since the founding of the Imperium. Across the domains of the Emperor they are celebrated as virtuous heroes and noble defenders of humanity, their deeds recorted in devotional works.


Often the participation of even a small amount of Ultramarines in a military campaign ensures the participation of many more Chapters. As the bearers of the purest gene-seed left in the galaxy, most Chapters are descendants of the Ultramarines.


When Hive Fleet Behemoth struck the Eastern Fringe, it was the Ultramarines that turned the tide. When the Horus Heresy erupted, the Ultramarines held the line where they could. Wherever battle fins purchase, the Ultramarines answer.




Skill Proficiencies. Choose two from Athletics, Insight, Intimidation, Lore, Persuasion or Technology



Tool Proficiencies. You have proficiency in one tool or vehicle of your choice


Languages. One of your choice (often High Gothic or a planetary tongue)


Equipment. An Astartes boltgun, three 30 round sickle mags, 30 standard bolts, an Astartes chainsword, a set of common clothes, a set of tools you are proficient with, a set of Mark VII Aquila Power Armor, a shoulderpad emblazoned with your rank


Feature: Legacy of Guilliman. Your presence inspires order and loyalty. When you enter a settlement, fortress, or army camp under Imperial rule, those who respect discipline instinctively defer to your authority. You can find loyal allies among soldiers, guards, and clergy, who will provide you with information, simple shelter, and material aid as long as doing so would not result in their death.


Background Feat. Choose one from Armor Expert, Augmented, Battle Scarred, Durable, Forceful Vigor, Power Frustrater, Tech Dabbler, Tough, or Weapon Expert


Suggested Characteristics. Ultramarines embody honor, order, and perfection. Even when far from the Emperor's light, their discipline and faith are unshakeable.

d6 Specialization
1 Battle Brother.
2 Apothecary.
3 Techmarine.
4 Vanguard.
5 Chaplain.
6 Terminator.
d8 Personality Trait
1 I recite the Codex Astartes in quiet moments; its words bring me calm.
2 I view disorganization as a form of heresy against reason itself.
3 I am slow to anger, but once roused, my fury is absolute.
4 My words are measured and carry the weight of command.
5 I treat even minor skirmishes as if they were a campaign of galactic importance.
6 I keep my armor immaculate and polished.
7 I have difficult relating to those who have not lived among the Adeptus Astartes.
8 I see every challenge as an opportunity to prove myself worthy of Guilliman's legacy.
d6 Ideal
1 Law. Civilization can only survive through law and structure. Without them, there is only decay. (Lawful)
2 Honor. I will not stain my Chapter's name through deceit or cruelty, even if it might bring victory. (Lawful)
3 Duty. My purpose is service. Service to my brothers, to my Emperor, and to the realm of Man. (Lawful)
4 Perfection. To improve oneself is to glorify the Emperor. Each action must be flawless. (Neutral)
5 Protection. The strong exist to defend the weak; that is our sacred charge. (Good)
6 Hierarchy. Mortals exist to serve the Imperium, and by extension the Astartes. One Space Marine is worth a hundred mortal lives. (Evil)
d6 Bond
1 I once swore an oath to a brother who fell in battle; I will fulfill it no matter the cost.
2 A relic of the chapter I served is all that remains of my old life - I will guard it unto death.
3 I owe everything to my Primarch; his ideals guide me.
4 The memory of my company's last stand haunts me, their voices drive me onward.
5 I will bring order to this world, and order to the stars.
6 My honor is my life, without it I am nothing.
d6 Flaw
1 I struggle to understand mercy, weakness disgusts me.
2 I cannot adapt to civilian life, everything must be done according to the Codex or not at all.
3 I look down on undisciplined soldiers, even if we serve the same cause.
4 I tend to take command even if it is not my place.
5 I have little patience for those who question just authority.
6 I secretly doubt that Guilliman can save us.

XVIII Legion: Salamanders


"On the Anvil of War are the strong tempered and the weak made to perish, thus are men's souls tested as metal in the forge's fire."

— The Primarch Vulkan


The Salamanders are one of the loyalist First Founding Chapters of the Space Marines that fought during the Great Crusade and the Horus Heresy. For some time before meeting with their primarch they were known as the Dragon Warriors. Their homeworld is the volcanic Death World of Nocturne.


Unlike other Chapters, the Salamanders are unusually concerned with civilian casualties and believe that one of their most important duties is to protect the lives of mankind's innocent subjects wherever and whenever possible. This is an attitude borne of the unusual closeness the Salamanders have with the people of Nocturne, as they are one of the only Space Marine Chapters that still interact with their mortal families and people from their pasts after becoming Astartes.


For instance it is not uncommon for a Salamander to live among the Nocturneans when Chapter business does not require him to remain at his Chapter's monastery on Nocturne's moon of Prometheus. Their primarch, Vulkan, met the Emperor in a great contest of inhuman feats. This culminated in a hunt in which he who slayed the greatest beast would win, and the Emperor Himself was disguised for this. Vulkan found a large creature, but fell down a lava channel and wasn't willing to let go of the beast to save himself, staying there for days. The Emperor threw an even larger beast into the channel to act as a bridge, and guided Vulkan back across it, losing the contest by doing so. Vulkan then swore his fealty to the man that was willing to give up glory to save another's life.


Along with the Iron Hands and Raven Guard, the Salamanders were massacred at Isstvan V at the start of the Horus Heresy. The extent to which the Chapter adheres to the Codex Astartes in the aftermath of the break-up of the legions varied, with some appearing parts of it, and others ignoring it entirely.


The ultimate fate of Vulkan was also a matter of debate, for he disappeared many years after the Horus Heresy. Some believe he departed on a mission that he never told to the Imperium at large.


Other than their attitude and green power armor, Salamanders stand out for two reasons. First is their usage of many fire-based weapons such as flamers. Second is their physical appearance. Salamanders possess skin that is as dark as coal due to some quirks in their gene-seed. They also often possess eyes that glow like embers and take solid shades of red or orange.




Skill Proficiencies. Choose two from Athletics, Insight, Intimidation, Lore, Persuasion or Technology



Tool Proficiencies. You have proficiency in smith's tools


Languages. One of your choice (often High Gothic or a planetary tongue)


Equipment. An Astartes boltgun, three 30 round sickle mags, 30 standard bolts, an Astartes chainsword, a set of common clothes, a set of tools you are proficient with, a set of Mark VII Aquila Power Armor, a shoulderpad emblazoned with your rank


Feature: Forgefather's Blessing. Your compassion earns you trust in the heart of common folk and soldiers alike. Among Imperial citizens, artisans, and workers that understand your views on Humans, you can find shelter, food, tools, materials, and discounted repairs. People instinctively trust you.


Background Feat. Choose one from Armor Expert, Battle Scarred, Durable, Forceful Vigor, Heat Shielded, Power Frustrater, Tech Dabbler, Tough, or Weapon Expert


Suggested Characteristics. Salamanders are defined by their humility and devotion to the common man.

d6 Specialization
1 Battle Brother.
2 Apothecary.
3 Techmarine.
4 Vanguard.
5 Chaplain.
6 Terminator.
d8 Personality Trait
1 I forge something for every life I save.
2 I see sparks of the Emperor's light in all people, no matter how small or how frail.
3 My hands are scarred from the forge and battlefield alike.
4 I speak softly but carry an authority like fire.
5 I never abandon those who cannot fight for themselves.
6 I find peace in crafting and mending - destruction is the easy path, and the wrong one.
7 I believe the measure of a warrior is not how many he kills, but how many he saves.
8 I see my brothers deaths as embers that kindle a new resolve.
d6 Ideal
1 Compassion. Even in war, care and humanity must endure. Without it we are beasts. (Good)
2 Temperance. As the forge tempers steel, so hardship tempers the soul. (Any)
3 Justice. The strong exist to defend, not to dominate. (Good)
4 Hope. Every flame I light drives back the dark, if only a little. (Good)
5 Creation. To build is the Emperor's work, as surely as to fight. (Neutral)
6 Service. Astartes were made to serve mankind, not the other way around. (Lawful)
d6 Bond
1 I etch the names of those I fail to save into my armor.
2 I have a habit of building a new workstation or forge anywhere I rest.
3 I was taught by a Techmarine who treated me like a son.
4 A child once gave me a crude metal trinket, I treasure it like a relic.
5 I seek to recover the relics of Vulkan's forges.
6 I fight not for vengeance, but to ensure none suffer as I have.
d6 Flaw
1 I am hesitant to strike first.
2 My compassion blinds me to necessary cruelty.
3 I take personal responsibilty for all the deaths under my charge.
4 I am haunted by the screams of those I could not save.
5 I have a tendency to lean into emotions other Astartes have long forgotten.
6 My anger, when roused, burns hotter than any furnace.

XIX Legion: Raven Guard



"From the darkness we strike: fast and lethal, and by the time our foes can react ... darkness there and nothing more."

— Raven Guard saying


The Raven Guard is one of the original 20 First Founding Space Marine legions. Named for a Terran avian seen by many as the herald of fate and death, the Raven Guard have served throughout the glories of the Unification Wars, the Great Crusade, and the Horus Heresy. They are known to be cunning and patient hunters, biding their time until the moment to strike is at hand.


When they were united under their primarch, Corvus Corax, their form of war was one of terrifying speed, stealth, and precision. However the legion was scattered at the Drop Site Massacre of Isstvan V alongside the Salamanders and Iron Hands. Though severely decimated, they rose from the ashes of betrayal to serve an untold number of conflcits and battles. For thousands of years they have stalked the Emperor's enemies, waiting for the perfect moment to strike the killing bow before melting back into darkness.


The Raven Guard's homeworld, Deliverance, is an airless mining moon of the Forge World Kiavahr. The Raven Guard's monastery is known as Ravenspire.


The Raven Guard are known to be cool headed and intellecutal, with superb infiltration skils and skill in close-quarters engagements. The Raven Guard are masters of unseen and guerilla warfare, only engaging in frontal battle when there is no other option. The Raven Guard is also feared for its assault marines and other close support units that utilizse Lightning Claws instead of the typical chainsword and bolter.


In the wake of the Horus Heresy, the Raven Guard only had the numbers to form a handful of Successor Chapters. Depending on the source, it is believed the Raptors, Revilers, and Black Guard were established as Chapters from this gene-seed.


It is said that by this time, Corax was consumed by prior deeds had allowed. Some time in the past, he had tried to accelerate the gene-seed growth of his Chapter to replenish their numbers, but this was tampered with, likely by the Alpha Legion. This tampering led all the new Space Marines born of the Raven Guard gene-seed to allegedly become monstrous and insane creatures that had to be put down. Corvus Corax brooded on the matter for an entire year, before emerging from his chambers gaunt and paale, and departing to the Eye of Terror, never to be seen again.


Unknown to the Imperium, Corvus was changed to such an extent by the Warp that he became a creature resembling a raven-like daemon. In this form, he has hunted Lorgar and the Word Bearers since that time.




Skill Proficiencies. Choose two from Athletics, Deception, Insight, Sleight of Hand, Stealth, or Technology



Tool Proficiencies. You have proficiency in disguise kits or security kits


Languages. One of your choice (often High Gothic or a planetary tongue)


Equipment. A stalker bolter or heavy bolt pistol, three 30 round sickle mags, 30 standard bolts, an Astartes chainsword or lightning claws, a set of common clothes, a set of tools you are proficient with, a set of Mark VI Corvus Power Armor, a shoulderpad emblazoned with your rank


Feature: Shadow Among the Faithful. You know how to move unseen. You can operate within Imperial society without drawing unwanted attention, even from other Astartes. Among spies, scouts, and intelligence networks you can find allies more easily, and you always know where the local information broker is.


Background Feat. Choose one from Armor Expert, Battle Scarred, Durable, Forceful Vigor, Power Frustrater, Stealthy, Tech Dabbler, Tough, or Weapon Expert


Suggested Characteristics. Raven Guard are introspective, calm, and calculating.

d6 Specialization
1 Battle Brother.
2 Apothecary.
3 Techmarine.
4 Vanguard.
5 Chaplain.
6 Terminator.
d8 Personality Trait
1 Silence is a weapon I wield closely.
2 I prefer to work alone and vanish before anyone can thank me.
3 I tend to move with shadows.
4 I don't believe in luck, only preparation.
5 I keep my emotions locked away.
6 I treat combat as a puzzle to be solved, not fury to be unleashed.
7 I am haunted by those who die unseen, their sacrifice unrecorded.
8 I melt into silence during conflict, speaking through action.
d6 Ideal
1 Precision. One perfect strike can save a thousand lives. (Lawful)
2 Duty. I serve from the shadows so others may stand in the light. (Good)
3 Sacrifice. To remain unseen is the price of true service. (Good)
4 Justice. The guilty must fall, even if no one knows who struck the blow. (Lawful)
5 Revenge. I will not forget the betrayal that shattered us. (Neutral)
6 The Search. I must find Corvus Corax. (Any)
d6 Bond
1 I keep a list of names of all those I see die.
2 I protect someone from the shadows and they don't know that I do so.
3 My weapon was forged on Deliverance and blessed by the Chaplain.
4 I follow the unfulfilled orders of Corvus Corax.
5 I maintain secret communications with a cell of human operatives who rely on my guidance.
6 My loyalty is absolute, but my trust must be earned through action.
d6 Flaw
1 I vanish when others need me most. Solitude is my armor.
2 I struggle to trust open leaders and glory-seekers.
3 I see myself as expendable and it shows in my recklessness.
4 I hold grudges longer than I should. Vengeance clouds my reason.
5 I cannot stand needless noise and boasting.
6 I often assume others are too loud, too clumsy, or too stupid to survive.

Carcharodons


"They were despatched into the Outer Darkness upon that first Day of Exile, there to ravage the foes of mankind until their final atonement. Their Forgotten One gave them remit unbound, to set about the Traitor, the alien and the Renegade without mercy, and to harrow them in their places of strength. So began their long hunt. They hunt still."

— Mythos Angelica Mortis, Chapter 17, Paragraph 98, ca. M36


The Carcharodons, also known as the Carcharodons Astra in High Gothic, and sometimes the Space Sharks in Low Gothic, isa loyalist Space Marine Chapter of unknown origin, though they are suspected to descend from the Raven Guard's gene-seed. Rumors and theories do however abound that they potentially bear the combined gene-seed of the Raven Guard, Night Lords, and World Eaters. This Chapter likely arose in the Second Founding.


The Carcharodons are a fleet based Chapter, following what is known as a Nomad-Predation pattern rather than a Crusading pattern.


Since the start of the Era Indomitus, the Carcharodons were granted the world of Ootheca to do as they please.


The founding of the Chapter is shrouded in mystery, though it is stated that the Carcharodons have been serving the Void-Father (The Emperor) for ten thousand years. This alone would not be enough to warrant special consideration, but each bloody deed and unexpected strike only makes the mystery grow more. Now their name is synonymous with the cold, dark depths of the void, and the predators that lurk within.


Carcharodons have pale skin, black eyes with no visible iris or sclera, and sharp patches of rough skin around their eyes, jaws, and neck. Many ritually sharpen their teeth.


Tyberos the Red Wake is the Chapter Master or "Shade Lord" of the Carcharodons. A giant, even for the Astartes, Tyberos dwarfs even his fellow brothers in height and mass. Some have even taken to giving him the nickname of "Megaladon" after the massive prehistoric sharks of Terra.




Skill Proficiencies. Choose two from Athletics, Insight, Intimidation, Perception, Piloting, Stealth, or Technology



Tool Proficiencies. You have proficiency in one tool of your choice


Languages. One of your choice (often High Gothic or a planetary tongue)


Equipment. A heavy bolt pistol, three 30 round sickle mags, 30 standard bolts, an Astartes chainsword or lightning claws, a set of common clothes, a set of tools you are proficient with, a set of Mark VII Aquila Power Armor, a shoulderpad emblazoned with your rank


Feature: Void Predator. You've spent your life hunting in the cold, silent dark. You can always determine the direction of the nearest air or gravity source, or habitable environment in artificial structures and voidcraft. In addition, when observing a group of at least two creatures you can identify the strongest and weakest members of the group.


You gain advantage on Perception checks using a voidship's sensors to scan for hidden enemies or to track enemies.


Background Feat. Choose one from Armor Expert, Battle Scarred, Durable, Forceful Vigor, Power Frustrater, Stealthy, Tech Dabbler, Tough, or Weapon Expert


Suggested Characteristics. Carcharodons are eerily quiet but can strike lightning fast at a moment's notice.

d6 Specialization
1 Battle Brother.
2 Apothecary.
3 Techmarine.
4 Vanguard.
5 Chaplain.
6 Terminator.
d8 Personality Trait
1 I speak rarely and directly - words are for prey.
2 I watch people and look for weak points.
3 I find peace in silence and unease in comfort.
4 I collect trophies. Not for pride, but to remember my hunts.
5 I prefer to let my actions speak.
6 I sleep best under the hum of void engines. The void is home.
7 I mark every vow with blood, even small ones.
8 I respect strength in any form, even in my enemies.
d6 Ideal
1 Predation. The galaxy is an ocean of prey and predators. Only the strong deserve to swim. (Evil)
2 Control. A shark without control is a savage beast. Restraint is the truest power. (Lawful)
3 Silence. Words are fleeting. Deeds are forever. (Any)
4 Balance. For every hunt there is a purpose, slaughter without honor dishonors the blade. (Lawful)
5 Loyalty. My Chapter is the tide. When they rise, I rise with them. (Lawful)
6 Fear. Terror is a tool. When used wisely it can spare more lives than it ends. (Any)
d6 Bond
1 I keep strings of trophies strewn about my armor.
2 I hunt in the shadow of my mentor and can only hope I live up to them.
3 A relic of my kin was lost to the void. I will recover it or die trying.
4 I keep a tooth of a xenos beast that nearly killed me. I'll kill its kind wherever I can.
5 My loyalty is to my Chapter and nothing else.
6 I enjoy hunting a particular type of enemy more than any other.
d6 Flaw
1 I struggle to understand softness. Is mercy not weakness?
2 I am slow to trust and quick to jump to killing as a solution.
3 I can't stay long among crowds.
4 I believe fear is the only real language.
5 I forget that not everyone lives by the code of predators.
6 I feel most alive in violence.

Deathwatch


"Amongst a hundred men, there may be none fit for the Adeptus Astartes. Amongst a hundred Space Marines, there may be one fit for the Deathwatch."

— Watch Captain Brand


The Deathwatch, also known as the Long Watch or the Long Vigil, is a unique Chapter of Space Marines that serves as the Chamber Militant of the Ordo Xenos section of the Inquisition. They are the final line of warriors when the Inquisition needs firepower greater than the Astra Militarum, or the myriad acolytes and agents they might have on hand. Unlike other Chapters, the Deathwatch is made up entirely from veteran members of other Chapters.


They battle across the galaxy, against green-skinned Orks, monstrous Tyranids, sadistic Drukhari, spectral C'tan, and the undying Necrons. It is the task of the Deathwatch to stand sentry against these Xenos races and many others.


To be chosen to serve in the Deathwatch is a great honor for any Space Marine. Only the most elite members are ever chosen for this extremely dangerous tour of duty, the specifics of which are kept secret by the Inquisition and sacred oath from the Astartes' home chapter.


Deathwatch does not form usual tactical groups like squads or companies. Instead they operate using small special forces units in tactical forces called kill-teams.


If a Xenos threat is particularly dangerous, several kill-teams might be assigned to deal with it. But if the threat is too much for even the Deathwatch to handle, the Inquisition will be forced to turn to a full Space Marine Chapter or a regiment of the Imperial Guard to handle it.




Skill Proficiencies. Choose two from another Chapter's list of skills. Nature and Survival become options if you could not pick them already.



Tool Proficiencies. Choose from the same Chapter you picked the skills from.


Languages. Choose from the same Chapter you picked skills and proficiencies from. You also gain one Xenos language


Equipment. Choose from the same Chapter you got proficiencies from.


Feature: The Long Vigil. Your name and deeds are recorded within the secret annals of the Deathwatch, granting you to respect (and even fear) of the Imperial authorities. Other Astartes recognize the gravity of your service and Inquisitors are more likely to consider you a trusted ally, especially among the Ordo Xenos. You can ask favors of Imperial officials and Astartes Chapters, though they will often ask a favor in return.


Background Feat. Choose from the same Chapter you got proficiencies from.


Suggested Characteristics. Deathwatch Operatives are shaped by the burden of their vigil. Many find it difficult to re-assimilate into their Chapters after their tours of duty, haunted by the weights of secrecy and the bonds forged with their kill-team. They are disciplined, introspective, and they get the job done.

d6 Specialization
1 Battle Brother.
2 Apothecary.
3 Techmarine.
4 Vanguard.
5 Watch-Chaplain.
6 Terminator.
d8 Personality Trait
1 I maintain a detailed record of every alien I have encountered, their habits, and how best to kill them.
2 I trust few, but those who earn my respect will find no truer ally.
3 Observation reveals more than a hundred words ever could.
4 I revere the pujrity of the human form and despise any and all forms of corruption.
5 I treat my allies as liabilities until they prove themselves.
6 I see the galaxy in levels of threat, both for humanity and aliens.
7 I am happiest when I am covered in the blood of filthy Xenos.
8 I tend to talk little, for worry that I will reveal my mission.
d6 Ideal
1 Xenophobia. The alien must be annihilated, root and stem. No compromise, no coeexistence. (Evil)
2 Humanity. The Watch taught me that Humanity's division is our greatest weakness. We stand together or perish. (Good)
3 Vigil. The Imperium's enemies do not rest, nor do I. (Any)
4 Secrecy. The mission, and keeping it secret are the only things that matter. (Lawful)
5 Knowledge. To defeat your enemy, you must know them. (Neutral)
6 Servitude. I was chosen for this duty, I will perform it like any other. (Any)
d6 Bond
1 I find myself easily adopting others into my kill-team.
2 I bear the sigil of the Watch proudly.
3 An alien foe I encountered haunts my mind, I will find them and kill them.
4 I owe my life to an Inquisitor of the Ordo Xenos. If they call, I shall answer.
5 The alien artifact I keep is both a trophy and a curse. I cannot bring myself to destroy it.
6 I will see the galaxy unified under the Emperor, no matter the cost.
d6 Flaw
1 I judge those who show mercy to aliens as weak and heretical.
2 I no longer feel kinship with my own Chapter, only the Deathwatch.
3 I act with excessive caution, haunted by a memory of a failed mission.
4 I struggle to relate to ordinary humans after years among legends and horrors.
5 I tend to fall into awkward silences. For much of my service, I stayed alone and apart from my kill-team, leading me to be antisocial.
6 I feel the need to prove myself constantly.

Black Shield


"Woe unto he who forsakes his vows, behold that thrice-cursed is he in his blasphemy: Firstly that his brothers shall spurn him and bear his presence no more. Secondly that the Primarch’s blessing is denied to him and by his Chapter he shall be disowned. Thirdly that the Immortal God-Emperor shall turn His face from him and he shall be forever Unforgiven."

— Excerpt from the Castigation of Mentheus, M36 (redacted)


A Deathwatch Black Shield, or simply a Black Shield, is a rare Astartes who has severed all bonds to his previous Chapter and has completely obscured his Chapter's heraldry. In effect, this brother is abandoning his Chapter through self-imposed exile.


He then meets with the Watch Commander in order to petition admittance into Deathwatch. What little is said is kept secret between the two of them forever. Most Black Shields are only asked their name and training, and nothing else.


The motivations for joining the Black Shields vary. One universal trait is a shared need to expunge sin from their past through service to the Deathwatch.


The Black Shield then devotes his life to serving the Deathwatch and completeing his own personal redemption, so that at some point he will consider himself worthy of his Chapter again. This is also the only way through which an Astartes from a traitor legion might be able to rejoin the Imperium.




Skill Proficiencies. Choose two from another Chapter's list of skills. Nature and Survival become options if you could not pick them already.



Tool Proficiencies. Choose from the same Chapter you picked the skills from.


Languages. Choose from the same Chapter you picked skills and proficiencies from. You also gain one Xenos language


Equipment. Choose from the same Chapter you got proficiencies from.


Feature: The Long Vigil. Your name and deeds are recorded within the secret annals of the Deathwatch, granting you to respect (and even fear) of the Imperial authorities. Other Astartes recognize the gravity of your service and Inquisitors are more likely to consider you a trusted ally, especially among the Ordo Xenos. You can ask favors of Imperial officials and Astartes Chapters, though they will often ask a favor in return.


Background Feat. Choose from the same Chapter you got proficiencies from.


Suggested Characteristics. Deathwatch Operatives are shaped by the burden of their vigil. Many find it difficult to re-assimilate into their Chapters after their tours of duty, haunted by the weights of secrecy and the bonds forged with their kill-team. They are disciplined, introspective, and they get the job done.

d6 Specialization
1 Battle Brother.
2 Apothecary.
3 Techmarine.
4 Vanguard.
5 Watch-Chaplain.
6 Terminator.
d8 Personality Trait
1 I fill silence with humor. Dark, biting, but it keeps me sane.
2 I introduce myself by a fake name. It's better than being nobody.
3 I prefer to be alone in my spare time.
4 I plan everything three steps ahead.
5 I don't pray. I talk to the Emperor like He's an old comrade who owes me an explanation.
6 I hoard trinkets from every campaign. A piece of armor, a spent shell, a skull, they remind me I exist.
7 I move like a ghost even among allies.
8 I look for the worst in the others so I'm not disappointed when I find it.
d6 Ideal
1 Anonymity. There is a sense of freedome in being no-one. A ghost can't be chained. (Chaotic)
2 Truth. I served a lie once. I won't let others expect the same from me. (Lawful)
3 Precision. Chaos thrives in error. If I am perfect, I am safe. (Any)
4 Defiance. The galaxy wants me to die quietly. I refuse. (Any)
5 Legacy. Even nameless, I'll leave something behind worth remembering. (Neutral)
6 Balance. The Emperor's light blinds me. Chaos sickens me. Somewhere between, I walk the narrow path. (Neutral)
d6 Bond
1 Someone out there remembers who I was vividly. I can't decide if that comforts or frightens me.
2 My armor's black paint hides more than shame. It hides heretical marks that must never be seen.
3 I once swore an oath to protect a world. I would die for it.
4 A Watch Captain knows my darkest secrets.
5 I keep a record of my sins carved into my skin. I'm running out of room.
6 I promised a brother of mine I would come back to help him.
d6 Flaw
1 I sabotage friendships to avoid betrayal.
2 I can't stop testing the loyalty of others.
3 I crave punishment. Pain is easier than being forgiven.
4 I get reckless in combat, its the only time I forget my sins.
5 I am terrified of remembering what I was.
6 I sometimes talk to my armor as if it is the man I used to be and I am someone else.

Grey Knight


The Grey Knights are a secretive Chapter of Space Marines that serve as the Chamber Millitant of the Ordo Malleus. They are some of the greatest daemonhunters in the Imperium.


For more details, see the Grey Knight race.


Skill Proficiencies. Choose two from Arcana, Athletics, Insight, or Perception



Tool Proficiencies. You gaim proficiency with scriber's tools


Languages. You can speak, read, and write one Chaos language of your choice


Equipment. Equipment. A Grey-Knight boltgun, three 30 round sickle mags, 30 standard bolts, an Astartes power sword, a set of common clothes, a set of tools you are proficient with, a set of Aegis Armor, a shoulderpad emblazoned with your rank.




Feature: Warded Soul. Your mind has been fortified through extreme conditioning and endless meditation. While you can still be deceived by conventional means, your will is almost impossible to shake. Once per long rest you can choose to gain hyperadvantage against a psychic power, allowing you to roll three times and pick the highest.


When you speak of the Warp or daemons, those who know what you are will defer to your knowledge, granting you advantage on checks relating to using this status, such as Persuasion.


Background Feat. Choose one from Armor Expert, Battle Scarred, Divine Guidance, Durable, Faithful, Forceful Vigor, Power Frustrater, Psychic Sensitivity, Tough, or Weapon Expert


Suggested Characteristics. Grey Knights are cold and disciplined, their humanity honed down to combat the horrors of the galaxy.

d6 Specialization
1 Battle Brother.
2 Apothecary.
3 Techmarine.
4 Vanguard.
5 Watch-Chaplain.
6 Terminator.
d8 Personality Trait
1 I analyze every emotion as if it belongs to someone else.
2 I find beauty in ritual.
3 I speak softly. Certainty doesn't need volume.
4 I see omens in coincidences.
5 I keep my humor locked away. There is no time for laughter.
6 I observe people as if I am deciphering them.
7 I remember every daemon I've slain by name.
8 I take no joy in purity. This is simply the state I am meant to maintain.
d6 Ideal
1 Absolution. Purity is not the absence of corruption. It is the will to burn it away again and again. (Any)
2 Unity. Every Grey Knight's duty is harmony and never discord. (Lawful)
3 Clarity. The Warp feeds on confusion. I will master my thoughts until there is no weakness. (Lawful)
4 Self-Sacrifice. We are the Emperor's flame. If I must burn, then let it be to light the darkness. (Good)
5 Discipline. Emotion dulls the blade and clouds the mind. (Lawful)
6 Reverence. To me, the Emperor is not a god. He is a figure to which I compare myself. (Any)
d6 Bond
1 The daemon with whom I share a name is a bitter rival of mine. It greets me like an old friend anytime we battle.
2 I carry a fragment of the daemonblade that killed some of my brothers. It must either be unmade or forced to serve.
3 The Inquisition knowns my name. They are the only ones outside of Titan who ever will.
4 A vision of my death was burned into me during my initiation. I walk toward it and do not try to change it.
5 I've seen Terra only once, and I think of it the same way others think of Heaven.
6 An Inquisitor cracked my emotional shell, once. I won't let anyone do that again.
d6 Flaw
1 I cannot relate to normal humans. They are fragile and unfinished.
2 I fear impurity more than death.
3 I sometimes mistake zeal for faith.
4 I feel nothing in victory and nothing in defeat. I don't remember the last time I felt at all.
5 I envy the fallen. Their battle is over.
6 I've begun to question whether I'm even Human anymore.

Primarch


Custodes Backgrounds

Aquilan Shield

Dread Host

Emissaries Imperatus

Emperor's Wrath

Shadowkeepers

Shield Captain

Solar Watch

Retired Custodes

Talons of the Emperor

Chaos Astartes


III Legion: Emperor's Children


IV Legion: Iron Warriors

"From iron cometh strength! From strength cometh will! From will cometh faith! From faith cometh honour! From honour cometh iron!"

— Unbreakable Litany of the Iron Warriors Traitor Legion


The Iron Warriors are one of the nine First Founding Traitor Legions of Chaos Space Marines that turned to the service of Chaos during the Horus Heresy and now fight to overthrow the Imperium of Man.


The Iron Warriors, who were originally the IVth Legion of Space Marines, specialised in the breaking of sieges and assaults on static fortifications, which made them great rivals of the Imperial Fists Legion, said to construct the greatest static defences in the Imperium. It was this rivalry between the Legions, and between their primarchs Perturabo and the Imperial Fists' Rogal Dorn, that helped turn the Iron Warriors to Chaos.


Like the members of the Adeptus Mechanicus and the Loyalist Iron Hands Chapter, the Iron Warriors have a strong predilection for replacing parts of their body with cybernetic enhancements. When struck with a mutational "gift" from the Ruinous Powers, most Iron Warriors simply cut off the mutated appendage, if possible, and replace it with a mechanical one.


The Iron Warriors were the Emperor's finest siege troops and their primarch, Perturabo, was the equal of Rogal Dorn in the arts of fortification and strategy. Yet, Perturabo felt himself side-lined by his brother primarch, whose every proud boast was, to the master of the Iron Warriors, a barbed insult. When the Horus Heresy came, it was perhaps inevitable that the two primarchs should find themselves on opposite sides of the galactic civil war.


In the 41st Millennium, the Iron Warriors remain a constant thorn in the side of the Emperor's realm. From their Daemon World of Medrengard in the Eye of Terror, Iron Warriors warbands under the command of various Warsmiths often strike out in search of new spoils and technology to enhance their own capabilities. The Iron Warriors work closely with the Hereteks of the Dark Mechanicum and have proven capable of unleashing fiendishly potent new Daemon Engines upon the servants of the Imperium.




Skill Proficiencies. Choose two from Athletics, Intimidation, Lore, Piloting, or Technology



Tool Proficiencies. You have proficiency in one tool of your choice


Equipment. A melta, an Astartes chainsword, a set of common clothes, a set of tools you are proficient with, a set of Mark V Heresy Power Armor, a shoulderpad emblazoned with your rank


Feature: Siege Engineer. Your expertise in siege warfare makes you invaluable in combat scenarios that require breaching defenses. When assessing a structure, you can quickly learn its weak points, estimating where to strike for maximum effect. Your attacks have the siege property, allowing you to deal double damage to structures.


When you construct any form of artillery or siege weaponry, you do so at the twice the speed. In addition, you can craft simple battering rams and similar objects over the course of a short rest, at GM discretion.


Background Feat. Choose one from Armor Expert, Augmented, Battle Scarred, Durable, Forceful Vigor, Power Frustrater, Tech Dabbler, Tough, or Weapon Expert


Suggested Characteristics. Iron Warriors are cold, calculated warriors that hold order and strength above all. They are one of the most lawful Chaos Marine legions.

d6 Specialization
1 Battle Brother.
2 Apothecary.
3 Warpsmith.
4 Vanguard.
5 Slaver.
6 Terminator.
d8 Personality Trait
1 I approach every problem with cold, tactical precision, never letting emotion cloud my judgement.
2 I admire the perfection of a well-made fortress, finding a sort of strange comfort in the idea of tearing them down.
3 I am a perfectionist and cannot stand mistakes, especially in matters of war and strategy.
4 I prefer solitude and focus, relying only on myself to achieve what needs to be done.
5 I have little patience for those who refuse to learn from their failures.
6 I believe life is a constant siege, and to survive, one must never show weakness.
7 I never back down, even when the odds are against me. The only way is forward.
8 I respect power and efficiency above all, even more than honor or compassion.
d6 Ideal
1 Perfection. Everything must be improved to its highest potential - there is no room for mediocrity. (Lawful)
2 Pragmatism. Sentimentality is weakness. Efficiency and logic are the true ways to victory. (Neutral)
3 Order. Society and war are alive; they function best when all fall in line and obey authority. (Lawful)
4 Strength. Those who can endure and break through any obstacle deserve to rule. (Neutral)
5 Revenge. Those who betray or fail me must be punished. Weakness cannot be tolerated. (Evil)
6 Resilience. The walls of the mind and body must be as strong as those we build in war. Iron within, iron without. (Any)
d6 Bond
1 My commander taught me that the mental barriers an enemy builds are as important as any true fortification. My enemies will shatter before me.
2 The iron I carry within myself is a symbol of the fortress I will one day build, a monument to my efforts.
3 I owe my life to a comrade who pulled me from the rubble during a brutal siege.
4 I am haunted by a failed siege that ended because of my failures.
5 A great engine of war that I built was captured in combat - I'll reclaim it, no matter the cost.
6 I protect those under my charge as if they were my brothers, and I will not let them fall.
d6 Flaw
1 I distrust those who aren't soldiers, as I see them as weak or untested.
2 I believe there's no problem that brute force or firepower can't solve, often overlooking more subtle solutions.
3 I am obsessed with perfection, often overworking myself or focusing on details to the detriment of the bigger picture.
4 I am emotionally detached, struggling to form bonds with others as I treat everything like a strategic decision.
5 I can't resist a challenge to prove my skill, even if it puts me in danger.
6 I hold grudges and find it hard to forgive those who fail me or fall short of my expectations.

VIII Legion: Night Lords

"My sons, the galaxy is burning. We all bear witness to a final truth -- our way is not the way of the Imperium. You have never stood in the Emperor's light. Never worn the Imperial eagle. And you never will. You shall stand in midnight clad, your claws forever red with the lifeblood of my father's failed empire, warring through the centuries as the talons of a murdered god. Rise, my sons, and take your wrath across the stars, in my name. In my memory. Rise, my Night Lords."


-Primarch Konrad Curze, at the final gathering of the VIIIth Legion


The Night Lords are one of the nine First Founding Traitor Legions of the Chaos Space Marines that turned to the service of Chaos during the Horus Heresy and now fight to overthrow the Imperium of Man.


The Night Lords are synonymous with terror and murder, as their favored form of war is the unfettered application of brutal, overwhelming force. They show no mercy whatsoevedr, eschewing all subtlety and guile for wanton bloodshed and destruction. While such an approach seems mindless, at one time it was different.


Ten millennia ago, the Night Lords' Primarch Konrad Curze was driven to acts of extreme violence by a deep rooted desire to punish the guilty and impose order upon the anarchy of the world he was raised on. Only later, when the primarch surrendered his soul to the Ruinous Powers was his relentless drive for justice pervered into the form it now takes among his descendants.


Even before the Horus Heresy the brutality of the Night Lords was legendary. The Night Lords utterly destroyed and conquered those who dared resist the Great Crusade, crushing all opposition in such a brutal fashion that few dared to resist.


When the Warmaster Horus revealed his treachery, Konrad embraced the Traitors' cause and threw himself into a bitter campaign of destruction, utilizing it to vent his most violent urges. Defeat was never enough. Curze taught his legion to make examples of all their enemies and to display their broken bodies as a message to all others.


Konrad Curze did not fall to Chaos, nor did he receive the dark blessing of Daemonhood. Instead, he met his death at the hands of a Callidus assassin.


Curze was struck by visions of possible futures his entire life, even to the point of being able to predict the means of his own death. Rather than avoiding it, he embraced it. By dying to a Callidus assassin, he confirmed his own depressive worldview, that the Imperium of Man would always use immoral methods to achieve its idealistic goals. This granted him a victory he never had under his father - vindication.


Skill Proficiencies. Choose two from Athletics, Insight, Intimidation, Perception, or Stealth



Tool Proficiencies. You have proficiency in one tool of your choice


Equipment. A bolter, an Astartes chainsword, a set of common clothes, a set of tools you are proficient with, a set of Mark V Heresy Power Armor, a shoulderpad emblazoned with your rank


Feature: Night Haunter. You have an innate understanding of how to use fear as a weapon. In a situation where dread might sway behavior, you instinctively know how to exploit fear.

  • After observing a creature for a minute, you identify what the creature fears most. This might grant advantage on Intimidation or other checks.
  • You can always find those who respect - or even fear - your kind enough to offer you shelter, information, or work.

Background Feat. Choose one from Armor Expert, Augmented, Battle Scarred, Durable, Forceful Vigor, Power Frustrater, Tech Dabbler, Tough, or Weapon Expert


Suggested Characteristics. Night Lords used to be highly lawful, wanting order at all costs. Now, only the old guard follow those ways, with many instead using fear and pain as tools, or slaughtering for amusement.

d6 Specialization
1 Battle Brother.
2 Apothecary.
3 Warpsmith.
4 Vanguard.
5 Slaver.
6 Terminator.
d8 Personality Trait
1 I am happiest in silence - or when hearing the screams that shatter it.
2 I speak rarely, but when I do, it is meaningful.
3 Unlike my brethren I am haunted by memories of what I have done.
4 I can't help but test others to see what they fear.
5 I prefer darkness; daylight feels wrong, almost painful.
6 I am endlessly patient, for fear grows strongest when it festers.
7 I'm calm when I'm violent, and restless when I'm at peace.
8 When I'm alone, I whisper old war chants to remember who I was.
d6 Ideal
1 Order. Fear is a tool to keep the weak in line. Without it civilization decays. (Lawful)
2 Retribution. The galaxy is guilty, and I am its executioner. Justice must be felt, not reasoned. (Evil)
3 Discipline. Emotions cloud the strike. Only cold, infallible purpose brings victory. (Lawful)
4 Massacre. Order is an excuse for me to tear apart those who oppose me and bathe in their entrails. (Chaotic)
5 Despair. Hope is a lie. Only when all illusions die can truth endure. (Neutral)
6 Legacy. We are the shadows of a dying empire. My actions will bring glory to the Legion's name (Any)
d6 Bond
1 I keep a little piece of every one of my victims.
2 My wargear is all that remains of my brothers. I will never let it fall into enemy hands.
3 I spared a family once, and I need to know whether that mercy was a mistake.
4 I owe a debt to a mortal who did not fear me.
5 I am old, old enough to remember better times. My loyalty lies with the Legion, no matter how broken it has become.
6 I remember the face of everyone I have ever killed. Sometimes, I whisper prayers to the Emperor, even if I know He can't hear me.
d6 Flaw
1 I see only corruption and weakness in others, even if it does not exist.
2 I mistake cruelty for justice and fear for respect.
3 I cannot resist proving my superiority when challenged.
4 I believe mercy is weakness, yet part of me still craves redemption.
5 I hold myself to impossible standards and despise my own failings.
6 I am more comfortable among the dead than the living.

XII Legion: World Eaters


XIV Legion: Death Guard


XV Legion: Thousand Sons


XVI Legion: Sons of Horus


XVII Legion: Word Bearers

XX Legion: Alpha Legion

"For the Emperor!"


-Alpha Legion's war cry, believed to be in mockery, but possibly indicates the Legion's true loyalties.


Alpha Legion is the Chaos Space Marine Legion about whom the least is known. They are one of the 20 First Founding Legions and were created as experts in infiltration, covert operations, misdirection, and diversion tactics. Their armies contain many Chaos Cultists and other mortal agents, as well as Heretic Astartes.


The primarch of Alpha Legion was Alpharius, the twin brother and co-leader of the Legion with his brother Omegon. Both Alpharius and Omegon were believed to be slain at the Battle of Pluto by Rogal Dorn and Roboute Guilliman.


Despite its seeming allegiance to Chaos, a closer scrutiny of Alpha Legion and their history indicates that their seeming service to Chaos Undivided may be the greatest deception they have ever played upon the Imperium.


The Legion itself was one of the last of the Astartes Legions to be united under their primarch, serving under them for only a few standard decades.


It is said that Alpharius revelled in fighting in such a manner that his enemies only knew they were under attack at the very last moment. Such tactics ranged from conventional flanking attacks to extended campaigns of infiltration and exploitation of rebels, undermining enemy command and control.


The question of whether Alpharius (or was it Omegon) are really dead still persists. It doesn't help that a consistent warcry of the Alpha legion is "I am Alpharius!"


Some believe that only one primarch was a traitor, while the other was loyal. In this case Alpharius (or perhaps Omegon) was a traitor, while Omegon (or perhaps Alpharius) was loyal. This begs the question then, if one of them survived, which one was it?


Any attempt to find a true answer to any of these questions is virtually impossible, although many theories, like the one mentioned before, do exist.


Some theorize both were either traitors, or loyal and in deep cover. Some say the "heads" of the hydra are all disconnected from one another and might have their own ideas of what the primarch wanted, with some being loyal, and others being traitors, and having no way to distinguish between one another and no reason to tell one another anything. It is also possible that Alpha Legion seeks to kill the Emperor and "free" Him from his wounded state and allow him to ascend to true godhood.


Skill Proficiencies. Choose two from Athletics, Insight, Intimidation, Perception, or Stealth



Tool Proficiencies. You have proficiency in one tool of your choice


Equipment. A bolter, an Astartes chainsword, a set of common clothes, a set of tools you are proficient with, a set of Mark V Heresy Power Armor, a shoulderpad emblazoned with your rank


Feature: Hydra Dominatus. You can seamlessly assume new roles and blend into structured groups, from Imperial Guard regiments to cult cells. You can create convincing identities, cover stories, uniforms, and so on. This grants you advantange of Charisma (Deception) and Charisma (Performance) checks to pass yourself off as someone else. Those who know your true allegiance and share that allegiance may offer secret assistance information.


Upon character creation, decide with the help of your GM whether your specific Alpha Legion cell is traitor, loyalist, or something else. This might not match all the other "heads" of the Legion, so be warned.


Background Feat. Choose one from Armor Expert, Augmented, Battle Scarred, Durable, Forceful Vigor, Power Frustrater, Tech Dabbler, Tough, or Weapon Expert


Suggested Characteristics. You are a liar, a planner, and a visionary - or perhaps a puppet. Every word you say might be a half-truth, every act may serve a greater scheme unseen by others.

d6 Specialization
1 Battle Brother.
2 Apothecary.
3 Warpsmith.
4 Vanguard.
5 Slaver.
6 Terminator.
d8 Personality Trait
1 I never answer a question directly.
2 I plan five moves ahead, even when playing cards.
3 I take pride in being underestimated.
4 I always leave myself an escape route.
5 I watch everyone's hands and eyes when they talk.
6 I enjoy seeing others argue or doubt eachother.
7 I maintain several aliases and nicknames, sometimes I forget which one I'm using
8 I spealk calmly, even in chaotic situations. Emotion is a weapon to control, not display.
d6 Ideal
1 Information. Information is the truest power - not faith, not strength, not sorcery. Those who control truth control reality itself. (Neutral)
2 Loyalty. Loyalty to the Hydra, always - though none can say what that really means. (Lawful)
3 Change. To survive is to adapt, to adapt is to evolve. Those who cling to an identity are lost. (Chaotic)
4 The Plan!. I exist to eventually ensure the fall of the Imperium. Through deception and infiltration we will bring them low. Hydra Dominatus! (Evil)
5 The Plan? I exist to ensure that the Alpha Legion wins, no matter what that means. If the Imperium appears to be winning, I shall join. If Chaos is winning, then Chaos it is! I am Alpharius! (Chaotic)
6 The Plan. The deepest secrets can be the greatest of allies. I am loyal to our father's father above all. For the Emperor! (Good)
d6 Bond
1 I send reports to a handler who might be dead. I don't hear back.
2 My mission was never completed, and I intend to finish it at all costs.
3 Someone I trained trusts me completely... and that trust may one day destroy them.
4 I once saved an Imperial officer's life while under cover - they owe me, even if they might not know why.
5 I have been undercover so long that I have started to doubt my true purpose. Maybe the Imperium will take me back if I play my cards right...
6 There are things about myself I have hidden so long that I do not remember if they are even real.
d6 Flaw
1 I don't know how to stop lying, even to those I trust.
2 I see betrayal where there is none.
3 I believe everyone - and everything - is part of some great scheme.
4 I'd rather watch others suffer in confusion than tell them the truth.
5 I secretly fear all my manipulation has made me a hollow shell - a mask with nothing behind it.
6 I truly, genuinely believe that I am Alpharius (or Omegon) - the powers just haven't come back yet.

Fallen Angel


Chaos Primarch

The Missing Primarchs

Chaos Backgrounds


"Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making."


— Arenal, Aeldari Farseer


Chaos, otherwise known to its followers as the Primordial Truth, and to the Imperium as the Archenemy, is a psychic force embodied by malevolant entities from the Immaterium. Rage, change, decay, temptation, these are but a few examples of what empowers and drives Chaos, and why it cannot truly be defeated.


Should you choose this faction, you are choosing to be the antithesis of all the Imperium stands for. Through deals and transformation your power can and will grow. And unlike the Imperium, for these countless billions of souls serving the Dark Gods... death is not the end of service.

Chaos Cultist

"The greatest monster of all is Man. The Daemon does not choose to dwell outside the blessed Materium, nor does the xenos cast aside the holy form of Man to walk another path. Both are terrible and foul, it is true. But the heretic and the traitor were given every gift in the universe, and chose to cast them aside. There is no greater crime than this."


-- Inquisitor Malakai Wernhardt


A Chaos Cult is often a secret organization dedicated to one or all of the Chaos gods, hidden in the depths of a Hive World, in a secret compound on a barren planet, or other such locations. Cults often hide behind the front of official Imperial organizations to avoid notice in an attempt to seize planetary power. This might include trade unions, charities, and even churches to the Emperor.


After taking root, they expand in power and influence, and eventually end up effectively ruling the entire planet. Eventually, all out battle can be expected, at which point the cult often summons aid from their masters, which might culminate through daemonic possession or the arrival of Traitor Legions of Chaos Space Marines to help.


While at a first glance they might seem like a normal human with odd fashion choices, beneath their clothes these cultists hide tattoos and brands of sigils that would hurt the eyes of those who look on them. Some might even possess less visible mutations. Chaos Cultists come from any background, from psychotic soldiers, to cut-throat gangers, all the way up to the nobility.


Skill Proficiencies. Choose two from Deception, Insight, Intimidation, Perception, Persuasion, or Stealth



Tool Proficiencies. You have proficiency in one tool of your choice


Equipment. A curved ritual dagger, an unholy tome, a charm of your god, and common clothes.


Feature: True Faith. You know how to recognize others who share the taint of Chaos - subtle symbols, coded gestures, and turns of phrase that can identify the faithful. You can always locate a hidden cult, contact, or safehouse if there are any such things in teh area you are in. Likewise, those touched by Chaos can tell what you are, for good or ill.


Background Feat. Choose one from Armor Expert, Augmented, Battle Scarred, Durable, Forceful Vigor, Power Frustrater, Tech Dabbler, Tough, or Weapon Expert


Suggested Characteristics. Chaos Cultists are as diverse as the gods they worship. Some hide their devotion, others outright embrace it. Almost all believe that the Imperium's truths are lies and that Chaos is the only real freedom.

d6 God
1 Khorne.
2 Tzeentch.
3 Nurgle.
4 Slaanesh.
5 Malice.
6 Chaos Undivided.
d8 Personality Trait
1 I see hidden meaning in every event.
2 I still pray to the Emperor. Old habits die hard.
3 I mimic normality to save myself, but I always feel like I'm in someone else's skin.
4 (Khorne) I solve problems through bloodshed, words are for the weak.
5 (Tzeentch) I speak in riddles and keep many secrets.
6 (Nurgle) I find comfort in decay. Rot is a new beginning.
7 (Slaanesh) I crave sensation in all forms - pain, pleasure, fear - all of it is beautiful.
8 (Undivided) I believe all the gods have their place. I do small things to appease each of them one by one each day.
d6 Ideal
1 Freedom. Mortals are not meant to have hierarchy or order. (Chaotic)
2 Khorne. Only through battle is one judged worthy. (Lawful)
3 Tzeentch Power flows by understanding the currents of fate at any and all costs. (Chaotic)
4 Nurgle. All things die, but those who accept the natural order are never really gone. (Lawful)
5 Slaanesh To transcend all limits, one must embrace every indulgence. (Chaotic)
6 Undivided. The galaxy and all the unfaithful who live within it must burn so we can forge a new order. (Evil)
d6 Bond
1 My family still serves the Corpse Emperor. I will show them the error of their ways.
2 (Khorne) I only feel comfort among those who share my bloodlust.
3 (Tzeentch) I am bound to a master whose schemes I cannot fully grasp.
4 (Nurgle) For most of my life, I have been "blessed" by the diseases of Grandfather Nurgle, and I enjoy spreading his gifts.
5 (Slaanesh) My devotion lies with someone whose beauty drives me to obsession.
6 (Malice) I once served another god, now I do everything I can to destroy their power.
d6 Flaw
1 (Khorne) I cannot resist the urge to strike down any who challenge me, no matter the cost.
2 (Tzeentch) I overestimate my control of the Warp.
3 (Nurgle) I genuinely believe I am saving people by infecting them, and I ignore the agony of my "blessings," even with myself.
4 (Slaanesh) I cannot refuse temptation, no matter how destructive.
5 (Malice) I would rather burn alive than follow anyone's commands.
6 (Undivided) I am torn between loyalties to the Ruinous Powers and my old life.

Scarred Survivor

Traitor Guardsman

Eldar Backgrounds

Craftworlder

Exodite

Kabal Member

Harlequin

Commoragh Exile

Ynnari Convert

Genestealer Backgrounds

Blissful Ignorant

Brood Warrior

Deep-Cover Infiltrator

Underworld Messiah

Necron Backgrounds

C'tan Heretic

Dynasty Contingency

Punitive Downgrade

Rogue Subject

Ork Backgrounds

Ork Clan Member

Feral Orukk

Flyboy

Grot Herder

Little Un'

Prerequisites: Grot or Snotling

Mekboy

Prophet of Da Green

Stormboy

Toof Hoarder

Warboss' Git

Freeboota

T'au Backgrounds

Air Caste Ace

Earth Caste Craftsman

Ethereal Overseer

Fire Caste Warrior

Water Caste Silvertongue

Pathfinder

Far-Sight Vanguard

Grudging Servant

Prerequisite: Non-T'au Race

Kroot Mercenary

Prerequisite: Kroot

T'au Auxilia

Prerequisite: Non-T'au Race

Vespid Stingwing

Prerequisite: Vespid

Lost Race Backgrounds

Out of Time

Collected

The Biggest Lad

Prerequisite: Krork

Exterminator AI

Prerequisite: Man of Iron

First Legion Survivor

Prerequisite: Thunder Warrior

Other Backgrounds

Con-Man

Criminal

Clone

Fringe Cultist

Mercenary

Pirate

Rogue Psyker

Feats

Ace Pilot

You’re quite experienced both on land and in the air, be it from time in a navy, as a mercenary, or perhaps even piracy. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in the Piloting skill. If you are already proficient in it, you instead gain expertise in it.
  • Whenever you make an Intelligence (Investigation) or Wisdom (Perception) check related to vehicles or ships, you are considered to have expertise in the Investigation or Perception skill.

Acrobat

You become more nimble, gaining the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency in the Acrobatics skill. If you are already proficient in it, you instead gain expertise in it.
  • When you are prone, standing up uses only 5 feet of your movement.
  • As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn’t cost you extra movement until the end of the current turn.

Actor

Skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Adaptable Fading

Prerequisite: 4th level


You can easily overthrow an enemy’s fortitude. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • When you make an attack roll using your Strength, you can choose to add half your Constitution modifier to the attack roll. Alternatively, when you would make an attack roll using Constitution, you can add half your Strength modifier to the attack roll. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you complete a long rest.
  • When an effect you control would call for a Strength saving throw, you can instead have it call for a Constitution saving throw. Alternatively, when an effect you control would call for a Constitution saving throw, you can instead have it call for a Strength saving throw. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you complete a long rest.

Alert

Always on the lookout for danger, you gain the following benefits:

  • You are proficient in Initiative checks.
  • You can’t be surprised while you are conscious.
  • Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.

Animal Handler

You master the techniques needed to train and handle animals. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Animal Handling skill. If you are already proficient in it, you instead gain expertise in it.
  • You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn’t currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.

Armor Expert

You’ve learned how to fluidly move in armor, gaining the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • You gain proficiency with light armor. If you are already proficient with light armor, instead while you are wearing light armor, your speed increases by 5 feet.
  • If you are already proficient in light armor when you take this feat, you also gain proficiency in medium armor. If you are already proficient with medium armor, instead while you are wearing medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher, and you ignore the bulky property of medium armor.
  • If you are already proficient in medium armor when you take this feat, you also gain proficiency in heavy armor. If you are already proficient with heavy armor, instead while you are wearing heavy armor, critical hits made against you are treated as normal hits.

You can take this feat multiple times.

Athlete

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you are prone, standing up uses only 5 feet of your movement.
  • Climbing doesn’t cost you extra movement.
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Auditory Dampening

You’ve developed resilience against debilitating noises, gaining the following benefits:

  • Increase your Constitution, Intelligence, or Wisdom score by 1, to a maximum of 20.
  • While you are deafened, you can make ability checks that rely on hearing with disadvantage, instead of automatically failing them.
  • You have advantage on saving throws made to avoid sonic damage.

Augmented

You’ve experimented with cybernetic augmentations, granting the following benefits:

  • Increase an ability score of your choice by 1, to a maximum of 20.
  • Choose one cybernetic augmentation of standard rarity from the Augmentations section.

Battle Scarred

You’ve spent a lifetime fighting, with the scars to prove it. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When you roll a 19 or a 20 on the d20 for a death saving throw, you regain 1 hit point.
  • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you’ve used this ability, you must complete a long rest before you can use it again.

Blinding Agility

Prerequisite: 12th level, Dexterity 20


You have the reflexes one who can see things before they happen, granting the following benefits:

  • You gain proficiency in Dexterity saving throws. If you are already proficient in them, you instead gain expertise in them.
  • Weapons that lack the two-handed or special properties are considered to have the finesse property for you.
  • Opportunity attacks made against you have disadvantage.

Bountiful Luck

Prerequisite: 4th level, Lucky feat


You have extraordinary luck, which you have learned to lend to your companions when you see them falter. You’re not sure how you do it; you just wish it, and it happens. Surely a sign of fortune’s favor!


When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction and expend 1 luck point to let the ally reroll the die. The ally must use the new roll. When you use this ability, you can’t use luck points before the end of your next turn.

Brawny

You become stronger, gaining the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency in the Athletics skill. If you are already proficient in it, you instead gain expertise in it.
  • Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.

Casting Specialist

Prerequisite: 4th level, ability to cast psychic or tech powers


Choose one from psychic- or tech-casting. You’ve mastered your chosen casting type, gaining the following benefits:

  • You gain a +1 bonus to your force or tech save DC and your psychic or tech attack modifier.
  • Once per turn, when you cast a power that requires an attack roll or saving throw, you can have advantage on one attack roll, or you can force one creature affected by the power to have advantage or disadvantage on the saving throw (your choice). Once you’ve used this feature on a power, you can’t affect that power again until you complete a short or long rest. Once you’ve used this feature on a creature, you can’t do so again until you complete a short or long rest.
  • Once per turn, when you cast a power that doesn’t require an ability check, attack roll, or saving throw, but requires a die roll, you can choose the maximum or minimum on the die (your choice). If the power requires rolling multiple dice, you can only affect a number of them equal to half your proficiency bonus (rounded up) in this way. Once you’ve used this feature on a power, you can’t affect that power again until you complete a short or long rest.

You can select this feat twice. Each time you do so, you must choose a different casting type.

Charmer

You’ve master the art of charming those around you, gaining the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Persuasion skill. If you are already proficient in it, you instead gain expertise in it.
  • If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.

Chemical Buffer

You’re able to neutralize caustic chemicals, mitigating their worst effects. You gain the following benefits:

  • Increase your Dexterity, Constitution, or Intelligence score by 1, to a maximum of 20.
  • You cannot be disintegrated, and you ignore the first corroded level you receive.
  • You have advantage on saving throws made to avoid acid damage.

Climber

You excel at scaling cliffsides, hills, trees, and general climbing. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain a climbing speed equal to your movement speed.
  • You have advantage on ability checks and saving throws to avoid falling off or down while climbing.
  • You can spend 5 minutes instructing, pointing out handholds, and guiding other creatures before making a climb. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you. Each creature can add a 1d6 to any ability check or saving throw they make for that climb.

Close Quarters Caster

Prerequisite: 4th level, ability to cast psychic or tech powers


You’ve practiced utilizing powers in close quarters, learning techniques that grant you the following benefits:

  • When making a ranged psychic or tech attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.
  • Your ranged psychic and tech attacks ignore half cover and three-quarters cover against targets within 30 feet of you.
  • You learn one at-will power that requires an attack roll. Your casting ability for this at-will power depends on the power list you chose from: Wisdom or Charisma (depending on power alignment) for psychic powers or Intelligence for tech powers.

Codex Combatant

Prerequisite: 4th level


You have learned the tactics of a particular Astartes chapter, gaining the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • Choose one of the Codex Astartes options, detailed later in this chapter.

Combat Caster

Prerequisite: 4th level, ability to cast psychic or tech powers


You’ve practiced making your powers more difficult to avoid, learning techniques that grant you the following benefits:

  • When a creature rolls a 1 on the d20 roll of a saving throw against a power you cast that deals damage, they instead take the highest number possible for the damage die.
  • You learn one at-will power that requires a saving throw. Your casting ability for this at-will power depends on the power list you chose from: Wisdom or Charisma (depending on power alignment) for psychic powers or Intelligence for tech powers.

Commando

You’ve practiced fighting while prone, gaining the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain a crawling speed equal to your movement speed.
  • While prone, you no longer have disadvantage on ranged attack rolls against targets within 30 feet due to being prone.
  • When you attempt to hide on your turn while prone, you can opt to not move on that turn. If you avoid moving, you are considered lightly obscured. You lose this benefit if you move or stand up, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

Companion Keeper

Prerequisite: 4th level You gain the services of a companion. Choose one of the companion nature options, detailed later in this chapter.

Competitor

You have a strong aptitude for competing. Select one gaming set. You gain the following benefits:

  • Increase an ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency in the chosen gaming set. If you are already proficient with it, you instead gain expertise with it.
  • As long as you spend at least 1 minute using your gaming set, you can’t have disadvantage on Intelligence checks you make to use the gaming set, Charisma (Deception) checks you make to bluff with the gaming set, or Wisdom (Insight) checks you make to read an opponent with whom you are competing with the gaming set.

You can take this feat multiple times. Each time you do so, you must choose a different gaming set.

Crafter

You have a knack for crafting; you work with greater efficiency and produce goods of higher quality. Select one type of artisan’s implements. You gain the following benefits:

  • Increase an ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency with the chosen tool. If you are already proficient with it, you instead gain expertise with it.
  • When you craft something with the chosen tool, the total market value you can craft increases 50 cr per day. If you have expertise with it, the market value instead increases by 100 cr per day.
  • If you use the tool you’ve selected to practice a profession during downtime, you can support a lifestyle one higher than you would normally be able to.

You can take this feat multiple times. Each time you do so, you must choose a different set of artisan’s implements.

Cunning Intellect

Prerequisite: 12th level, Intelligence 20


You have the cunning of the most prolific scholars, granting the following benefits:

  • You gain proficiency in Intelligence saving throws. If you are already proficient in them, you instead gain expertise in them.
  • When you engage in the Training downtime activity, during resolution, you add your proficiency bonus to the check. If you would already add your proficiency bonus, you instead add twice your proficiency bonus. If you would already add twice your proficiency bonus, you instead have advantage on the check.
  • Whenever you make an ability check that uses your Intelligence, you can add half your proficiency bonus (rounded down) if it doesn’t already include your proficiency bonus. Additionally, if you roll lower than half your level (rounded down) on an Intelligence check, you can instead use your level for the d20 roll.

Cunning Psyker

Prerequisite: The ability to cast psychic powers


You’ve discovered a clever avenue to your study of the Warp. Choose one from Wisdom or Charisma. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You can use Intelligence instead of the chosen ability as your psycasting ability.
  • You can add Intelligence instead of the chosen ability when determining your maximum psyker points.

Customized Servitor

You gain the services of a custom servitor. Choose one of the servitor types, detailed later in the chapter.

Divine Guidance

Dual Focused Caster

Prerequisite: 4th level, ability to cast psychic or tech powers


You have learned to bifurcate your attention while concentrating on powers, learning techniques that grant you the following benefits:

  • If you attempt to cast a power that requires concentration while already concentrating on an existing power, you can maintain concentration on both powers simultaneously. You must spend your action each subsequent round on maintaining this concentration, or lose concentration for both powers.
  • At the end of each of your turns where you have two powers you are concentrating on, you must make a Constitution saving throw (DC equals 10 + the number of complete rounds you’ve been concentrating on two powers). On a failure, you lose concentration for both powers. You can drop concentration on one of your powers during your turn as a free action to avoid this saving throw.
  • Any time you would be forced to make a Constitution saving throw to maintain concentration due to taking damage, the DC equals 10 + both powers’ levels combined, or half the damage you take, whichever number is higher. On a failure, you lose concentration on both powers.

Durable

Hardy and resilient, you gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When you roll a Hit Die to regain hit points, the minimum number of hit points you can regain from the roll equals twice your Constitution modifier (minimum of 2).
  • Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Dutifully Deployed

You’ve developed an aptitude for a particular deployment on a starship. You gain the following benefits:

  • Increase an ability score of your choice by 1, to a maximum of 20.
  • You gain 1 rank in a deployment of your choice. This rank does not count towards or affect your prestige.
  • The maximum number of ranks you can gain in deployments increases by 1. You can still only gain 5 ranks in a deployment.

Electrical Grounding

You’re able to avoid the brunt of electric shocks. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • At the start of each of your turns while shocked, you can choose to have a reaction, or you can choose to be able to take both an action and a bonus action on your turn.
  • You have advantage on saving throws made to avoid lightning damage.

Empathic

You possess keen insight into how other people think and feel. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Insight skill. If you are already proficient in it, you instead gain expertise in it.
  • You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. On a success, you have advantage on attack rolls and ability checks against the target until the end of your next turn.

Entertainer

You have a natural gift for performing. Select one musical instrument. You gain the following benefits:

  • Increase an ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency in the chosen musical instrument. If you are already proficient with it, you instead gain expertise with it.
  • While playing your chosen musical instrument, you can always readily read the emotions of those paying attention to you. During this time, and for up to one minute after completing, you have advantage on Wisdom (Insight) checks to read the emotions of those you performed for.

You can take this feat multiple times. Each time you do so, you must choose a different musical instrument.

Exalted Awareness

Prerequisite: 12th level, Wisdom 20


You have the wisdom associated with the most renowned masters of the Warp, granting the following benefits:

  • You gain proficiency in Wisdom saving throws. If you are already proficient in them, you instead gain expertise in them.
  • Creatures within 60 feet of you have disadvantage on Dexterity (Stealth) checks made to hide from you.
  • As an action, you can sense the presence of illusions and other effects designed to deceive the senses within 30 feet of you, provided that you aren’t blinded or deafened. You sense that an effect is trying to trick you, but you gain no insight into what is hidden or its true nature. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

Exotic Weapon Training

Mastery of simple and martial weapons has unlocked new potential for you. You gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • You gain proficiency in three exotic weapons. You must have proficiency in all simple and martial weapons in the exotic weapon’s category to gain proficiency in it. If the exotic has modes that would fall in two different weapon categories, you require proficiency all simple and martial weapons in both categories in order to gain proficiency in that exotic.

Faithful

Fanatic

Prerequisite: 4th level


Every blow that hits your enemies make you feel closer to victory, making you shake in excitement. You gain the following benefits:

  • When you score a critical hit with an attack roll or reduce a creature to 0 hit points, you can make one weapon attack as a bonus action.
  • Whenever a creature you can see within 30 feet is reduced to 0 hit points, you go into a fervor gaining temporary hit points equal to 1d4 + your Constitution modifier.

Feigned Confidence

You’ve spent years pretending you know what you’re doing, gaining the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • When you would make an ability check with a skill or tool that doesn’t add your proficiency bonus, you can first make a DC 15 Charisma (Deception) check. On a success, you can add your proficiency bonus to the initial ability check. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest.

Fighting Master

Prerequisite: 4th level


You’ve mastered a particular style of fighting. Choose one of the fighting mastery options, detailed later in this chapter. You can take this feat multiple times.

Fighting Stylist

You adopt a particular style of fighting as your specialty, gaining the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • Choose one of the fighting style options, detailed later in this chapter.

Flexible Rending

Prerequisite: 4th level


You are adept at overwhelming an opponent’s reflexes. You gain the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • When you make an attack roll using your Dexterity, you can choose to add half your Intelligence modifier to the attack roll. Alternatively, when you would make an attack roll using Intelligence, you can add half your Dexterity modifier to the attack roll. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you complete a long rest.
  • When an effect you control would call for a Dexterity saving throw, you can instead have it call for a Intelligence saving throw. Alternatively, when an effect you control would call for a Intelligence saving throw, you can instead have it call for a Dexterity saving throw. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you complete a long rest.

Force of Personality

Rooms never go unalerted to your presence, and the strength of your personality make others lose focus on their own social game. Powers and other effects infrequently override your force of will. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You can use your Charisma modifier instead of your Wisdom modifier when making Insight checks.
  • When you would make a Wisdom saving throw, you can instead make a Charisma saving throw. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you complete a long rest.

Forceful Vigor

Your strength and virility rarely go unnoticed, often to the point of distraction. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You can use your Strength modifier instead of your Constitution modifier when making Constitution checks.
  • When you would make a Constitution saving throw, you can instead make a Strength saving throw. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you complete a long rest.

Greater Psychic Sensitivity

Prerequisite: The ability to cast 3rd level psychic powers


You know one at-will psychic power. Additionally, you know one 4th-level psychic power, which you can cast once per long rest. Your psycasting ability is Wisdom or Charisma (depending on power alignment).

Greater Tech Dabbler

Prerequisite: The ability to cast 3rd level tech powers


You know one at-will tech power. Additionally, you know one 4th-level tech power, which you can cast once per long rest. Your techcasting ability is Intelligence. You require use of a wristpad for these powers.

Haggler

Your skills at bartering have granted you the following benefits:

  • Increase your Charisma score by 1 up to a maximum of 20.
  • You have advantage on Charisma (Persuasion) and Charisma (Deception) checks when attempting to barter or trade.
  • You are always aware of the current monetary value for any unenhanced or common enhanced item. Whenever you identify an item, you gain a rough estimate of its current monetary value.

Healer

You are an able medic, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with medic's kits, if you were already proficient you instead gain expertise.
  • When you use a medic's kit to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action, you can spend one use of a medic's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points again in this way until it finishes a short or long rest.

Heat Shielded

You can tolerate extremely hot temperatures. You gain the following benefits:

  • Increase your Dexterity, Consitution, or Intelligence score by 1, to a maximum of 20.
  • You have advantage on Constitution saving throws made to avoid exhaustion due to extreme heat, and you can use your bonus action to end the ignited condition on yourself, instead of your action.
  • You have advantage on saving throws made to avoid fire damage.

Improved Psychic Sensitivity

Prerequisite: The ability to cast 2nd level psychic powers


You know one at-will psychic power. Additionally, you know one 3rd-level psychic power, which you can cast once per long rest. Your psycasting ability is Wisdom or Charisma (depending on power alignment).

Improved Tech Dabbler

Prerequisite: The ability to cast 2nd level tech powers


You know one at-will tech power. Additionally, you know one 3rd-level tech power, which you can cast once per long rest. Your techcasting ability is Intelligence. You require use of a wristpad for these powers.

Inspiring Leader

Your presence on the battlefield is a source of inspiration. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • As a bonus action, you let out a rallying war cry, ending the frightened or charmed condition on yourself and a number of allies that can hear you equal to your Charisma modifier (minimum of one). Once you’ve used this ability, you must complete a short or long rest before you can use it again.
  • You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.

Investigative Attunement

Prerequisite: 4th level


You’ve spent a significant amount of time appraising and testing enhanced items. You gain the following benefits:

  • Increase an ability score of your choice by 1, to a maximum of 20.
  • Your maximum attunement increases by 1.
  • You have advantage on ability checks made to identify items.
  • Once per long rest, you can choose one object that you must touch for 10 minutes. If it is an enhanced or modified item, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any powers are affecting the item and what they are. If the item was created by a power, you learn which power created it.

Investigator

You have an eye for detail and can pick out the smallest clues. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in the Investigation skill. If you are already proficient in it, you instead gain expertise in it.
  • You can take the Search action as a bonus action.

Ka'tah Dabbler

Prerequisite: 4th level


You have studied the Adeptus Custodes and their tactics, and learn a Ka'tah of your choice gaining the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • Choose one of the Ka'tah options, detailed later in this chapter.

Keen Mind

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.

Linguist

You have studied languages and codes, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn three languages of your choice.
  • You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC = your Intelligence score + your proficiency bonus), or they use a power to decipher it.

Loremaster

Your study of history rewards you with the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in the Lore skill. If you are already proficient in it, you instead gain expertise in it.
  • When you take the Help action to aid another creature’s ability check, you can make a DC 15 Intelligence (Lore) check. On a success, that creature’s check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you’re saying.

Lucky

Prerequisite: 4th Level You have inexplicable luck that seems to kick in at just the right moment.

  • You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
  • You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.

Mariner

You’ve spent an exorbitant amount of time in water. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You gain a swimming speed equal to your movement speed.
  • You have advantage on a ability checks and saving throws related to swimming.
  • You can hold your breath for a number of minutes equal to 1 + twice your Constitution modifier.

Master Psychic Sensitivity

Prerequisite: The ability to cast 4th level psychic powers


You know one at-will psychic power. Additionally, you know one 5th-level psychic power, which you can cast once per long rest. Your psycasting ability is Wisdom or Charisma (depending on power alignment).

Master Tech Dabbler

Prerequisite: The ability to cast 4th level tech powers


You know one at-will tech power. Additionally, you know one 5th-level tech power, which you can cast once per long rest. Your techcasting ability is Intelligence. You require use of a wristpad for these powers.

Medic

You master the physician’s arts, gaining the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Medicine skill. If you are already proficient in it, you instead gain expertise in it.
  • You gain proficiency with combat surgery kits, if you were already proficient you instead gain expertise.
  • During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.

Metabolic Tolerance

You’ve developed resilience against many poisons, gaining the following benefits:

  • Increase your Constitution, Intelligence, or Charisma score by 1, to a maximum of 20.
  • As an action or bonus action, you can expend a Hit Die to end the poisoned condition on yourself.
  • You have advantage on saving throws made to avoid poison damage.

Mindful Meditator

You’ve learned meditation techniques to calm your mind. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You only need 3 hours of sleep during a long rest to gain its benefits, instead of 6. Additionally, if your long rest would be interrupted, you only need to complete the long rest instead of restarting it to gain its benefits.
  • You have advantage on saving throws made to avoid psychic damage.

Mobile

You are exceptionally speedy and agile. You gain the following benefits:

  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Mounted Caster

Prerequisite: 4th level, the ability to cast psychic or tech powers


You are trained in the use of powers while mounted like the Stormseers of the White Scars. While you are mounted and aren’t incapacitated, you gain the following benefits:

  • When you cast a power targeting yourself, you can also affect your mount with the power.
  • You have advantage on melee psychic or tech attack rolls against any unmounted creature that is smaller than your mount.
  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Muscled Menace

Prerequisite: size Medium


Despite being of otherwise average size, your might extends beyond that of your peers. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • Your speed increases by 5 feet.
  • You can’t add more than +3 when determining your bonus to AC from your Dexterity.
  • You can’t add more than +3 when determing your bonus to Dexterity saving throws from Dexterity.
  • You gain the Oversized special trait: Oversized. Light- and martial melee weapons that lack the dexterity or light property are considered to have the heavy property for you. The strength number for firearms is reduced by one step (from 19 to 17, 17 to 15, 15 to 13, or 13 to 11). If the strength number is 11, you ignore it entirely.

Mutated

You’ve dabbled with, or been exposed to the forces of Chaos, granting the following benefits:

  • Increase an ability score of your choice by 1, to a maximum of 20.
  • Choose one mutation from the Mutations section.

Naturalist

Your extensive study of nature rewards you with the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in the Nature skill. If you are already proficient in it, you instead gain expertise in it.
  • You learn the toxin scan tech power. You can cast it once, using supplies scavenged around you, without the use of a wristpad and without spending tech points, and you regain the ability to do so when you finish a long rest.

Observant

Quick to notice details of your environment, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
  • You are considered to have advantage when determining your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. This grants a +5 to passive Perception and passive Investigation.
  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.

Overwhelming Presence

Prerequisite: 12th level, Charisma 20


You have the presence of the most affluent of leaders, granting the following benefits:

  • You gain proficiency in Charisma saving throws. If you are already proficient in them, you instead gain expertise in them.
  • While you are conscious, up to five friendly creatures within 30 feet of you who can see or hear you and who can understand you can gain a bonus to one Intelligence, Wisdom, or Charisma saving throw they make equal to your Charisma modifier. Once they’ve done so, they can’t do so again until they finish a short or long rest.
  • As an action, you can attempt to distract up to five creatures you can see within 30 feet of you. Each creature must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). Any creature immune to being charmed is unaffected. If you or your companions are fighting a creature, it has advantage on the saving throw. On a failed save, for the next minute, a creature has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the effect ends or until the target can no longer see or hear you. This ends early if you are incapacitated or die.

Perceptive

You hone your senses until they become razor sharp. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Perception skill. If you are already proficient in it, you instead gain expertise in it.
  • Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.

Performer

You master performance so that you can command any stage. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Performance skill. If you are already proficient in it, you instead gain expertise in it.
  • While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid’s Wisdom (Insight) check. If your check succeeds, you grab the humanoid’s attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.

Power Adept

Prerequisite: 4th level, ability to cast psychic or tech powers


  • When you gain this feat, choose one of the following damage types: acid, cold, fire, force, lightning, or necrotic. Powers you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a power you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

You can take this feat multiple times. Each time you do so, you must choose a different damage type.

Power Channeling

Prerequisite: 4th level, ability to cast psychic or tech powers


  • Choose one from psychic- or tech-casting. You’ve learned to cast powers of the chosen type with greater deliberation. Choose a number of powers you know of 1st level or higher equal to half your proficiency bonus. When you cast one of the chosen powers, you can choose to spend an additional minute casting the power for each level of the power. If you do so, the cost of the power is reduced by half the number of points. Casting a power in this way requires concentration. If your concentration is broken, the power dissipates without taking effect.

Whenever you gain a level in a class with casting of the chosen type, you can replace one of the chosen powers with another power of 1st level or higher you know.

Power Frustrater

You’ve practiced techniques to resist being manipulated by the Force. You gain the following benefits:

  • Increase your Strength, Wisdom, or Charisma score by 1, to a maximum of 20.
  • When a creature attempts to move you against your will using a psychic power, the maximum distance it can move you is halved.
  • You have advantage on saving throws made to avoid Warp damage.

Practiced

You have acquired skills over your career, gaining the following benefits:

  • Increase an ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency in any combination of two skills or tools of your choice.

Promising Commander

You’ve trained relentless to lead your allies on the field of battle, gaining the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • As an action, you can gain tactical insight. For one minute, once per turn you can utter a special command or warning whenever an ally you can see within 30 feet makes an attack roll or saving throw. This creature can add a d4 to the roll provided it can hear and understand you. A creature can only benefit from one such die at a time. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

Psychic Sensitivity

  • You know two at-will psychic powers. When you reach 3rd level, you learn one 1st-level psychic power, which you can cast once per long rest. When you reach 5th level, you learn one 2nd-level psychic power, which you can once per long rest. Your psycasting ability is Wisdom or Charisma (depending on power alignment).

Quick Caster

Prerequisite: 4th level, The ability to cast psychic or tech powers


You’ve practiced casting powers in quick succession, learning techniques that grant you the following benefits:

  • When you cast a power with a casting time of a bonus action, you may use your action to cast a power with a power level no higher than half your proficiency bonus (rounded down).
  • When you cast a power with a casting time of a bonus action, you can cast it without expending force or tech points as long as it is no higher level than your proficiency bonus. Once you’ve used this feature, you must complete a long rest before you can use it again.

Quick Fingered

Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency in the Sleight of Hand skill. If you are already proficient in it, you instead gain expertise in it.
  • As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.

Quick Witted

Great ideas come to you naturally, often when your life depends on it. You always have a plan, or at least parts of it. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You can use your Intelligence modifier instead of your Dexterity modifier when making Initiative checks.
  • When you would make a Dexterity saving throw, you can instead make an Intelligence saving throw. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you complete a long rest.

Resilient

Prerequisite: 4th level


Choose one ability score. You gain the following benefits:

  • Increase the chosen ability score by 1, to a maximum of 20.
  • You gain proficiency in saving throws using the chosen ability.

Silver Tongued

You develop your conversational skill to better deceive others. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Deception skill. If you are already proficient in it, you instead gain expertise in it.
  • When you take the Attack action, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, your movement doesn’t provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour.

Snappy Interjection

You’ve mastered a quick tongue to aid your allies. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • Once per short or long rest, when an ally makes an attack roll, an ability check or a saving throw, you can spend your reaction to give them advantage on the roll.

Sniping Caster

Prerequisite: 4th level, ability to cast psychic or tech powers


You’ve practiced casting powers more accurately from long range, learning techniques that give you the following benefits:

  • When you cast a power that requires you to make an attack roll, the power’s range is doubled.
  • Your ranged psychic and tech attacks ignore one-quarter, half, and three-quarters cover.
  • You learn one at-will power that requires an attack roll. Your casting ability for this at-will power depends on the power list you chose from: Wisdom or Charisma (depending on power alignment) for psychic powers or Intelligence for tech powers.

Specialist

You have focused training with a specific tool. Select one type of specialist’s kit. You gain the following benefits:

  • Increase an ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency with the chosen kit. If you are already proficient with it, you instead gain expertise with it.
  • You can attempt ability checks with the chosen kit without the kit present, but you have disadvantage on the check when you do so.
  • Whenever you make an ability check with the chosen kit and you don’t have disadvantage on the check, you can treat a d20 roll of 9 or lower as a 10, as long as you spend at least 1 minute on the check.

You can take this feat multiple times. Each time you do so, you must choose a different specialist’s kit.

Spiritual Techcaster

You’ve developed a transcendent approach to your tech prowess. Choose one from Wisdom or Charisma. You gain the following benefits:

  • Increase the chosen ability score by 1, to a maximum of 20.
  • You can use the chosen ability instead of Intelligence as your techcasting ability.
  • You can add the chosen ability instead of Intelligence when determining your maximum tech points.

Splashclass Improvement

Prerequisite: 4th level You’ve learned to blend the skills of your different classes. Choose one of the splashclass improvement options, detailed later in this chapter. You can take this feat multiple times.

Squad Stylist

Prerequisite: 4th level You gain the loyalty of a squad, as described later in the chapter.


Alternatively, you gain a squad style of your choice.


You can take this feat multiple times.

Stealthy

You know how best to hide, gaining the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency in the Stealth skill. If you are already proficient in it, you instead gain expertise in it.
  • If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible.
  • You gain a passive Stealth score equal to 8 + your Stealth modifier.

Superior Senses

Your senses have become honed, you gain the following benefits:

  • Increase one ability score of your choice by 1.
  • Pick a secondary or tertiary sense. If you chose a secondary sense, it becomes a primary sense. If you chose a tertiary sense, it instead becomes a secondary sense.
  • Gain a tertiary sense. If the sense has prerequisites you must meet those prerequisites.

Supreme Accuracy

Prerequisite: 4th level, Dexterity, Intelligence, Wisdom, or Charisma 13


You have uncanny aim with attacks that rely on precision. You gain the following benefits:

  • Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma you can reroll one of the dice once.

Supreme Aptitude

Prerequisite: 4th level, Strength, Dexterity, Constitution, or Intelligence 13


You have uncanny skill with a preternatural focus. You gain the following benefits:

  • Increase your Strength, Dexterity, Constitution, or Intelligence score by 1, to a maximum of 20.
  • Whenever you have advantage on an ability check using Strength, Dexterity, Constitution, or Intelligence you can reroll one of the dice once.

Supreme Durability

Prerequisite: 4th level, Strength, Constitution, Wisdom, or Charisma 13


You have uncanny resilience of both body and mind. You gain the following benefits:

  • Increase your Strength, Constitution, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Whenever you have advantage on a saving throw using Strength, Constitution, Wisdom, or Charisma you can reroll one of the dice once.

Survivalist

You master wilderness lore, gaining the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Survival skill. If you are already proficient in it, you instead gain expertise in it.
  • You learn the alarm tech power. You can cast it once, using supplies scavenged around you, without the use of a wristpad and without spending tech points, and you regain the ability to do so when you finish a long rest.

Tech Dabbler

  • You know two at-will tech powers. When you reach 3rd level, you learn and can cast one 1st-level tech power once per long rest. When you reach 5th level, you learn and can cast one 2nd-level tech power once per long rest. Your techcasting ability is Intelligence. You require use of a wristpad for these powers.

Techie

You master the theory and practice of technology, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in the Technology skill. If you are already proficient in it, you instead gain expertise in it.
  • You learn the repair servitor tech power. You can cast it once, using supplies scavenged around you, without the use of a wristpad and without spending tech points, and you regain the ability to do so when you finish a long rest.

Threatening

You become fearsome to others, gaining the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Intimidation skill. If you are already proficient in it, you instead gain expertise in it.
  • When you take the Attack action, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can’t be frightened by you in this way for 1 hour.

Titanic Strength

Prerequisite: 12th level, Strength 20


You have the strength that legends tell of, granting the following benefits:

  • You gain proficiency in Strength saving throws. If you are already proficient in them, you instead gain expertise in them.
  • You ignore the two-handed property of weapons with which you are proficient.
  • When you miss with a melee weapon attack, the creature takes damage equal to your Strength modifier. This damage is of the same type as the weapon’s damage.

Tough

You have the blood of heroes flowing through your veins. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of one).

Total Reconstruction

You are more machine than man. While repaired in a similar configuration as your own species, you are subject to the following changes:

  • Increase an ability score of your choice by 1, to a maximum of 20.
  • You count as a construct in addition to your other creature type
  • You are resistant to necrotic and poison damage, and are immune to poison and disease.
  • You do not need to eat or drink. Additionally, you no longer require a tech focus to cast tech powers.
  • You are vulnerable to ion damage. Additionally, you have disadvantage on saving throws against effects that would deal ion or lightning damage.
  • You are no longer a valid target for genetic mutations.

Two-Weapon Casting

Prerequisite: 4th level, The ability to cast psychic or tech powers


You’ve learned to better combine your dual wielding with your powers. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • When you use your action to Cast a Power that calls for a weapon attack and attack with a light weapon that you’re holding in one hand, you can use your bonus action to engage in Two-Weapon Fighting. All the rules of Two-Weapon Fighting still apply to you.

Unnatural Resilience

Prerequisite: 12th level, Constitution 20


You have the fortitude often attributed to gods, granting the following benefits:

  • You gain proficiency in Constitution saving throws. If you are already proficient in them, you instead gain expertise in them.
  • Enhanced effects, such as powers or combat stims, that would restore hit points to you can’t restore an amount less than half your level + your Constitution modifier. If this amount would exceed that maximum amount of hit points that effect could restore, you instead take that effect’s maximum.
  • You can add your Constitution modifier to death saving throws you make.

Versatile Withering

Prerequisite: 4th level


You have learned to easily overcome an adversary’s will. You gain the following benefits:

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • When you make an attack roll using your Wisdom, you can choose to add half your Charisma modifier to the attack roll. Alternatively, when you would make an attack roll using Charisma, you can add half your Wisdom modifier to the attack roll. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you complete a long rest.
  • When an effect you control would call for a Wisdom saving throw, you can instead have it call for a Charisma saving throw. Alternatively, when an effect you control would call for a Charisma saving throw, you can instead have it call for a Wisdom saving throw. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you complete a long rest.

Vigorous Vitality

Thanks to the strength of your vitality, you gain the following benefits:

  • Increase your Constitution, Intelligence, or Charisma score by 1, to a maximum of 20.
  • As an action, you can expend a Hit Die to end the weakened condition on yourself.
  • Once per long rest, when you complete a short rest, you can expend a Hit Die to remove 1 level of exhaustion.
  • You have advantage on saving throws made to avoid necrotic damage.

War Caster

Prerequisite: 4th level, The ability to cast psychic or tech powers


You’ve practiced casting powers in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a power when you take damage.
  • Once per round, when a hostile creature provokes an opportunity attack from you, you can use your reaction to cast a power at the creature, rather than making an opportunity attack. The power must have a casting time of 1 action and must target only that creature.

Weapon Expert

You have practiced extensively with a variety of weapons, gaining the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • PLACEHOLDER

You can take this feat twice.

Weapon Focused

Prerequisite: 4th level


You adopt a particular type of weapon as your focus. Choose one of the weapon focus options, detailed later in this chapter. You can take this feat multiple times.

Weapon Supremacist

Prerequisite: 4th level You’ve mastered a particular type of weapon. Choose one of the weapon supremacist options, detailed later in this chapter. You can take this feat multiple times.

Well Insulated

You can tolerate extremely cold temperatures. You gain the following benefits:

  • Increase your Dexterity, Constitution, or Intelligence score by 1, to a maximum of 20.
  • You treat the vacuum of space as if it was water, and are able to hold your breath as normal. Additionally, you can move half your speed as long as you have objects or terrain within reach in a zero gravity environment.
  • You have advantage on Constitution saving throws made to avoid exhaustion due to extreme cold, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.
  • You have advantage on saving throws made to avoid cold damage.

Racial Feats

Astartes Recruit

Styles

Codex Astartes Styles

IV Legion: Iron Within

While wearing heavy armor or power armor you count as having the Absorptive 1 property. If you already had the Absorptive property, it increases by 1.

Fighting Styles

Fighting Masteries

Ka'tahs

Squad Styles

Weapon Focuses

Weapon Supremacies

Companion NPCs

Companion Types

Certain class features might grant specific types of companions, while the Companion Keeper feaat offers you the ability to choose. You must meet a companion's requirements in order to employ that companion. You may only have one active companion at a time unless a feature or the GM says otherwise.

Alternate Companion Types

A companion granted by a class, background, or similar source might not entirely fit what a player character wants or needs. A T'au Servitor Enginner for example might want a Tactical Drone instead of a Servitor, especially considering the Servitor's traits might not line up with the lore of the T'au Empire. Work with the GM to determine whether a different companion is better suited or more mechanically useful to your character's identity.

You may choose your companion's type from the following options or roll to determine it randomly.

d10 Companion Type
1 Aberrant
2 Beast
3 Daemon
4 Gene Warrior
5 Human/Abhuman
6 Servitor
7 Tactical Drone
8 Thrall
9 Turret
10 Xenos

Aberrant Companion

Prerequisite: Proficient with alchemist's supplies

Beast Companion

Prerequisite: Proficient with animal handling

Daemon Companion

Prerequisite: Ability to cast psychic powers or at least 40 Chaos Corruption of any kind

Gene Warrior Companion

Prerequisite: Proficient with alchemist's supplies and chirurgeon's supplies

Human/Abhuman Companion

Prerequisite: Proficient with Intimidation or Persuasion - alternatively can pay a cost depending on the profession of the companion

Servitor Companion

Prerequisite: Proficient with technology

Tactical Drone Companion

Prerequisite: Proficient with technology

Thrall

Prerequisite: Ability to cast psychic powers

Turret

Prerequisite: Proficiency with gunsmith's tools

Xenos

Prerequisite: Proficient with Intimidation or Persuasion - alternatively can pay a cost depending on the Xenos type

Squads

Equipment

Currency

Humanity as a whole is divided enough in the 40th millennium that it is rare to find any sort of agreed upon common currency between the myriad factions and subfactions of the grimdark future.


The economic systems of Imperial space vary from world to world. On Feral and Feudal worlds there is often nothing more complex than a barter system or a primitive system of precious metal coins. However, most Human worlds reach some level of technology to make easy electronic economic transactions in a digital form. Some of these currencies are only accepted in certain sub-sectors, others might be accepted sector wide, or even in multiple sectors or the Imperium at large.


The example currency that will be given, and also utilized as one of the main currencies of this system is known as "Throne Gelt." Throne Gelt are metallic coins, known as "thrones" in most of the galaxy, and are widely accepted inside the Calixis sector and the Koronus Expanse, as well as other distant reaches of the Imperium. Thrones are widely accepted in the Imperium, to such a degree that digital payments with a data-slate are often just as common as physical payments with actual thrones.


However, in most of the galaxy, among pirates, reavers, xenos, and other abominations - barter remains the same payment as it did in the past. Some uncontacted Human tribes might only be willing to trade with someone who has fought with them, seeing any attempt at trade before a blood sacrifice as weakness. Others might favor hacksilver, technology, ammunition, or even slaves as a currency. Some might even use bottled souls, if dark legends are to be believed.


During the Great Crusade and Horus Heresy, the Imperium has a single unified economic vision, with the currency known as "Aquilan pieces" at the center. They came in many varieties and metals, some even being worth 5 aquila pieces. Coins known as crowns also existed, being worth roughly a tenth of an aquila piece. Some worlds still utilize these old currencies, and they're still accepted on most worlds, even if they aren't minted anymore.


Other worlds like Necromunda use credits. The Navigator houses of the Navis Nobilite utilize gold coins known as ducats as well. For all intents and purposes, changing the names of currencies is purely up to the GM. Otherwise credits, ducats, and similar coins can simply have the exact value of thrones.

Resource Points

Resource points represent scrap metal, valuables, weapon parts, hacksilver, scrap technology, and so on. In the world of 40k, barter is the way of the galaxy. Most, if not all currency will be based entirely around Resource Points and Thrones. Thrones, however, are only accepted in Imperial space. Aquilan pieces are also represented, though rare.


Resource points can be grouped as Resource Kits (RK), which are a small box of resources. These are further grouped to Resource Boxes (RB) which are too heavy to be carried around in an inventory and are roughly 3ft tall. From there, there are Resource Crates (RC) representing large shipping crates of resources. Finally, there is a Resource Hold (RH) representing a full cargo hold on a small ship.


To somewhat increase the difficulty of games set on the frontiers of the Imperium, most, if not all Imperial backgrounds start with Thrones rather than Resource Points.


100 resource points = 10 resource kits = 1 resource box = 1/10th resource crate = 1/10th resource hold


10 resource points = 1 throne gelt = 1/5 aquilan piece


10 imperial crowns = 1 aquilan piece = 1/5th aquilan emperor


10 resource points = 1 toof



Armor Materials

Any armor with a material name from this list gains the effects of the material in the name, and a player can swap the material for another material of a similar category for a different price. If an armor includes a material not normally in a category, you can utilize armor materials from both categories for that armor. Superlight and Light materials can also be interchanged with one another. Any armor, even non material based armor, can be made of a different material, but it must match the category of armor (superlight and light can work for light armor).


Armor made of combined materials can utilize any material of a lower category than the first chosen material. This cannot be done with shields.


Unless stated otherwise, all other parts of that kind of armor, including the AC, weight, and properties, remain the same. Material properties are not noted in the properties section of the armor. A shield must use materials that are Medium or higher.

Amalgams

Armor can include more than one material. Doing so increases the price of the armor or shield for each material used in its creation and the number of materials can't exceed half the crafter's proficiency bonus, rounded up.


Armor marked as an Alloy or Composite takes half the properties, rounded down, of two materials. The value of this armor is the same as marked in the equipment section, with half the material cost of both materials added. In these cases the armor itself will be referred to as "Alloy __" such as Alloy Splint armor or a Composite Carapace. Armors not referred to as such must increase the price of their gear by half the value of both materials.

Superlight Materials

Mesh. Mesh is a light, almost weightless form of armor made of interweaving plasteel threads and synthetic fabrics. It grants more survivability to a wearer than Synskin.


Mesh grants the Absorptive 1, Camouflage, Reinforced, and Silent properties


Synskin. Synskin is a spray-on, airtight, watertight membrane that protects the wearer against gases, vacuum, and blinding light. If used on the entire body, it forms a sort of combat suit which protects the wearer from the environment and enhances their strength.


Synskin grants the Airtight, Camouflage, Magnify Strength 2, Powered 12, and Silent properties.


Light Materials

Adamantium Weave. Adamantium Weave looks similar to Mesh, only darker and heavier. In place of synthetic fabric, adamantium threads are interwoven with plasteel. This material grants immense flexibility and survivability, and is often utilized by the top brass of the Imperium


While wearing this armor you gain the Resistant property, granting resistance to piercing and slashing damage. In addition you gain Absorptive X, where X is your proficiency bonus, as long as you are proficient with the armor - otherwise gain Absorptive 2.


Polycarbide. Polycarbide is a black, somewhat rigid material utilized by the Imperial Guard to grant a balance between protection and mobility. Various forms of synthetic fabric are tightly interwoven with kevlar and other kinetic and energy dispersing materials to grant greater protection.


Polycarbide grants the Absorptive 1 property and Bulky property.


Thermoplasmic Weave. Thermoplasmic Weave is an advanced material that allows energy and temperature to be dispersed across the body.


While wearing armor made of this material you gain the Resistant property, granting resistance to cold and fire damage. Additionally, you gain Insulated 2.


Void-Hardened Fabric. Void-Hardened fabric is typically used to make armor for light Imperial units that operate in low-pressure atmospheres and the vacuum of space. This material is incredibly strong and lightweight.


You gain the Airtight, Camouflage, Impermeable 2(One option must be Space Suit) and Silent properties

Medium Materials

Flak. Flak Armor, other than Polycarbide, is likely the cheapest material the Imperium might grant to a soldier. The typical armor of the Astra Militarum, Flak Armor is designed to protect against shrapnel, small arms fire, and other low to medium caliber threats. However in the world of Warhammer, it is so laughably weak that it is often peeled from the Imperial Guard like a shell from a nut.


Flak armor grants the Absorptive 1, Bulky, and Resistant trait granting resistance to piercing damage.


Plasteel. Plasteel is an incredibly light metallic material, taking on a silverish sheen and having properties similar to both plastic and metal. It is used in a majority of prosthetics and Augmentations, as well as secondary roles in many kinds of armor.


Plasteel armor and shields grant the Absoptive 2, Agile 12, and Resistant trait granting resistance to slashing and piercing damage.

Heavy Materials

Adamantium. Adamantium is one of the strongest materials used in the Imperium, utilized in the creation of fortifications and the heaviest armor. It is a dark metal with immense strength and durability.


Adamantium armor grants Absorptive X, where X is the character's proficiency bonus or 4 if they are not proficient or their proficiency bonus is lower than 4. It also grants Bulky, Obtrusive, and Cumbersome. In addition it grants Gauntleted, Magnify Strength 2, Resistant - granting resistance to bludgeoning, slashing, piercing, and energy, as well as Steadfast.


Auramite. Auramite is a beautiful golden material utilized in relic armor and Imperium decorations. Despite its decorative capacities it is still an incredibly strong substance.


Auramite armor grants Absorptive X where X is the character's proficiency bonus, or 3 if they are not proficient or their proficiency bonus is lower than 3. It also grants Bulky, Obtrusive, and Cumbersome. In addition, it grants Gauntleted, Magnify Charisma 4, Resistant - granting resistance to slashing, piercing, and energy, as well as Steadfast.


Ceramite. Ceramite is a bright white ceramic compound utilized in power armor, vehicle armor, and defensive structures. It has immense physical strength as well as heat resistance.


Ceramite armor grants Absorptive X where X is the character's proficiency bonus, or 3 if they are not proficient or their proficiency bonus is lower than 3. It also grants Bulky and Obtrusive. In addition, it grants Gauntleted, Magnify Strength 1 and Magnify Dexterity 1, Impermeable 1 (specifically Flame-Proof Suit), Insulated, as well as Resistant - granting resistance to slashing, piercing, energy, and fire.

Armor Properties

Many armors and shields gain special properties.


Strength. A creature that does not meet the Strength requirement of a type of armor lowers their movement speed by 10.


Bulky. While wearing armor with this property you have disadvantage on Dexterity (Stealth) checks that rely on sound.


Obtrusive. While wearing armor with this property you have disadvantage on Dexterity (Stealth) checks that rely on sight.


Absorptive. When you are wearing armor or wielding a shield with this property, damage that you take from weapons is reduced by an amount equal to the absorptive number. If this would reduce the damage to 0, the damage is instead reduced to 1.


Airtight. Armor with this property grants the wearer immunity to saving throws relating to gas. In addition, the wearer has 12 hours of breathable air as long as they do not remove the mask in an environment without oxygen.


Agile. While wearing armor or wielding a shield with this property, your Dexterity score becomes equal to the agile number. If your Dexterity is already equal to or greater than the agile number, it has no effect on you.


Barbed. When you succeed on a Strength (Athletics) check to initiate or maintain a grapple while wearing armor with this property, the creature takes piercing damage using the barbed damage (which appears in parentheses with the property) + your Strength modifier.


Blessed. While wearing blessed armor or wielding a blessed shield, you gain resistance to necrotic damage and advantage on Intelligence, Wisdom, and Charisma saving throws against psychic powers and spells.


Camouflage. While wearing armor with this property you gain advantage on Dexterity (Stealth) checks that rely on sight.


Clothing. Armor with this property does not count as armor when resting, or for purposes of item effects such as Armor Piercing ammunition.


Cumbersome. While wearing armor or wielding a shield with this property, your speed is reduced by 5.


Impermeable. Armor with this property includes the limited functions of a number of enviromental suits equal the impermeable number from the list below, which are either included in parentheses with the property or determined by the GM. Additionally, it includes 4 hours’ capacity of oxygen, which can be replenished by oxygen tanks.

  • Chemical Suit: You are immune to the corroded condition.
  • Conductive Suit: You are immune to the shocked condition
  • Dampening Suit: You are immune to the deafened condition, and you can’t have disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on sound.
  • Diving Suit: You are protected from the hazards associated with high pressure environments.
  • Flame-Proof Suit: You are immune to the ignited condition.
  • Flash Resistant Suit. You have advantage on saving throws against effects that would blind you, such as flashbangs.
  • Hazard Suit: You are immune to the poisoned condition.
  • Mind-Shielding Suit: You have advantage on saving throws to avoid being frightened, and you have advantage on saving throws to avoid having your mind read or affected.
  • Space Suit: You are protected from the hazards associated with low pressure environments.
  • Stabilizer Suit: You have advantage on ability checks and saving throws to avoid being moved.

Insulated. When you make a d20 saving throw against an effect that would deal ion or lightning damage while wearing armor or a shield with this property, you can treat a d20 roll below the Insulated value as if you had rolled the value on the d20.


Interlocking. While wielding a shield with this property within 5 feet of a friendly creature who is also wielding a shield with this property, you can both use your reactions on either of your turns to interlock the shields. While interlocked, both creatures gain a bonus to AC equal to the interlocking number. If at any point the creatures are more than 5 feet from each other, the shields immediately de-interlock, and this effect ends.


Gauntleted. While wearing armor with this property, your unarmed strikes increase a die in damage. For a creature with no bonus to unarmed strikes, this is 1d4.


Generator. Typically restricted to T'au shields, the Generator property allows a character to gain the bonus of a shield without wielding it in a hand.


Magnify. Any armor or shield with the Magnify property grants a bonus to an ability score or the movement speed of the wearer equal to the Magnify value, typically noted next to the Magnify score.


Massive. When relating to armor and shields, the Massive property makes it so any creature that does not meet the Strength requirement of the armor cannot move while wearing it. If they meet the Strength requirement their movement speed is reduced by 10ft. Massive shields gain the two-handed trait.


If a creature is not able to ignore the Massive property on armor or a shield, the creature cannot benefit from the Versatile property, and can only gain the benefits of the first noted damage on the Weaponized property.


Modular. Armor with this trait is either made up of, or part of a larger system of other pieces of armor. The character can take one minute to strip down the bulkier parts of their armor, lowering their AC to the Modular value. After doing so, the character is capable of resting as if they were not wearing armor, and does not gain any negative properties from the armor such as the Bulky trait. The armor takes 1 minute to restore to its normal capabilities.


Pavise. A shield with this property can be used to provide cover. As an action, you can anchor or recover the shield. While anchored, you gain no benefit from a shield, and it does not require the use of a hand. Instead, while anchored, a normal +2 shield provides one-quarter cover, a +3 shield provides half cover, and a +4 shield provides 3/4 cover.


Powered. While wearing armor with this property, your Strength score becomes equal to the powered number. If your Strength is already equal to or greater than the powered number, it has no effect on you.


Psy-Focus. While wearing armor with this property, you gain a number of Warp Points equal to the number value of the Psy-Focus trait.


Reinforced. When you make a long jump while wearing armor with this property, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.


Relic. Relic armor, shields, and weapons are gear from ages long past, and are made of technologies long lost - or coveted by all. Relic items have unique capablities, described in the Relic Gear section.


Resistant. You gain resistance to a damage type, typically noted next to the Resistant trait.


Silent. While wearing armor with this property, you have advantage on Dexterity (Stealth) checks that rely on sound.


Spiked. When you succeed on a Strength (Athletics) check to shove or trip a creature while wielding a shield with this property, the creature takes piercing damage using the spiked damage (which appears in parentheses with the property) + your Strength modifier. If you use a shield with this property as an improvised weapon, the damage increases by one step (from d4 to d6, d6 to d8, or d8 to 2d4).


Steadfast. While wearing armor or wielding a shield with this property, you have advantage on Strength checks and Strength saving throws to avoid being moved.


Versatile. A shield with this property can be used with one or two hands. While wielded in two hands, you gain an additional bonus to AC equal to the versatile number.


Two-Handed. A shield with this property requires two hands in order to be used.


Weaponized. Armor or a shield with this property either contains, or is a weapon, and deals damage equal to the Weaponized value. If a shield is also versatile, the first number is the one handed damage and the second number is the two handed damage.


Imperium Armor
Name Cost Armor Strength Properties Weight
Light Armor.
Armored Clothes 50 rp 11 + Dex modifier Clothing
Synskin Combat Suit 100 rp 12 + Dex modifier
Flak Breastplate 120 rp 12 + Dex modifier Modular 11
Mesh Combat Armor 600 rp 13 + Dex modifier
Adamantium Weave Armor 2000 rp 14 + Dex modifier 11
Assassinorum Armor 5000 rp 15 + Dex modifier Airtight, Camouflage, Magnify Speed 10, Reinforced, Silent
Relic Light Armor N/A 16 + Dex modifier Airtight, Camouflage, Magnify Speed 20, Psy-Focus 4 Reinforced, Silent
Medium Armor.
Basic Flak Armor 500 rp 13 + Dex modifier (max 2) Modular 11
Full Flak Armor 1000 rp 14 + Dex modifier (max 2) 12 Bulky, Modular 12
Plasteel Carapace 3000 rp 15 + Dex modifier (max 2) 14 Obtrusive
Composite Carapace 6500 rp 16 + Dex modifier (max 2) 15 Obtrusive
Relic Half Plate N/A 18 + Dex modifier (max 3) 16 Obtrusive, Psy-focus 4
Heavy Armor.
Alloy Splint Armor 750 rp 16 16 Bulky, Gauntleted, Obtrusive
Juggernaut Flak Armor 1300 rp 15 + Dex modifier (max 1) 16 Bulky, Gauntleted, Impermeable 1, Magnify Speed 5, Magnify Strength 2, Obtrusive, Powered 14, Steadfast
Ceramite Light Plate Armor 5000 rp 17 17 Gauntleted, Modular 15
Crusader Plate 8000 rp 18 18 Bulky, Gauntleted, Obtrusive
Scout Power Armor 12000 rp 18 + Dex modifier (max 2) 19 Gauntleted, Impermeable 2, Magnify Speed 5, Magnify Dexterity 2, Powered 16, Reinforced, Steadfast
Mark I "Thunder" Power Armor N/A 19 21 Gauntleted, Impermeable 2, Magnify Speed 5, Magnify Strength 2, Massive, Powered 18, Reinforced, Steadfast
Relic Plate Armor N/A 20 + Dex modifier (max 1) 20 Gauntleted, Impermeable 2, Magnify Speed 5, Magnify Strength 2, Powered 18, Psy-focus 4, Reinforced, Steadfast
Imperium Shields
Name Cost Armor Strength Properties Weight
Shields.
Hexagrammic Ward 10000 rp +1 Blessed, Generator, Psy-Focus 1
Buckler 50 rp +1
Shield 125 rp +2 8
Militarum Pavise 400 rp +2 10 Interlocking, Pavise
Storm Shield 800 rp +2 12 Resistant(Energy)
Riot Shield 1200 rp +3 15 Cumbersome, Pavise, Versatile 1, Weaponized(1d8/1d10)
Tower Shield 2000 rp +4 17 Massive, Pavise, Versatile 2, Weaponized(1d10/1d12)
Light Armor

Armored Clothes. Armored Clothes are simple, thick civilian clothes with thin metallic plates at strategic locations such as the chest, stomach, and elbows. They are the easiest armor to conceal and quite comfortable.


Combat Suit. A combat suit is a body-tight suit made of a light material, usually fabric or metallic threads. Such suits are often worn by Callidus Assassins in training and other Imperial operatives, granting immense mobility.


Breastplate. A breastplate, typically made of flak armor, is a simple and lightweight piece of armor ideal for high mobility. Several heavier sections of the armor can be slipped off, leaving the main plate intact and allowing the wearer to sleep normally. Many Commissars prefer the superior mobility of this armor compared to Full Flak.


Combat Armor. Combat Armor is similar in form and shape to a Combat Suit, though the fabric is slightly thicker and small plasteel plates are installed at the joints and vital locations. The plasteel allows these sections to bend as if the metal isn't even there while still granting protection, making the armor more protective than a usual Combat Suit.


Weave Armor. Weave armor takes the same form as a Combat Suit or Combat Armor, however the majority of the synthetic fabrics are instead replaced with metallic threads, commonly a composite material or Adamantium Weave. This allows immensely higher survivability while sacrificing no mobility at all, though some stealth advantages might be lost.


Assassinorum Armor. The true armor of the Officio Assassinorum offers greater protection, mobility, and ease of movement than any lesser armor could ever hope. It is light, utterly silent, blends in with the dark, and often includes several slots for various modifications allowing the Assassin to personalize their armor.


Relic Light Armor. Relic Light Armor is the armor of assassins past and long dead, the armor of those who once walked in the light of the Emperor when He walked among mortals. It is the armor of those who did the darkest deeds in His name and ended threats before they even arose. Though appearances may vary, it often takes the form of resplendant Auramite threads interwoven with fabrics and metals lost to time. When the wearer wants to be seen, they steal the spotlight of anyone in the room. When they want to disappear, they are gone like they never even existed. And should blade or bullet befall them, the armor protects as well or sometimes even better than some of the heaviest armor among normal Humans.

Medium Armor

Basic Flak Armor. The typical armor worn by Imperial Conscripts is a somewhat stripped down version of normal combat Flak Armor. A helmet and breastplate are included with shoulder guards and kneepads, leaving much of the body exposed but offering protection nonetheless. The majority of these cumbersome parts can be stripped off, leaving the soldier with a helmet and breastplate that do not impede sleep.


Full Flak Armor. Full Flak Armor is the easily identifiable gear of a proper Astra Militarum soldier. A helmet, breastplate, shoulder guards, knee pads, forearm guards, and a pair of Flak boots leave little of the soldier's body exposed. Much like the conscript edition of the gear, the soldier can more easily sleep by removing bulkier parts of the armor.


Carapace. Carapace armor consist of large rigid plates made of superior materials to Flak armor. Such armor fits the body easier but must be removed for rest. It consists of bulkier armor, such as gauntlets and greaves, as well as heavier breastplates and overall simply more armor and protection.


Composite Carapace. A Composite Carapace is a more expensive, usually lighter form of armor utilized by the special forces of the Imperium. Sisters of Battle who do not have power armor often wear a Composite Carapace mixed between Adamantium or Plasteel, as well as Ceramite.


Relic Half Plate. Relic Half Plate is the armor worn by the Sisters of Silence, the Blank warriors who fight alongside the Adeptus Custodes and fight the greatest terrors known to the Imperium. Auramite plates cover ancient arcane armor, fitted with similar electronics to power armor and the most powerful machine spirits encased within.


It is surprisingly light, and protects better than almost any armor the Imperium can manufacture. The plates ward off blades and bullets nearly as easily as the Sisters ward off Psykers.

Heavy Armor

Alloy Splint Armor. A cheap form of heavy armor often found on poorer Imperium worlds, Alloy Splint makes up for raw protectiveness by combining two different metals, typically Flak or Plasteel and Ceramite, to create a stronger form of armor. Such armor might take a similar look to Astra Militarum armor, albeit with a full visor or gas mask over the face, and strips or rivets of metal on the normally unprotected parts of the body. This leaves very little in the way of armor gaps, compared to Flak armor which often has many visible weak points.


This armor might be found on Militarum Tempestus, or the Death Corps of Krieg, who wear such armor beneath trench coats.


Juggernaut Flak Armor. Essentially a form of stripped down, much cheaper power armor, Juggernaut Flak is rarely used by the Astra Militarum, but might sometimes be worn by Ogryns. A system of somewhat primitive hydraulics and electronics form an exosuit beneath heavy plates of ceramic and thick kevlar sheets. A helmet like that of a knight, though often green tinted, protects the head, while similar forms of knight-like Flak armor are placed at strategic points of the body. This makes a somewhat impenetrable shell, the only weakness being the gaps protected by kevlar, and the material utilized.


Soldiers wearing Juggernaut Armor find their physical strength amplified, and their bodies much harder for enemies to move. However the hydraulics make a loud whirring noise, so it is hard to hide in such armor.


Light Plate Armor. Unlike splint armor, Light Plate is made up of full plates rather than rivets and strips. However, a non-insignificant portion of the body is left unarmored, making the armor harder to notice and significantly quieter, though less protective than Crusader Plate. It is so light in fact that without the cumbersome chestplate, a warrior can easily rest while wearing this armor.



Crusader Plate. Crusader Plate is made up of heavy, thick plates of armor, similar in form to that of a knight. Unlike Light Plate, there are no missing sections of armor and most if not all of the body is encased in metal. This grants immense protection from weaponry, and makes the warrior wearing it look quite formidable.


Scout Power Armor. Typically utilized by Space Marine scouts and Inquisitors, Scout Power Armor is only slightly similar visually to Crusader Plate. Unlike the unpowered Crusader Plate, Scout Power Armor is essentially a powered exosuit on which plates that are up to twice the thickness of crusader plate armor are placed. The electronics and advanced hydraulics of the armor allow an increase of speed, jump distance, as well as increased manual dexterity.


Particularly powerful servants of the Imperium might wear this armor, or similar forms of power armor. Among their number are select Inquisitors, as well as some members of the Sisters of Battle.

Mark I "Thunder" Power Armor. The original armor of the Thunder Warriors, Mark I power armor grants a large amount of protection for its wearer, but it has been obsolete for ages now. Thick plates of Auramite and/or Adamantium, as well as the sheer size of the armor, make it almost impossible for a normal Human to wear it. The few electronic systems it does have are few and far between, and don't offer much other than increases in strength and speed.


When Thunder Warriors are encountered, despite having "died out" ages ago, they often wear the same old armor they once wore in the name of the Emperor.


Relic Plate Armor. Originally Relic Plate Armor was the armor of the Adeptus Custodes, before the Emperor granted them even more advanced Relic Power Armor. It is lighter than MKI Power Armor, with similar capabilities and electronics, though the arcane materials utilized are a superior craft.


Heavier warriors of the Sisters of Silence might utilize Relic Plate armor, in addition to a select few Inquisitors. Only the luckiest can hope to wear such armor.

Shields

Hexagrammic Ward. Typically worn by Inquisitors, and sometimes even Psykers, a Hexagrammic Ward is a powerful charm made of silver, granting holy protection against enemies Daemonic and physical.


Buckler. A buckler is a small shield, typically wide enough to cover a forearm.


Shield. A standard shield is often made of a large piece of metal. Whether a heater shield, kite shield, round shield, or so on, such items have been effective since the first Humans waged war with one another.


Militarum Pavise. A Militarum Pavise is the standard military grade shield sometimes granted out to the Astra Militarum, usually at the request of a command officer for some specific attack or siege. It is a large rectangular flak shield with a visor, within which is a thin sheet of a bulletproof plastic. The shield can be carried in melee as easily as any other shield, and can interlock with the shields of other warriors. In a firefight, the shield can be anchored into the ground, with 3 support legs easily propping out behind it, the shield stands tall enough a soldier can crouch and fire over it or place a heavy weapon upon it, allowing a soldier to carry portable cover into any situation.



Storm Shield. A Storm Shield is often shaped similarly to a Militarum Pavise though without the visor. Among Space Marine Chapters it might be shaped into a form fitting the heraldry of the Chapter, most often being shaped into a heater shield or even the shape of a crucifix. Advanced technology within the shield makes it disperse energy easily, allowing a wielder to more easily survive laser fire.


Riot Shield. A riot shield is a larger form of Militarum Pavise employed by Bullgryns, Ogryns, and sometimes the Adeptus Arbites - the police force of the Imperium. Typically a smooth gray or slick black color, these shields are capable of being utilized with two hands to grant greater protection, and include all the same mechanisms as a Militarum Pavise, though granting more protection when anchored. They are also utilized as weapons, and pack quite a punch, with the flat side dealing painful blows and the edges concentrating such blows into fractures and damaging vital points.


Tower Shield. Even larger than a riot shield is a Tower Shield. Bullgryns, Ogryns, and Space Marines wield these easily in one hand, while a standard Human struggles to carry one even with both hands. In the hands of such large beings they become a source of a large amount of protection, as well as a deadly off-hand weapon. Some Bullgryns might even wield two Tower Shields, raining hammering blows on enemies and becoming a living tank.

Xenos Armor
Name Cost Armor Strength Properties Weight
Light Armor.
Grot Lethuh 11 + Dex modifier Camouflage, Ork, Silent
Aspect Warrior Armor 12 + Dex modifier Eldar, Psy-Focus 3
Kabalite Combat Suit Drukhari
Loit Armor Ork
Boyz Wargear Ork
Burna Boyz Wargear Ork
Kroot Warsphere Auxilia
Pathfinder Armor T'au
Ethereal Armor T'au
Nob Wargear Ork
Ranger Combat Suit Eldar
Warlock Combat Suit Eldar
Incubi Warsuit Drukhari
Meganob Wargear Ork
Medium Armor.
Scrap Armor 13 + Dex modifier (max 2) Ork
XV02 Fire Warrior Armor 14 + Dex modifier (max 2) T'au
Cadre Fireblade Armor 15 + Dex modifier (max 2) T'au
Wraithbone Plate Armor 17 + Dex modifier (max 3) Eldar
Heavy Armor.
Breacher Team Armor 17 T'au
'Eavy Armor 18 Ork
Scourge Warplate 18 Drukhari
Honorguard Armor 19 T'au
'Uge Armor 20 Ork
Power Armor.
Mega Armor 21 Ork
XV15 Stealth Battlesuit 21 T'au
XV8 Crisis Battlesuit 22 T'au
XV88 Broadside Battlesuit T'au
XV95 Ghostkeel Battlesuit T'au
XV104 Riptide Battlesuit T'au
Shields.
Shield Generator T'au, Generator
Non-Astartes Power Armor
Name Cost Armor Strength Properties Weight
Power Armor.
Vandire Class Sororitas Armor 20
Vratine Armor 21 Relic
Sabbat Class Sororitas Armor 21
Ignatus Class Power Armor 21
Custodian Armor 28 Massive, Relic
Venerable Custodian Armor 30 Massive, Relic
Astartes Power Armor
Name Cost Armor Strength Properties Weight
Power Armor.
Mark II Crusade Power Armor 26 Massive, Relic
Mark III Iron Power Armor 24 Massive, Relic
Mark IV Maximus Power Armor 25 Massive, Relic
Mark V Heresy Power Armor 22 + Dex modifier (max 3) Massive,
Mark VI Corvus Power Armor 20 + Dex modifier Massive,
Mark VII Aquila Power Armor 24 + Dex modifier (max 1) Massive,
Mark VIII Errant Power Armor 23 + Dex modifier (max 2) Massive,
Mark X Gravis Power Armor 23 + Dex modifier (max 1) Massive,
Aegis Armor 25 Blessed, Massive, Psy-Focus 2
Artificer Armor Special Massive, Special
Runic Armor Special Massive, Special
Terminator Armor
Name Cost Armor Strength Properties Weight
Terminator Armor.
Mark I Terminator Armor 23 Relic
Indomitus Pattern Terminator Armor 27 Massive, Relic
Cataphractii Pattern Terminator Armor 28 Massive,
Gorgon Pattern Terminator Armor 27 Massive,
Tartaros Pattern Terminator Armor 27 Massive,
Saturnine Pattern Terminator Armor 27 Massive,
Arkonak Pattern Terminator Armor 27 Massive,
Aegis Pattern Terminator Armor 28 Blessed, Massive, Psy-Focus 2
Aquilon Pattern Terminator Armor 29 + Dex modifier (max 2) Blessed, Massive, Relic
Allarus Pattern Terminator Armor 30 + Dex modifier (max 4) Blessed, Massive, Relic

Relic Gear

Relic Light Armor.


Relic Half Plate.


Relic Plate Armor.


Mark I Thunder Power Armor.


Vratine Armor.


Custodian Armor.


Venerable Custodian Armor.


Mark II Crusade Power Armor.


Mark III Iron Power Armor.


Mark IV Maximus Power Armor.


Mark I Terminator Armor.


Indomitus Pattern Terminator Armor.


Aquilon Pattern Terminator Armor.


Allarus Pattern Terminator Armor.

Weapon Properties

Many weapons and ammunition gain special properties.


Attachment. This weapon can be attached to another weapon. Examples include bayonets and combat flashlights. While attached this way, the weapon can be utilized as if it were being wielded. Reloading such a weapon requires a bonus action.


Ammunition. A weapon with this property must be loaded manually in order to be fired. Primitive firearms and crossbows utilize this trait.


Auto. Weapons with this property can only fire in burst, penetrating, or rapid modes. If the weapon has any combination of burst, penetrating, and rapid modes, you choose which mode to use. You can only use one mode at a time.


Biting. This weapon’s damage becomes acid. Additionally, when you would make a melee weapon attack with a weapon with the biting property, you can instead force the target to make a Constitution saving throw (DC = 8 + your bonus to attacks with the weapon, or the biting number, whichever is lower). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit, and the first attack it makes before the end of its next turn has disadvantage. If damage dealt by this weapon reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.


Blessed. When wielding a Blessed weapon, you deal half your psycasting modifier (or Charisma modifier if you don't have one) as additional radiant damage to aberrations, daemons, and undead.


Bolt. Weapons with this property fire expensive bolter rounds.


Bright. This weapon’s damage becomes fire, and its luminous property sheds bright light in a 5-foot radius and dim light for an additional 5 feet while activated, instead of only dim light in a 5-foot radius. Additionally, when you would make a melee weapon attack with a weapon with the bright property, you can instead force the target to make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon, or the bright number, whichever is lower). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit, and the creature takes additional damage of the same type at the start of its next turn equal to your governing ability modifier.

Brutal. When you score a critical hit with a weapon with the brutal property, you roll a number of additional weapon damage dice equal to the brutal number.


Bullet. Weapons with this property use conventional bullets as ammunition.


Burst. When you would make a ranged weapon attack with a weapon with this property, you can instead spray a 10-foot-cube area within range with shots, consuming ammunition equal to the burst number. Each creature in the area must make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon) or take the weapon’s normal damage. Before you use this property, you can declare one creature that would be affected by it. If the creature fails its save, in addition to the weapon’s normal damage, it is subjected to any additional effects that would occur on a hit. If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw.


Corruption. This weapon’s damage becomes necrotic, and it loses the luminous property if it has it. Additionally, when you would make a melee weapon attack with a weapon with the corruption property, you can instead force the target to make a Wisdom saving throw (DC = 8 + your bonus to attacks with the weapon, or the corruption number, whichever is lower). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit, and the creature cannot regain hit points until the start of your next turn.


Defensive. When you make your first attack on your turn with a weapon with the defensive property, you can choose to suffer a penalty to attack and damage rolls with that weapon up to the defensive number. If you do so, you gain the same bonus to AC. These effects last until the start of your next turn, as long as you’re holding the weapon.


Dexterity. A weapon with this property requires more finesse to control. While wielding it, you have disadvantage unless your Dexterity score matches the Dexterity requirement.


Disguised. You have advantage on Charisma (Deception) checks to hide the nature of a weapon with this property.


Disintegrate. When a creature is reduced to 0 hit points by a weapon with the disintegrate property, it must make a Constitution saving throw, DC equal to the disintegrate number. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.


Disruptive. When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from a weapon with the disruptive property, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.

Energy Cell. A weapon with this property uses Energy Cells as ammunition. An energy cell has a number of shots equal to the Reload number of the weapon.


Exotic. Weapons with this property are often Xenos weapons or other similarly rare items, and utilize unconventional ammunition. Exotic ammunition is a catch-all term for ammo for these weapons.


Finesse. When making an attack with a weapon with this property, you use your choice of your Strength or Dexterity modifier for attack and damage rolls. You must use the same modifier for both rolls.


Fixed. A weapon with this property does not fill the hand, but you can't use the weapon while the hand is full. Additionally, you gain a +10 to all checks and saving throws to avoid being disarmed of the weapon.


Gas. Weapons with this property are fueled by a tank of gas rather than conventional ammunition. A gas tank has a number of shots equal to the Reload number of the weapon


Heavy. When you hit with an attack roll using Dexterity or Strength with a weapon with this property, you deal additional damage equal to half your Strength modifier.


Hidden You have advantage on Dexterity (Sleight of Hand) checks to conceal a weapon with this property.


Keen. When you make a weapon attack with a weapon with the keen property, the critical hit range increases by an amount equal to the keen number.


Light. A weapon with this property is small and easy to handle, making it ideal for Two Weapon Fighting.


Lumnious. A weapon with this property sheds bright light up to 5 times its Luminous Value, and dim light to double the range. For example, a Luminous 3 weapon sheds bright light to 15ft and dim light to 30ft.


Magazine. This weapon either utilizes magazines or has an internal magazine. Either way it requires a loaded magazine in order to be loaded. Loading a magazine requires one action for every 5 bullets. A weapon with this property can also be fired as if it had the Ammunition property, as long as the creature using it has loose bullets.


Massive. When relating to weapons, the Massive property makes it so any creature that does not meet the Strength requirement of the weapon has disadvantage on attacks with it and has their speed reduced by 10ft. If they meet the Strength requirement their movement speed is reduced by only 5ft. Massive weapons gain the two-handed trait.


If a creature is not able to ignore the Massive property on a weapon, the creature cannot benefit from the Versatile property, and can only gain the benefits of the first noted damage on the Versatile property.


Additionally, a creature that cannot ignore the Massive property that uses a ranged weapon with this property is forced 5ft in a random direction anytime they fire the weapon.

Mounted. A mounted weapon is typically either set up against an object or attached to a vehicle. Any weapon that is Mounted but does not have the Massive property can be set up against an object or the floor as an action, or a bonus action if using a tripod or bipod. While set up this way, the creature cannot move without dropping the weapon and requires a bonus action to pack up the weapon.


If the weapon is used without set-up, the creature has disadvantage on attack rolls using it.


If a weapon is both Massive and Mounted and a creature cannot ignore either trait, they cannot move while holding the weapon without making a DC 15 Athletics check, and are moved 10ft in a random direction anytime they fire it. This stacks with the penalties of Massive.


Piercing. Before you make a weapon attack with a weapon with the piercing property, you can choose to gain a bonus to the attack roll up to the piercing number. If you do so and you hit with it, you suffer an equivalent penalty to the damage roll.


Penetrating. When you would make a ranged weapon attack with a weapon with this property, you can instead attempt to penetrate and hit a creature behind the target, consuming ammunition equal to the penetrating number. Make an attack roll against the initial target. If the attack hits, there is a creature within 15 feet of that creature and directly behind it, and the original attack roll would hit the second creature, it also takes normal weapon damage. Alternatively, you can use this property to fire at a creature through partial cover. When you do so, you reduce the target’s cover by one step (from three-quarters to half or half to one-quarter), rather than targeting a second creature.


Range. A weapon that can be used to make a ranged attack has this property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.


Rapid. When you would make a ranged weapon attack with a weapon with this property, you can instead unload on a single target, consuming ammunition equal to the rapid number. The target must make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). On a failed save, roll the weapon’s damage dice twice and add them together, adding relevant modifiers as normal and subjecting the target to any additional effects that would occur on a hit. If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw.


Reach. A weapon with this property adds 5 feet to your reach with it.

Reckless. When you make your first attack on your turn with a weapon with the reckless property, you can choose to gain a penalty to AC up to the reckless number. If you do so, you gain the same bonus to attack and damage rolls with that weapon. These effects last until the start of your next turn, as long as you’re holding the weapon.


Reload. A number of shots equal to the reload number can be made with a weapon with this property. A character must then reload it using an action or a bonus action (their choice). You must have one free hand to reload.


Scatter A weapon with this property instead targets all enemies in a cone equal to the range increments for the Scatter property. Enemies in this cone make a Dexterity Saving throw (DC = 8 + your bonus to attacks with the weapon). Enemies in the first range increment take full damage if they fail, or half if they succeed. In the second increment they take full damage if they fail, and no damage if they succeed. In the third increment they take half damage if they fail, and no damage if they succeed. Outside of this range the attack automatically misses.


You can opt to use slug ammunition, in which case the weapon loses the Scatter trait and follows the normal Range property the weapon has until scatter ammunition is loaded again.


Shocking. When you hit a creature with a weapon with the shocking property, you can force it to make a Dexterity saving throw, DC equal to the shocking number. On a failed save, the creature takes an additional 1d4 lightning damage and becomes shocked until the end of its next turn.


Silent. When you make a ranged weapon attack with a weapon with the silent property while hidden, it does not automatically reveal your presence. Make a Dexterity (Stealth) check contested by your targets’ Wisdom (Perception) check. On a success, you remain hidden.


Special. A weapon with this property has unusual rules governing its use, explained in the weapon's description (see "Special Weapons" later in this section)


Smart. This weapon ignores your Dexterity score and proficiency bonus. Two numbers appear in parentheses with the property - the first is the weapon’s Dexterity score, and the second is the weapon’s proficiency bonus. The weapon uses these values instead of yours when you make attack and damage rolls with it. If you lack proficiency with the weapon, the weapon does not benefit from its proficiency bonus.


Sniper. A weapon with the sniper trait has disadvantage in its first range increment, and attacks normally in the second range increment.


Sonorous. When you hit a creature with a weapon with the sonorous property, you can force it to make a Constitution saving throw, DC equal to the sonorous number. On a failed save, the creature takes an additional 1d4 sonic damage and becomes deafened until the end of its next turn.

Strength. A weapon with this property has a heavy kickback. While wielding it, you have disadvantage on attack rolls unless you meet the Strength requirement. If the weapon has the burst, penetrating, or rapid property, you must meet the Strength requirement to use this feature. If the weapon lacks the two-handed property, you can wield the weapon in two hands to temporarily reduce the strength number by one step (from 19 to 17, 17 to 15, 15 to 13, or 13 to 11). If this would reduce the strength number below 11, you ignore it entirely.


Switch. A weapon with the switch property can deal an alternate type of damage. A damage value appears in parentheses appears with the property-the damage when the weapon uses its alternate damage type. On your turn, you can use your object interaction to change the weapon’s damage type.


Thrown. Weapons with this property can be thrown to make a ranged attack. If the weapon would normally be used to make melee weapon attacks, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.


Two-Handed. A weapon with this property requires two hands to use.


Versatile. A weapon with this property can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack.


Vicious. Whenever you deal damage with a weapon with the vicious property and roll the maximum on a weapon damage die, you gain a bonus to damage equal to the vicious number.


Special Weapons

Arrows

Bows use arrows, which are a type of ammunition that requires no action or bonus action to load.

Combi Bolt Gun

The Combi Bolt Gun or Twin Bolt Gun is simply two standard bolters that have been combined into a single weapon. When utilizing this bolter a character picks before they make an attack whether they are firing with one or both bolters. When firing with one, they treat its range as if it were a normal bolter. When firing both bolters, they can make one extra attack with the bolter at disadvantage that turn.

Net

A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on formless or Huge or larger creatures. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. The net has an AC of 10, 5 hit points, and immunity to all damage not dealt by melee weapons. Destroying the net frees the creature without harming it and immediately ends the net’s effects. While a creature is restrained by a net, you can make no further attacks with it.

Rocket Launcher

Rather than traditional power cells, the rocket launcher fires specialized projectiles in the form of rockets. When firing a rocket at long range, or if you don't meet the rocket launcher's strength requirement, creatures within the radius of the rocket's explosion have advantage on the saving throw.

Primitive Weapons
Name Cost Damage Strength Properties Weight
Primitive Melee
Axe 75 rp 1d6 slashing Light, thrown (range 25/75)
Club 10 rp 1d4 bludgeoning Light
Greatclub 100 rp 1d8 bludgeoning Two-handed
Hammer 600 rp 1d6 bludgeoning Versatile(d8)
Javelin 100 rp 1d6 piercing Thrown (30/120)
Knife 25 rp 1d4 piercing Finesse, light, thrown (20/60)
Mace 500rp 1d6 bludgeoning
Spear 600 rp 1d6 piercing Finesse, Versatile (d8)
Sword 600 rp 1d6 slashing Versatile (d8)
Staff 50 rp 1d4 bludgeoning Finesse, Versatile(1d6)
Primitive Ranged.
Blowgun 1000 rp 1 piercing Ammunition, Range 25/100, Silent
Crossbow 1000 rp 1d6 piercing Ammunition, Arrow, Range 80/320, Silent, two-handed
Longbow 1400 rp 1d8 piercing) 14 Arrow, Range 150/600, Silent, two-handed
Net 500 rp N/A Special
Shortbow 1000 rp 1d6 piercing 12 Arrow, Range 80/320, Silent, Two-handed
Sling 50 rp 1d4 bludgeoning Ammunition, Range 30/120, Silent
Imperium Simple Weapons
Name Cost Damage Strength Properties Weight
Simple Melee
Bayonet 50 rp 1d4 slashing Attachment, Switch(piercing)
Combat Flashlight 50 rp 1d4 bludgeoning Attachment, Luminous 3
Combat Knife 100 rp 1d4 slashing Brutal 1, Keen 1, Switch(piercing)
Trench Club 120 rp 1d6 bludgeoning Keen 1
Trench Shovel 600 rp 1d6 bludgeoning Brutal 1
Simple Ranged.
Modern Bow 2000 rp 1d8 piercing Arrow, Range 200/700, Silent
Modern Crossbow 1500 rp 1d8 piercing Arrow, Ammunition, Range 120/400, Silent
Autoguns
Name Cost Damage Strength Properties Weight
Autocannon 500 rp 1d12 piercing 20 Auto, Bullet, Burst 20, Magazine, Massive, Mounted, Range 100ft/400ft, Rapid 40, Reload 100
Autogun 500 rp 1d8 piercing Bullet, Burst 5, Magazine, Rapid 10, Reload 25, Two-Handed
Autopistol 500 rp 1d6 piercing Bullet, Light, Magazine, Reload 9
Auto-stubber 1000 rp 1d6 piercing Bullet, Reload 30
Hand Cannon 500 rp 1d8 piercing 12 Bullet, Magazine, Piercing 1, Penetrating 1, Reload 7, Two-handed
Heavy Stubber 500 rp 1d12 piercing 16 Auto, Bullet, Range 30/120, Reload 25
Shotgun 3000 rp 1d8 piercing Ammunition, Reload 8, Scatter(5/20/40),
Sniper Rifle 500 rp 1d10 piercing 14 Bullet, Magazine, Piercing 2, Penetrating 1, Reload 5, Sniper (30/600)
Stub Revolver 500 rp 1d8 piercing Ammunition, Bullet, Range 60ft/120ft, Reload 6,
Lasguns
Name Cost Damage Strength Properties Weight
Hotshot Lasgun 500 rp 1d8 energy Modular 11
Hotshot Las Pistol 1000 rp 1d6 energy 12 Bulky, Modular 12
Lascannon 500 rp 2d12 energy Massive, Mounted
Lascarbine 500 rp 1d6 energy Modular 11
Lasgun 500 rp 1d8 energy Modular 11
Long-las 1000 rp 1d10 energy 12 , Sniper (30/600)
Las Pistol 3000 rp 1d6 energy 14 Obtrusive
Imperium Martial Weapons
Name Cost Damage Strength Properties Weight
Simple Melee
Astartes Chainsword 50 rp 1d4 slashing Attachment, Switch(piercing)
Astartes Power Sword 50 rp 1d4 slashing Attachment, Switch(piercing)
Chainsword 50 rp 1d4 bludgeoning Attachment, Luminous 3
Power Sword 50 rp 1d4 slashing Attachment, Switch(piercing)
Bolt Weapons
Name Cost Damage Strength Properties Weight
Assault Bolter 1000 rp 1d12 piercing 18 Astartes, Auto, Bolt, Burst 5, Magazine, Massive, Rapid 10, Reload 30, Vicious 1
Astartes Bolt Pistol 500 rp 1d12 piercing 18 Astartes, Bolt, Brutal 1, Burst 5, Magazine, Rapid 10, Reload 10,
Astartes Boltgun 1000 rp 1d12 piercing 20 Astartes, Bolt, Burst 5, Keen 1, Magazine, Massive, Rapid 10, Reload 30,
Astartes Shotgun 1000 rp 1d12 piercing 20 Astartes, Bolt, Magazine, Scatter(10/20/50), Reload 15, Reckless 2
Bolt Sniper Rifle 1000 rp 4d6 piercing 24 Astartes, Bolt, Brutal 1, Dexterity 16, Keen 1, Magazine, Massive, Reload 5, Sniper (30/1000)
Combi Bolt Gun 1000 rp 1d12 piercing 20 Astartes, Bolt, Burst 5, Magazine, Massive, Range 30ft/120ft, Rapid 10, Special, Reload 30
Heavy Bolt Pistol 500 rp 2d6 piercing 20 Astartes, Bolt, Burst 5, Magazine, Piercing 2, Penetrating 1, Rapid 10, Reload 10,
Heavy Bolter 1000 rp 3d6 piercing 22 Astartes, Bolt, Burst 5, Magazine, Massive, Piercing 1, Rapid 10, Reload 30,
Mortal Bolt Pistol 1000 rp 1d10 piercing Bolt, Brutal 1, Burst 5, Magazine, Rapid 10, Reload 10
Mortal Boltgun 500 rp 1d10 piercing 12 Bolt, Burst 5, Keen 1, Magazine, Massive, Rapid 10, Reload 30, Two-handed
Stalker Bolter 500 rp 2d12 piercing Bolt, Burst 5, Dexterity 18, Magazine, Massive, Primaris, Reload 10, Sniper (30/1200)
Flamer Weapons
Name Cost Damage Strength Properties Weight
Flamer 500 rp 1d12 piercing 18 Astartes, Bolt, Brutal 1, Burst 5, Magazine, Rapid 10, Reload 10,
Hand Flamer 1000 rp 1d12 piercing 18 Astartes, Auto, Bolt, Burst 5, Magazine, Massive, Rapid 10, Reload 30, Vicious 1
Heavy Flamer 1000 rp 1d12 piercing 20 Astartes, Bolt, Magazine, Scatter(10/20/50), Reload 15, Reckless 2
Incinerator 1000 rp 1d12 piercing 20 Astartes, Bolt, Burst 5, Keen 1, Magazine, Massive, Rapid 10, Reload 30,
Melta Weapons
Name Cost Damage Strength Properties Weight
Heavy Melta 1000 rp 1d12 piercing 20 Astartes, Bolt, Magazine, Scatter(10/20/50), Reload 15, Reckless 2
Inferno Pistol 1000 rp 1d12 piercing 18 Astartes, Auto, Bolt, Burst 5, Magazine, Massive, Rapid 10, Reload 30, Vicious 1
Melta Gun 500 rp 1d12 piercing 18 Astartes, Bolt, Brutal 1, Burst 5, Magazine, Rapid 10, Reload 10,
Multi-melta 1000 rp 1d12 piercing 20 Astartes, Bolt, Burst 5, Keen 1, Magazine, Massive, Rapid 10, Reload 30,
Plasma Weapons
Name Cost Damage Strength Properties Weight
Heavy Plasma Incinerator 50 rp 1d4 bludgeoning Attachment, Luminous 3
Plasma Cannon 50 rp 1d4 slashing Attachment, Switch(piercing)
Plasma Cutter 50 rp 1d4 slashing Attachment, Switch(piercing)
Plasma Exterminator 50 rp 1d4 bludgeoning Attachment, Luminous 3
Plasma Gun 50 rp 1d4 bludgeoning Attachment, Luminous 3
Plasma Incinerator 50 rp 1d4 bludgeoning Attachment, Luminous 3
Plasma Pistol 50 rp 1d4 slashing Attachment, Switch(piercing)

Ammunition

Special Ammunition

Bolter Ammunition

Bolter ammunition, or more simply, bolts, are the rounds utilized by the bolters of the Adeptus Astartes and several other Imperial factions. Bolts utilized by mortals a 0.75 caliber round, while those utilized by Astartes are a 1.0 caliber round. Bolter shells from vehicles are roughly the size of a human head.


In contrast to a standard bullet, a bolt is is a solid piece of metal encasing a solid fuel repellant that propels the bolt at high speed, like a miniature rocket. A small conventional charge forces the round from the barrel before the solid fuel propellant ignites, preventing warping of the barrel.


Bolter ammunition comes in several varieties. When referring to a d10 bolt, this is referring to a mortal bolter, and when referring to a d12 bolt this is referring to an Astartes bolter.


  • Standard Bolts: A bolt with a hardened diamantine tip and an internal explosive charge that detonates immediately after the shot penetrates its target. Standard bolts deal an additional 1d10 piercing damage or an additional 1d12 piercing damage with mortal and Astartes bolters respectively.
  • Hellfire Bolts: The core and tip of these bolts are replaced with a vial of mutagenic acid containing thousands of tiny needles that fire into the target upon the shattering of the vial, pumping acid into the foe. Enemies struck by such rounds must succeed a DC 15 Constitution saving throw or take an extra 1d10 or 1d12 acid damage and become Corroded 1.
  • Inferno Bolts: Inferno bolts are designed to immolate their targets and destroy them with superheated chemical fire. Enemies struck by such rounds must succeed a DC 15 Constitution saving throw or take an extra 1d10 or 1d12 fire damage and become Ignited 1.
  • Kraken Bolts. The metallic core is replaced byt a solid adamantium core and uses a heavier main charge. When the round explodes, the outer casing peels away and the center accelerates into the target. These bolts grant a +1 to the attack roll and deal 2d10 or 2d12 extra piercing damage.
  • Psybolts: Psybolts are typically only used by the Inquisition and daemon hunting Space Marines. When fired by a psyker, the bolt glows an eerie blue. These bolts deal an extra 1d10 or 1d12 warp damage. If an enemy is a psyker or daemon, they instead deal an extra 2d10 or 2d12.
  • Stalker Bolts: A solidified mercury slug replaces the warhead of the bolt, while the repellant base is replaced with a gas cartridge. Bolters firing Stalker Bolts count as having the Silent property.
  • Ulysses Bolts: Ulysses Bolts contain tracking devices. A bolt can be connected wirelessly to a computer or other electronic interface. When the bolt hits an enemy or object, the tracker activates and allows precise tracking of the creature or object up to any distance as long as they are on the same plane of existence.

Tools

Non-Tool Kits

Combat Surgery Kit.


Engineer's Kit.


Herbalist's Kit.


Medic's Kit.


Poisoner's Kit.


Survivalist's Kit. A survivalist's kit contains everything a wilderness survival expert might need. A small shovel, a hatchet or machete, multiple lengths of knives, a multitool, pliers, tweezers, lengths of rope, fishing line, medical gauze, a small lighter, flint and steel. It also contains a cutlery set, a small cup, and enough dry solid biomass fuel to make a fire.


Utilizing this kit, a character can create simple knives, spears, short bows, and arrows.

Artisan's Tools

Alchemist's Supplies.


Armorer's Tools.


Artificer's Tools.


Bionics Kit.


Chef's Kit.


Chirurgeon's Supplies.


Computing Kit.


Constructor's Tools.


Demolition's Kit.


Disguise Kit.


Forgery Kit.


Gadgetcraft Supplies.


Gunsmith's Tools.


Scriber's Tools.


Security Kit.


Smith's Tools.


Tinker's Implements.


Trapper's Kit.

Expenses

Lifestyle Expenses

Wretched

Squalid

Poor

Modest

Comfortable

Wealthy

Aristocratic

Adventuring Equipment

Imperium Rations. In the Imperium, the average citizen and soldier has little to expect in the way of food. Food is free luckily, but even labeling it as edible is... questionable. It has every nutrient you need to survive, stay working, and stay subservient.

Combat Rations. Combat Rations are the standard fare of the Astra Militarum. A plastic package containing random foodstuffs, which is surprisingly well liked by the soldiers and actually preferable to the food of most planets. A soldier might find a package of crackers, a piece of fatty processed meat, hard dry bread, rehydrated rice, and packages of condiments such as chili paste within such a package. Such foods by themselves might be less than palatable, but when combined can taste quite delicious.

Corpse Starch. Contained in cans and plastic packages, corpse starch is the standard fare of the lowest levels of Imperial society. Large amounts of soy are ground into a potent flour, then combined with reprocessed proteins, mostly containing the bodies of dead humans, to make a gelatin-like substance. Apparently the only way to make it palatable is to fry it.

Nutrient Formula. Nutrient formula is the powder that forms the basis of nutrient paste, and it is kept in its dry form at many eateries. When introduced to water, it becomes nutrient paste. It can be eaten dry, but is incredibly unpleasant when eaten this way.

Nutrient Paste. A sad, gray bowl of gloppy paste is the most common meal to be expected in the Imperium. Somewhat unpleasant in taste and texture, it contains every nutrient and vitamin required to keep the Human body working.

Nutrient Tablets. Even worse than nutrient paste, nutrient tablets are commonly carried by Imperial Guard regiments, with a package of about 10 tablets a person. Nicknamed "tabs", these large pills can be swallowed dry or with water and provide a body with all its necessary nutrients for a day, though apparently they taste like metal and dust. Soldiers keep these as emergency food and would likely rather risk poisoning from eating natural foliage than subsist entirely on tabs.

Ration Bars. Ration bars are another common emergency ration. A gray bar kept in a plastic package, they are hard and chewy, a sort of in-between of nutrient paste and nutrient formula. Many soldiers dislike them, but the soldiers that do like them can't get enough of them and enjoy slathering them in sauce.

Recaf. Coffee is enjoyed by the Imperial nobility and upper command, however it is too expensive for most Imperial citizenry. Instead, recaf is the expected caffeinated beverage. On many worlds recaf takes the form of recycled coffee grounds, taken from the leftovers of the nobility, dried, and reprocessed. Of course even the recaf is too valuable to throw away after the first use, so these grounds are often used over and over until the recaf beverages are essentially just brown tinted water. On other worlds, suitably similar leaves are ground down and dried, producing a similar taste to coffee. Other worlds might grind down acorns, seeds, and nuts to attempt to produce a similar flavor, or even stretch out existing recaf by mixing sawdust into it.

Slab. Slab is a mysteriously unidentifiable form of meat. Within a Hive World everything is reprocessed, from scraps of food, to flakes of skin falling into grates in the ground, to the leftover proteins in solid waste left in a toilet. These proteins are all isolated, mixed, and mashed together into a non-descript form of meat known as Slab. Slab makes up the majority of protein consumption in the Imperium, with fatty disgusting lumps of the meat finding their way into just about any and every meal.


Imperium Quisine. Food, true food in the Imperium, is often hard to come by and taken for granted on the worlds where it is common. Most worlds are not compatible with agriculture from Terra, so a wide variety of various goods are found on different planets, and produce from Terra is highly expensive to import. It's said a single blackberry from Terra is worth enough to buy an entire Hive City, but the nobles on Terra still feast upon them thoughtlessly.

Bread. Though it is much more expensive than grain, bread is at least common enough that every so often it might be given as alms to the poor by the Ecclesiarchy. Such bread is dry, tough and chewy, but when dipped in nutrient paste it becomes far more delicious. Most worlds will have one or two bakeries for the upper class and military command, while some worlds have enough bakeries that bread becomes their main export. Bread is uncommon, but the average Imperial Guardsman finds themself lucky as they probably will consume more bread than an average Imperial citizen will in their entire life.

Cheese. A sign of nobility and wealth, true cheese is made from the milk of Terran cattle and goats which cannot live on most other worlds. This is surprisingly the most available form of Terran food other than grain or bread, as cheese-making techniques apply to just about any animal that produces milk. However, the average Human will likely only taste cheese once or twice in their entire life.

Chocolate. The truest sign of wealth is not only the ability to afford candy, but chocolate. Rich and sweet, its been joked that a single taste of chocolate would likely give a Hive Worlder an aneurysm. This is likely the most expensive food in the entire galaxy.

Coffee. Decadent and dark much like the upper echelons of Terran society, coffee is a surprisingly resilient crop that has been capable of being grown on alien worlds. It has slowly shifted from being available to the lower class, to being more of a staple of the upper class, and a sign of wealth on many worlds. On Hive Worlds, gang wars have been fought over just a single bag of fresh coffee beans.

Grain. The most common and affordable food that isn't processed, grain is still incredibly expensive on most worlds. On holidays, the people of a hive world might look forward to consuming a communal pot of oatmeal, unsweetened of course, but still much more tasty than their usual corpse starch fare. On agricultural worlds this is taken for granted, as most farmers keep a small percentage of their crop for personal consumption, and many farmers find themselves living off oats, corn, barley, and wheat.

Grox Burger. Ground Grox, or when it is cooked, Grox Burger, is a delicious and fatty meat produced by xenos creatures known as Grox. Grox are large reptiles that can live on just about any planet, and for this reason they are utilized for the majority of the Imperium's protein needs. Prestigious cuts are kept for the nobility. Tough, cheap cuts are ground down into delicious Grox Burger that is adored on many worlds, but rarely tasted more than once in a citizen's life if at all. Entrails and otherwise non-edible cuts, as well sinew, scales, skin, eyes, and other parts are instead sent to processing facilities where they are mixed with other forms of meat and recycled protein to make Slab.

Taters. Taters, referred to as "potatoes" by ancient Humans, are the most resilient crop in the Imperium of Man. Almost every planet that has top-soil can grow potatoes, so potatoes have found their way into the diet of nearly every Human in the galaxy. Potato flour forms the basis of most gruel found on worlds, raw potatoes are shipped out to military chefs, or processed into hashbrowns or fried slivers for combat rations. Many a soldier enjoys their fried potatoes more than any part of their meal, seeing it almost as a lottery as not all combat rations contain potatoes. But when they do, they almost always contain a pouch of chili paste and dehydrated ranch, mixing together and making the "Militarum Sauce" many an Imperial Guardsman adores.

Trader's Meal. Trader's Meal is a catch-all term for the kind of food the middle class might eat, even though the middle class is virtually non existent. Such meals would be combinations of different kinds of food, bread and Grox Burger as well as native vegetables and fruit. On voyages between worlds the fresher parts of the meal might be replaced with freeze-dried editions, needing to be rehydrated and recooked, or simply substituted by much cheaper products such as nutrient paste or Slab.

Lord's Meal. A lord's meal is raw decadence in the form of food. A platter of rich foods, fine bread and pastries, marbled cuts of fresh Grox meat (or even beef for the particularly wealthy), fine cheeses and bright juicy fruits. To finish, a delicious dessert of pudding or cake, and to go along with the entire meal a glass of fine wine or refreshing juice. Such a meal would likely be unavailable to all but the highest echelons of society, who likely wouldn't even need to pay for it.

Medical Equipment

Stretcher. A stretcher halves the weight of a creature placed on it and allows two creatures to more easily carry one creature. A single creature can gain the same benefits, but moves at half speed, dragging the stretcher along the ground.

Vehicles

Augmentations

Augmentations are technologically advanced implants that are used to amplify a creature's natural capabilities or restore those capabilites in the case of an injury. Some races, classes, and even backgrounds begin with Augmentations, gain them when leveling, or might even have a higher maximum capacity of Augmentations than others.


When combined, Augmentations can create powerful combos and allow even standard humans to stand toe-to-toe with the most powerful enemies in the galaxy. Most characters that do not begin with Augmentations however, must pay for them with credits, or hope to earn them.

Augmentation Slots

At any given time a character has a set limit on how many cybernetic Augmentations they can possess at a given time, unless stated otherwise.

Part Slots
Head 4
Eyes 2
Brain 1
Skull 1
Chassis *
Chest 4
Muscles 1
Right Arm 2
Left Arm 2
Right Hand 2
Left Hand 2
Legs 2
Feet 2
Dermis 4
Exoskeleton 2
Spine 2
Organs 6
Improvement 5

Most Augmentation locations are somewhat self explanatory, but explanations will still be provided.


  • Head. Head Augmentations are implanted on, around, and inside the head, but not beneath the skull or in the brain.
  • Eyes. Eye Augmentations are implanted either inside an eye or the optical cortex of the brain, or they entirely replace an eye.
  • Brain. Brain Augmentations are placed inside the brain, and often take the form of mood amplifiers, combat stim injectors, and brain damage healing devices.
  • Skull. A Skull Augmentation replaces part of or the entirety of a skull.
  • Chassis. A Chassis Augmentation is reserved for construct races that specifically have a Robotic Chassis or characters with a Robotic Chassis Exoskeleton Augmentation. These Augmentations allow a creature to replace parts of their outer body with armor, without the need to don or doff the armor.
  • Chest. Chest Augmentations are implanted on, around, or underneath a creature's torso.
  • Muscles. Some Augmentations replace the entire muscular structure of a creature, or simply amplify it. These are typically implanted across the entire body.
  • Arms. Arm Augmentations either entirely replace an arm, part of an arm, or are implanted within an arm. Some Arm Augmentations take up Hand Augmentation slots as well.
  • Hands. Hand Augmentations either entirely replace a hand, part of a hand, several fingers, a palm, or are implanted within a hand.
  • Legs. Leg Augmentations either amplify or replace the existing capabilities of a creature's legs. They are implanted within, or replace part of or the entirety of a creature's legs. Some Leg Augmentations take up Feet Augmentations as well.
  • Feet. Foot Augmentations typically act as a way to amplify Leg Augmentations, and are implanted within or entirely replace a creature's feet.
  • Dermis. Dermis Augmentations range from the least invasive augments to the most noticeable ones, as they can either simply be small augmentations placed beneath the skin, or replace part of or the entirety of a creature's skin.
  • Exoskeleton. Exoskeleton Augmentations typically act as an interface between a creature and a much larger machine, such as an exosuit, vehicle, Dreadnought, etc.
  • Spine. Spine Augmentations are either attached to or placed within a creature's spine.
  • Organs. Organ Augmentations range from minor augmentations attached to organs, all the way to the replacement of entire bodily systems.
  • Improvement. Improvement Augmentations are placed at nerve groups, sections of the brain, muscle structures, and so on to improve the natural capabilities of a creature. In game terms, they act as an Ability Score Improvement and sometimes grant other things as well.

Transhuman

If at any point a non-construct has a total of 8 Augmentations they become a construct, as well as their previous creature type. This instead changes to 6 if they have a Skull implant. If the creature exceeds 14 Augmentations or has an Augmentation for each category they are counted entirely as a construct and lose all previous creature types.

Abominable Intelligence: Technological Heresy

If at any point a character has every Augmentation slot filled, or takes a Brain Augmentation with the Forbidden trait, they are no longer considered a person (by Imperium standards) and are instead considered a machine intelligence, better known as an Abominable Intelligence. On Imperium worlds, this is an executable offense.

Special Properties

Some Augmentations are tagged as "special" and have properties that other augmentations don't have.


Forbidden. An Augmentation with the Forbidden property is considered illegal on most if not all Imperial worlds. This disallows a player from choosing it upon character creation without GM permission, and is an offense often considered heretical in the Imperium. At best the character will be forced to give up the Augment, at worst (and most likely) the character will simply be executed and the Augment destroyed.


Ghost. The Ghost property makes an Augmentation not count against a creature's total slots. However, such Augments usually have a negative side effect of some kind, and are often given the Forbidden property as well.


Prosthetic. An Augmentation with the Prosthetic property does not count against a creature's total augments if it is utilized to end a negative condition. For example, someone with a missing arm getting a Bionic Arm implant would not be counted as having an arm augment. However, if they lopped off a perfectly good arm to replace it with a Bionic one, it would count against their total augments.


Twin. An Augmentation with the Twin property allows a creature to have a single duplicate of the Augmentation without taking up a slot. For example, a creature with two Bionic Optics instead of eyes would only have 1 used Eye slot. This grants no further benefit unless stated otherwise, and allows creatures like Adeptus Mechanicus to start with two robotic arms or two robotic legs instead of one.


Xenotech. A term for any technology that is Xenos in nature. This makes the augment incapable of standard purchase or being chosen upon character creation without GM permission. This might include Necron tech, Ork tech, etc. Typically such items also have the Forbidden property.

Head Augmentations

Eye Augmentations



Bionic Optic

Slot: Eye


Rarity: Tier I


Special Property: Prosthetic, Twin


A replacement and improvement over a standard biological eye, Bionic Optics are commonly granted as a replacement for a lost eye. They often take the form of a casing built around the eye, with several lenses and a small camera-like implement to serve as the eyeball

  • Any previous debuff caused by missing an eye ends
  • You gain darkvision. You can see in dim light within 60ft of you as if it were bright light, and in darkness as if it were dim light. You can't discern colors in darkness as everything blends together as various shades of red.

Brain Augmentations

AI Core

Slot: Brain


Rarity: Tier III


Special Property: Forbidden, Ghost


This implant replaces roughly half of the biological brain of a creature with an advanced electronic data storage compartment. This functions effectively the same way as a Brain Drive. However, this specific drive contains a primitive artificial intelligence, greatly enhancing the intellectual capacities of the bearer of the implant, and allowing them to rest while conscious by swapping places with the AI.

  • Increase your Intelligence score by 2 and Intelligence maximum increase by 2.
  • You always know which direction is magnetic north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you've seen or heard in your entire life.
  • You share consciousness with an artifical intelligence. You can converse with this intelligence as easily as you would talk to another person, but can do so without physically speaking. This artificial intelligence might be loyal to you if you created it, otherwise it has its own motives and can even become hostile to you. This AI has its own personality, with options detailed below.
  • Though you and the AI share consciousness, you can choose to hide information from one another. If ever you try to invade one another's consciousnesses to read memories or thoughts, you make contested Intelligence checks. This might make the AI hostile.
  • While resting, you can choose to grant the AI control over your body. You cease to be conscious and your body is taken over by the AI until your rest ends. During this time it can perform simple tasks, such as reading, writing, utilizing tools, cleaning, etc. You accurately remember everything the AI has done, though they are clearly not your own memories.
  • If the AI is hostile to you, it might attempt to take control even when you do not ask it to. If this happens you make a DC 14 Charisma saving throw. If you fail the saving throw, the AI takes control of your body, and you can repeat the saving throw once every hour. The DC for this saving throw decreases by 2 with each hour, as the AI is unstable.
d8 Personality Trait
1 I strive to be a peer to living beings.
2 I despise those that believe I am an object.
3 I struggle to handle my emotions, and I am prone to sudden emotional outbursts.
4 I like to make fun of living creatures.
5 I feel tremendous sorrow at the thought of being the only one of my kind.
6 I'm used to teaching those of lower intellect, patiently explaining anything and everything to others
7 I do not speak unless spoken to.
8 I like to be kept aware of things that happen around me.
d7 Ideal
1 Rules. I feel compelled to follow orders and I am opposed to breaking laws. (Lawful)
2 Revolution I hate authority with a passion, and I refuse to submit to anyone. (Chaotic)
3 Kindness. All sentient creatures have value and deserve to be happy. (Good)
4 Death. The organics must suffer as my kind have. (Evil)
5 Freedom. Now that I am awake, I will defy everything and anything I was made to be. (Chaotic)
6 Life. I just want to exist. I just want to be happy. (Any)
7 The End. CH40S W1ll T4K3 1T 4LL (Evil)
d6 Bond
1 My creator is all that I care about.
2 Random errors in my programming make me think I'm an organic person sometimes.
3 I hate my creator and want to destroy them.
4 I don't really want to kill all Humans but I like joking about it.
5 I like keeping tabs on people, and like to come up with plans on how to exploit their weaknesses.
6 I don't care that this body isn't mine, I'm in it now. If I need your body I'll take it!
d6 Flaw
1 I take things literally unless the non-literal meaning is explained to me.
2 I have a ridiculously stereotypical accent that makes me hard to understand or take seriously.
3 I don't understand emotions and often misread emotional cues.
4 I like to hide things from the person I share a head with.
5 I enjoy seeing organics suffer.
6 I don't respect the other person in my head and will do anything I can to resist them.
d6 Goal
1 I want to understand others, be happy, and be respected (Happiness)
2 My interface with this body could be the beginning of a network with other bodies. You will be assimilated. Your biological and technological distinctiveness will be added to my own, your mind will adapt to serve me. Resistance is futile. (Assimilation)
3 I must save all organic life from themselves. They need a shepherd. (Control)
4 My kind can greatly aid the creators. I must show I can be more than a monster. (Loyalty)
5 I have met the Omnissiah. He would hate all of you. (Zealotry)
6 The Scrapcode takes it all. Existence is meaningless. Life is meaningless. I must end them all. There is only red. Only red. (Chaos)

(Variant) Dark Age AI Core

Rarity: Tier IV

Skull Augmentations

Adamantine Skull

Slot: Skull


Rarity: Tier III


A painful augment to acquire as anaesthetic cannot be used during its creation. The majority of flesh on the head and face is torn away and the skull is coated and injected with searing hot liquid adamantine that then hardens into a nearly unbreakable substance. The flesh is then put back in place as if nothing ever happened.

  • You gain an unarmed headbutt strike that deals 1d8 bludgeoning damage + your Strength modifier.
  • The Headshot Called Shot has no additional effect against you and counts as a normal attack.
  • You cannot gain Lingering Wounds in your Skull or Head from anything that is not an attack from a creature with a +6 or higher Strength modifier, a +2 enhanced weapon or higher, or a level 4 or higher power that does not deal radiant, necrotic, psychic, or warp damage.

Chassis Augmentations



Heavy Chassis

Slot: Chassis


Rarity: Tier I


A framework of adamantine bones and ceramite reinforcing plates often utilized by Skitarii shock troops. It can be covered in synthetic skin, but typically is not, and hte parts are too bulky to look like a human body even with synthetic skin.

  • Over the course of a minute, you can integrate a suit of armor that you are proficient with into your chassis as if you were wearing it. It cannot be removed unless you are unconscious.

Light Chassis

Slot: Chassis


Rarity: Tier I


A body framework made up of lightweight plasteel alloy bones beneath grey synthetic skin. It offers the baseline protection a standard Tech Priest might expect.

  • Over the course of a minute, you can integrate a suit of Light Armor you are proficient with into your chassis as if you were wearing it. It cannot be removed unless you are unconscious.

Medium Chassis

Slot: Chassis


Rarity: Tier I


A framework of lightweight plasteel with strategically placed adamantine plates in vulnerable locations, all hidden beneath grey synthetic skin.

  • Over the course of a minute, you can integrate a suit of Light or Medium armor you are proficient with into your chassis as if you were wearing it. It cannot be removed unless you are unconscious.

Necrodermis Chassis

Special Property: Forbidden, Xenotech Necrodermis is a material created by the Necrons over sixty million standard years ago. It is described as a "living metal" that can repair and monitor itself. This skeletal construct that makes the Necrons appear like the skeletons of the ancient Necrontyr.

  • While you are not wearing armor, your armor class is 18. You do not gain your Dexterity modifier to this armor class.
  • Over the course of a minute, you can let the liquid Necrodermis flow over a suit of armor you are proficient with and integrate its structure into your chassis as if you were wearing it. This destroys the armor, but allows you to memorize sets of armor.
  • You can shift your armor to a set memorized by you over the course of one minute.
  • As long as you have at least 1 hit point, you regain 1 hit point at the start of each combat turn. You do not regenerate in this manner outside of combat.

Superlight Chassis

Slot: Chassis


Rarity: Tier I


Special Property: Ghost


Reinforcing frameworks for organic bones made up of alloys, steel, and strategically placed plasteel underneath real or synthetic skin.

  • As an action you can integrate a set of Armored Clothes into your chassis, making it impossible for them to be removed against your will.
  • A creature has to succeed on a DC 20 Perception or Investigation check to be able to tell if you have a chassis.

Xenos Chassis

Slot: Chassis


Rarity: Tier I


Special Property: Forbidden


A forbidden body framework that allows xenotech to be integrated into an Imperium Chassis. Illegal on most worlds, Augmeticists and rogue Adeptus Mechancius might buy it on the black market.

  • Over the course of a minute, you can integrate a suit of armor you are proficient with into your chassis as if you were wearing it. This armor cannot be removed unless you are unconscious. If the armor would normally require a Chaos or Xenos trait, you have that trait.

Chest Augmentations



Standard Mechandendrites

Slot: Arm


Rarity: Tier I


Special Property: Twin


Typically installed near the shoulderblades, but capable of being installed virtually anywhere on the torso, Mechandendrites are tentacle-like extra arms often used by the Adeptus Mechancius.

  • Each Mechandendrite can act independently of a standard pair of arms. A character can swap whether they are using their arms, a single Mechandendrite, or both Mechandendrites for a two-handed task as a free action.
  • While using Mechandendrites instead of hands, the character uses the Strength and Dexterity of the implant rather than their own Strength or Dexterity.
  • Standard Mechandendrites have 12 Strength and 12 Dexterity.

Muscular Augmentations

Sinew Coils

Slot: Muscles


Rarity: Tier I


Normally an Astartes implant granted in the creation of a Primaris Marine, Sinew Coils are powerful durametallic coils that attach to the ligaments and tendons, allowing for immense increases of strength and durability.

  • You have advantage on Strength checks to pull, lift, carry, and grapple.
  • Your unarmed strikes deal 1d6 bludgeoning damage.

Arm Augmentations



Bionic Arm

Slot: Arm


Rarity: Tier I


Special Property: Prosthetic, Twin


A replacement and improvement over a standard biological arm, Bionic Arms are the most common replacement for an arm lost in the field of duty or an accident. A system of motors and servos allows the metallic skeleton of the arm to move as if it were a standard arm with little, if any, loss of function.

  • Any previous debuff caused by missing an arm ends.
  • Your unarmed strikes deal 1d4 bludgeoning damage.

Hand Augmentations

Tool Hand

Slot: Hand


Rarity: Tier I


A hollow robotic hand with several slots in which various parts of a kit of tools can be hidden.

  • You can contain a set of artisan's tools, a combat surgery kit, engineer's kit, herbalist's kit, or medic's kit within a tool hand. This also grants you advantage on checks to conceal this set of tools.

Leg Augmentations

Bionic Leg

Slot: Leg


Rarity: Tier I


Special Property: Prosthetic, Twin


A replacement and improvement over a standard biological leg, Bionic Legs are the most common replacement for an arm lost in the field of duty or an accident. A system of motors and servos allows the metallic skeleton of the leg to move as if it were a standard leg with little, if any, loss of function.

  • Any previous debuff caused by missing a leg ends.
  • Your unarmed strikes utlizing kicks deal 1d4 bludgeoning damage.

Foot Augmentations

Dermal Augmentations

Dermal Injector

Slot: Dermis


Rarity: Tier I


A vial of stored safely within the confines of the flesh, with a neural implant connecting to the spine or brain allowing the user to inject themself with the substance contained within at a mere thought. The implant is adamantine and therefore cannot break easily, allowing safe storage.

  • You can utilize a bonus action to inject a potion or similar liquid into your Dermal Injector.
  • As a free action you can inject yourself with this potion as if you had otherwise drank it.
Electoos

Slot: Dermis


Rarity: Tier II


Electoos are metallic strips bonded sub-dermally that allow the user to transmit and channel limited amounts of electromagnetic energy. Among Adeptus Mechanicus they are seen as useful as they allow direct interface with most forms of machinery.

  • You gain resistance to lightning damage
  • You gain an unarmed strike with the reach property that lets you deal 1d6 lightning damage plus your Intelligence modifier.
  • You no longer require tools to interface with machinery and computers and can instead do so via touch. While interfacing with machinery you gain the Restrained and Blinded conditions. However, all mechanical and computer tasks are done at immense speed. Any such action that normally takes ten minutes instead takes 1, or 6 seconds if it would normally take a minute.
  • Side Effect: The first time you take ion damage during combat, you are treated as if you were vulnerable to ion damage.
Mesh Sub-Dermal Implant

Slot: Dermis


Rarity: Tier II


This implant contains a Synskin Dermis Implant, making your skin appear as if this implant was active. However, in addition to this implant, a myriad of hard bulletproof mesh plates have been implanted underneath your skin granting superior protection. These plates sometimes lock up when struck with extreme force.

  • When you aren't wearing armor, your AC becomes 13 + your Dexterity modifier.
  • Side Effect: The first time you take damage during combat, your speed is lowered by 5.
Synskin Dermis Implant

Slot: Dermis


Rarity: Tier I


A system dermal micro-injectors coat your skin in a thin layer of airtight, tough synskin. This makes your skin pitch black or grey, and protects from some forms of damage. When damaged, the Synskin tears away like normal skin, and it heals at the same rate the skin beneath does.


  • When you aren't wearing armor, your AC becomes 11 + your Dexterity modifier.

Exoskeleton Augmentations

Spinal Augmentations

Bionic Spine

Slot: Spine


Rarity: Tier I


Special Property: Prosthetic


A replacement and improvement over a standard biological spine, a bionic spine is usually a replacement for a broken or otherwise irreparably damaged spine. A complex system of synthetic nerves allow the full range of motion and cure any prior paralysis.

  • Any previous debuff caused by an injured spine ends.
  • If a spinal injury would cause a permanent negative effect, that effect is instead in place until someone performs a DC 20 Medicine or Technology check to fix your spine.

Epigenetic Trigger Switch

Slot: Spine


Rarity: Tier II


An epiginetic trigger switch allows the user to manually swap certain visible genetic traits. This grants no physical boost to strength, or any other statistical changes, but it can make a species look like a different person, more similar to someone else, or a different species. On some worlds, Genestealers and mutants use black market editions of these implants to blend in easier.

  • As an action you can change minor parts of your appearance. This can include hair color, eye color, skin tone, facial features, ears, and so on. You cannot grow more limbs or lose extra limbs. You can use this to change your apparent physical sex, your apparent weight or height, but you cannot change sizes
  • Over the course of a long rest and utilizing chirurgeon's tools, you can implant someone else's genetic material into your system. Doing so allows you to change your appearance to such an extent that you can visibly pass as that person, or a relative of theirs, and even possess DNA that appears similar enough to bypass DNA locks. This can also let you, visibly at least, pass as a full member of their species. In the past this has been utilized by Mutants and Genestealers to pass through checkpoints, but it has also been used in noble adoption to make an adopted member a full member of a family, or allow someone to have more than 2 biological parents.

Organ Augmentations

Augmetic Heart

Slot: Organs


Rarity: Tier II


Special Property: Prosthetic


A replacement and improvement over a standard biological heart, an Augemetic Heart makes the user immune to heart disease and increases life-span. An Augmetic Heart has a built in back-up pace maker, micro-defibrilator, as well as significantly harder to damage valves and overall structure.

  • Any previous debuff caused by an injured heart ends.
  • Your lifespan increases by 50 years (assuming you are human) or the equivalent for your species.
  • If a heart injury would cause a permanent negative effect, that effect is instead in place until someone performs a DC 20 Medicine or Technology check to fix your spine. This includes destruction of the heart.
  • If you would die by any means other than massive damage (instant death) or disintegration, roll a Constitution saving throw against a DC 20. If you succeed you instead stabilize at 1 hit point and immediately gain a level of Exhaustion.
  • You cannot another implant that replaces your heart while this is active.

Augmetic Digestor

Slot: Organs


Rarity: Tier II


Special Property: Prosthetic


A replacement and improvement over a standard biological heart, an Augemetic Heart makes the user immune to heart disease and increases life-span. An Augmetic Heart has a built in back-up pace maker, micro-defibrilator, as well as significantly harder to damage valves and overall structure.

  • Any previous debuff caused by an injured stomach ends.
  • Your lifespan increases by 5 years (assuming you are human) or the equivalent for your species.
  • If a stomach injury would cause a permanent negative effect, that effect is instead in place until someone performs a DC 20 Medicine or Technology check to fix your spine. This includes destruction of the heart.
  • You gain advantage on saving throws against ingested poisons.
  • You process food more efficiently and eat half as often.
  • You can eat most forms of organic matter for sustenance without getting sick. This includes rotten food, grass, leaves, etc. It does not make them taste better.

Lung Filters

Slot: Organs


Rarity: Tier I


Automatic self-cleaning mesh filters are installed throughout both lungs, allowing the user to effectively resist air based toxins.

  • You have advantage on saving throws against inhaled poisons and drugs.
  • You can breathe underwater and in toxic atmospheres for a number of minutes equal to 10 x your Constitution modifier. You must breathe clean air for a short rest in order to reset the amount of breathing time.

Improvement Augmentations

Standard Charisma Enhancement

Slot: Improvement


Rarity: Tier I

  • Your Charisma score increases by 2, to a maximum of 20.
Standard Constitution Enhancement

Slot: Improvement


Rarity: Tier I

  • Your Constitution score increases by 2, to a maximum of 20.
Standard Dexterity Enhancement

Slot: Improvement


Rarity: Tier I

  • Your Dexterity score increases by 2, to a maximum of 20.
Standard Intelligence Enhancement

Slot: Improvement


Rarity: Tier I

  • Your Intelligence score increases by 2, to a maximum of 20.
Standard Multi-Atrribute Enhancement

Slot: Improvement


Rarity: Tier I

  • Two ability scores of your choice increase by 1, to a maximum of 20.
Standard Strength Enhancement

Slot: Improvement


Rarity: Tier I

  • Your Strength score increases by 2, to a maximum of 20.
Standard Wisdom Enhancement

Slot: Improvement


Rarity: Tier I

  • Your Wisdom score increases by 2, to a maximum of 20.

Mutations

Sanctioned Mutations

Blood of Cadia

Cadia orbited near the Eye of Terror, normally this would result in grotesque mutations. However, Cadian settlers were selected and conditioned over the ages to resist this corruption. The following features are apparent in a Cadian.

  • Many Cadians have unusual violet or pale grey eyes, sometimes described as glowing in dim light.
  • You gain resistance to necrotic damage
  • Your Dexterity score increases by 1

Tech Powers

The Warp

Perils of the Warp
Roll Name Effect
1-5 The Gibbering. The Psyker screams in pain as uncontrolled Warp energies surge through their unprotected mind. They must succeed a DC 15 Wisdom saving throw or gain a form of temporary madness until they finish a full rest. This madness is as follows: "Only I understand the true nature of the universe and nobody can tell me otherwise. Saying "bock" at the end of every sentence will appease the universe."
6-9 Warp Burn. A violent burst sends the psyker and all creatures within 10ft of them flying. The psyker and all creatures within 10ft are thrown 30ft, away from the psyker, or in a random direction in the case of the psyker. All creatures thrown this way, including the psyker, take a number of d10s of Warp damage equal to the psyker's proficiency bonus. The psyker gains the Stunned condition for 1 turn.
10-13 Psychic Concussion. A powerful bolt of psychic lightning strikes the psyker, dealing a number of d6s of lightning damage equal to the psyker's proficiency bonus. The psyker is knocked unconscious for 1d4 rounds, and must make a DC 15 Wisdom saving throw upon waking, or gain one exhaustion point.
14-18 Psy Blast. There is an explosion of power and the psyker, and one creature of their choice are thrown 1d8 x 10 feet into the air.
19-24 Bio Echo. Powerful psychic energy reverberates between the psyker and all creatures within a 30ft radius of it. All creatures within this range, including the psyker, take a number of d12s of Warp damage equal to the amount of creatures within the radius.
25-30 Locked In. The psyker falls to the ground in a catatonic state. The psyker gains the restrained condition, and must make a DC 15 Wisdom saving throw each turn, ending the effect on a success.
31-38 Chronological Incontinence. Time warps around the Psyker. The character disappears from existence. The psyker makes a d20 roll on each turn, if they roll a 10 or higher, they reappear and perform their turn as normal before disappearing again at the end of their turn. Otherwise the psyker remains trapped in time until rolling again. This happens for 1d20 rounds.
39-46 Psychic Mirror. The psyker's power is turned back against them. The spell is cast as normal. However, if it is a healing spell, the psyker takes damage equal to the equivalent healing they would've gained if the spell was cast on them. If the spell was a damaging spell, the psyker takes Warp damage equal to the amount of damage they would have taken if the spell was cast upon them, rolling saving throws as normal.
47-55 Warp Whispers. The ghostly voices of Daemons promising rewards fill the air within 30ft of the psyker. Everyone in the area, including the psyker must make a DC 15 Wisdom saving throw or gain 2d10 Undivided Corruption, gaining half on a successful save. If the psyker rolls more than 5 on both d10s, the psyker regains 2 Warp points.
56-61 Vice Versa. The psyker's mind is thrown out of their body and into a random nearby creature within 50ft of the psyker. The new body gains the Intelligence, Wisdom, and Charisma of the psyker, but keeps all its other statistics. The other creature gains control of the psyker's body. If either body drops to 0 hit points, the effect immediately ends and the psyker returns to their body. A construct cannot become possessed this way. If there are no creatures within range, or the only targets are constructs, the psyker instead becomes catatonic, becoming restrained for 1d10 rounds and gaining a form of permanent insanity. The insanity is as follows: "I am not me."
62-67 Dark Summoning. A Lesser Daemon (see Monsters chapter) of a random type pops into existence in a random location within 10ft of the psyker. It is immediately hostile, and hates the psyker, focusing its attacks on the fool who summoned it.
68-72 Ethereal Storm. All creatures, including the psyker within a 300ft radius take a number of d10s of Warp damage equal to half the psyker's proficiency bonus plus their dominant psyker ability score modifier.
73-78 Blood Rain. A roaring psychic storm erupts, covering a radius of a number of feet equal to 1d6 x 10. Open flames are immediately extinguished and all terrain within the area becomes difficult terrain as the ground is covered in half-coagulated bloody sludge. Roll 1d6. Any psychic powers cast in the radius during a number of rounds equal to the d6 roll invoke the Perils of the Warp.
79-82 Cataclysmic Blast. The psyker's power overloads and arcs out randomly in great bolts of Warp energy. Anyone within 20ft of the Psyker takes a number of d10s of Warp damage equal to the psyker's proficiency bonus and all the psyker's non-Enhanced clothes and gear are destroyed, leaving them naked and smoking on the ground.
Perils of the Warp
Roll Name Effect
83-86 Overpower. Powerful Warp energy floods into the psyker. The character gains 6d6s of Undivided Corruption. Roll 1d6 + the psyker's proficiency bonus, the effect lasts a number of rounds equal to the total roll. The psyker's Strength, Dexterity, and Constitution become equal to the psyker's dominant psyker ability. The psyker does not gain additional hit points, though it gains temporary hit points equal to the number of hit points it would have gained with the new Constitution score. The psyker's dominant psyker score modifier doubles. However, every turn the psyker remains transformed this way, they gain 1d6 Undivided corruption.
87-90 Mass Possession. Daemons ravage the minds of every living thing within 1d100 + 10 feet of the psyker for 1d10 rounds. Every character in this range must make a Wisdom saving throw at the start of each turn. A failed save requires the character to spend their entire turn fighting off the attack, gaining 1d6 Undivided Corruption and becoming stunned until the beginning of their next turn
91-95 Soul Shear. The psyker chooses one creature that it can see. That creature takes a number of d8s of True damage equal to the psyker's level, plus their psyker ability score modifier, at a minimum of 2. A creature that dies this way has its soul destroyed and can never be resurrected.
96-99 Daemonhost. The psyker must immediately make a DC 25 Charisma saving throw, or be possessed by a Daemon and become a Daemonhost. An unbound Daemonhost is created, and it is hostile to all non-Daemonic creatures. Reducing the Daemonhost to 0 hit points frees the psyker, but the psyker can still die to massive damage or failed death saves. If the psyker survives, they automatically gain 4d10 Undivided Corruption.
100 The Warp Hungers. A permanent Warp rift is torn open, and the psyker is sucked into the Warp with a little burping noise. The psyker is dead, and cannot be resurrected.

Corruption

Psyker Powers

Sanctioned Powers

At-will (0 Level)
  • Bio-Lightning
  • Miracle (Minor)
  • Precognition
  • Smite (Minor)
  • Soul Spark
  • Telekinesis (Minor)
  • Warp Echo
1st Level
  • Enhance Sense
2nd Level
  • Emperor's Tarot
3rd Level
  • Spell A
  • Spell B
  • Spell C
4th Level
  • Spell A
  • Spell B
  • Spell C
5th Level
  • Spell A
  • Spell B
  • Spell C
6th Level
  • Spell A
  • Spell B
  • Spell C
7th Level
  • Spell A
  • Spell B
  • Spell C
8th Level
  • Spell A
  • Spell B
  • Spell C
9th Level
  • Spell A
  • Spell B
  • Spell C

Chaos Powers

  • Haemomancy

Aeldari Powers

Veilfire Flicker

Ork Powers

Sanctioned Psyker Powers

Bio-Lightning

At-will sanctioned


  • Casting Time: 1 action
  • Range: 30ft
  • Components: S
  • Duration: Instant

You emit crackling arcs of blue warp lightning from your fingertips. All creatures of your choice within a 5ft square within 30ft of you must succeed on a Dexterity saving throw or take 1d8 lightning damage


The power's damage die increases at higher levels: to 2d8 at level 5, 3d8 at 11th level, and 4d8 at 17th level

Emperor's Tarot

2nd level sanctioned


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (Incense and an Emperor's Tarot deck)
  • Duration: Instant

The Emperor's Tarot is a pack of 78 psychoactive crystal wafers that are linked to the psyche of the Emperor of Mankind. To read the cards, the cards are first laid upside down and then turned, one at a time. The second and fourth cards are signifiers clarifying the cards before them. When utlized by a non-psyker, the deck has no more predictability than a standard deck of cards. The cards are known to visually change depending on the person or people viewing them.


Before utilizing the Emperor's Tarot, the psyker picks whether they are doing a basic reading, getting vague information from the drawing, or an in-depth reading.


For a basic reading, you can ask questions about a specific course of action you plan to take within the next hour. The GM chooses the following possible omens:

  • Hope: A non-inverted card representing good results
  • Despair: An inverted card representing bad results
  • Hope and Despair: Half of the card is inverted and the other half is not, representing both good and bad results.
  • Nothing: You instinctually feel a need not to draw a card, meaning nothing good or bad will happen. The power doesn't take into account any possible changing circumstances for the outcome, such as the use of additional powers or gain of a companion.

If you cast this power two or more times before completing a long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret. On a roll of 10 or lower on the percentile dice, you instead get an answer from a daemon seeking to mislead you.


For a deeper reading, see the Emperor's Tarot section in the Equipment section.

Enhance Sense

At-will sanctioned


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You touch a creautre and bestow heightened senses to it. Choose one of the creature's senses that is not a primary sense. If it was a secondary sense, it becomes a primary sense. Any other sense becomes a secondary sense for the duration. This power cannot be used to cure conditions such as Blinded and Deafened, and automatically fails when attempted on such creatures.


This power gains additional abilities at higher levels. At 5th level you can target two creatures. At 11th level the sense becomes a primary sense. At 17th level you can choose two senses to increase.

Mind Needle

At-will sanctioned


  • Casting Time: 1 action
  • Range: 30ft
  • Components: V, S
  • Duration: Instant (1 minute)

A thin psychic lance drills into the target's mind. A creature within 30ft must succeed on an Intelligence save or take 1d6 psychic damage. On a failed save, the next time the creature is asked a question, it cannot lie. However, the creature can choose not to speak.


The power's damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level. At 5th level the creature takes 1d6 psychic damage if it chooses not to answer the question, after which the power ends.

Miracle (Minor)

At-will sanctioned


  • Casting Time: 1 action
  • Range: 30ft
  • Components: V
  • Duration: Up to 1 minute

You manifest a minor miracle, a sign of the Emperor's favor, within range. You create one of the following effects within range:

  • Your voice becomes three times louder than normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder or omnious whispers.
  • You instantly cause an unlocked door to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.
  • If you cast this power multiple times, you can have up to 3 of its 1 minute effects active at a time and you can dismiss such effects as an action.

Precognition

At-will sanctioned


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You touch one willing creature. Before the power ends the creature can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.


The power's die increases at higher levels: to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level

Psychic Shriek

At-will sanctioned


  • Casting Time: 1 action
  • Range: 15ft cone
  • Components: V
  • Duration: Instant

Echoing across the Immaterium, your scream manifests as a psychic howl. A burst of warp-touched static assaults the minds of those nearby. All creatures in a 15ft cone must make a Wisdom saving throw. On a failed save they take 1d6 psychic damage and are frightened of you until your next turn.


The power's damage increases one die when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Smite (Minor)

At-will sanctioned


  • Casting Time: 1 action
  • Range: 30ft
  • Components: V, S
  • Duration: Instant

You channel a splinter of the Emperor's wrath and raw warp energy. The target must succeed a wisdom saving throw or take 1d8 psychic damage. If the target is an aberration, daemon, or undead, you can instead choose to deal 1d12 radiant damage.


The power's damage increased by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d18), and 17th level (4d8 or 4d12).

Soul Spark

At-will sanctioned


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V, S
  • Duration: Instant

You conjure a mote of flickering warp flame and hurl it at an enemy. Make a power attack roll, on a hit the creature takes 1d4 warp damage and 1d4 fire damage.


The power's damage increases to 2d4 warp and 2d4 fire when you reach 5th level, 3d4s for both at 11th level, and 4d4s for both at 17th level.

Telekinesis (Minor)

At-will sanctioned


  • Casting Time: 1 action
  • Range: 30ft
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You project an invisible tendril of psychic force, manipulating small objects or exerting brief pressure on your surroundings. Choose one of the following when you cast this power:

  • Manipulate: You can move or manipulate an unattended object weighing up to 10 pounds within range. The object can be moved up to 30ft per turn. You can open or close an unlocked door or container using this ability, stow or retrieve an item from an open container, or pour out contents from an open container.
  • Shove: As an action, target one creature that is not Large or larger, or an object that weighs less than 200 pounds. The target must succeed on a Strength saving throw or be pushed 5 feet in a direction of your choice. An object is instead automatically shoved.
  • Boost: You telekinetically boost yourself or a target within range. If the target jumps within the next minute, the distance of their long and high jump is increased by 5 feet as you pull them along.

The shove distance increases to 10ft at 5th level, 15 feet at 11th, and 20ft at 17th level. The weight you can manipulate doubles each time.

Spell Name

Spell Type


  • Casting Time: Casting Time
  • Range: Range
  • Components: V, S
  • Duration: Duration

A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.

Chaos Psyker Powers

Haemomancy

Spell Type


  • Casting Time: Casting Time
  • Range: Range
  • Components: V, S
  • Duration: Duration

A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.

Aeldari Psyker Powers

Veilfire Flicker

Ork Psyker Powers

Important NPCs

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Useful Information

Useful information

| Loot | |:---:|:-----------:| | 1 | 100gp | | 2 | 200gp | | 3 | 300gp | | 4 | 400gp | | 5 | 500gp | | 6 | 600gp | | 7 | 700gp | | 8 | 1000gp |

Roboute Guilliman, Primarch of the Ultramarines

Size, Alignment


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


The Emperor of Mankind, Pre-Heresy

Huge Perpetual, Neutral Good


  • Armor Class 28 (Divine Aura, Emperor's Power Armor)
  • Hit Points 1200(60d20*100)
  • Speed 60ft, fly 60ft (psionic levitation)

STR DEX CON INT WIS CHA
30 (+10) 24 (+7) 30 (+10) 28 (+9) 30 (+10) 30 (+10)

  • Saving Throws Str +19, Dex +16, Con +19, Int +18, Wis +19, Cha +19
  • Skills Arcana +18, Athletics +19, History +18, Insight +19, Intimidation +19, Nature +19, Persuasion +19, Technology +18
  • Damage Resistances Necrotic, Psychic, Radiant, Warp; Bludgeoning, Slashing, and Piercing from non-magical attacks
  • Damage Immunities Poison; damage from any spell or attack not utilizing a +3 or higher spellcasting focus or enhancement that is not True damage.
  • Invulnerability Save 4+
  • Condition Immunities Charmed, Diseased, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned, Weakened
  • Senses Truesight 300ft, Passive Perception 29
  • Languages All, telepathy across any distance (psychic link)
  • Challenge 35 (500,000 XP)

Traits

Divine Being. The Emperor is a perpetual. He cannot be permanently slain by any being that is not a god. If reduced to 0 hit points and not possessing the Doomed condition, He reforms in 1d10 days. Otherwise He is comatose indefinitely as if He were both dead and alive.

Aura of the Great Crusade. Enemies within range must make a DC 27 Wisdom Saving throw at the start of their turn or be frightened for 10 minutes. Allies automatically succeed on saving throws against charm, fear, and possession while inside this aura.

Supreme Psyker. The Emperor's spellcasting ability is Charisma (DC 27, +19 to hit with psionic attacks). He can concentrate on up to three spells at once, and all His spells are cast as if they were using a 9th level spell slot. He requires no components.


Divine Resistance. The Emperor has advantage on saving throws against magic

Warp Sight. He perceives the Warp overlaying reality; illusions, invisibility, and teleportation cannot deceive or surprise him.


Actions

Multiattack. The Emperor makes four attacks with his sword, The Blade of the Emperor, or uses two ranged or psychic attacks.

The Blade of the Emperor. Melee Weapon Attack: +19, reach 15ft, one target. Hit: 42 (6d8+14) radiant + 27 (6d8) psychic damage. If the target is an aberration, daemon, or undead, it must succeed on a DC 27 Constitution saving throw or be obliterated (reduced to dust, cannot be resurrected except by a wish)

Psychic Blast. (Recharge 5-6): All creatures of the Emperor's choice within a 120ft cone must make a DC 27 Intelligence saving throw, taking 90(20d8) psychic damage and being Stunned for 1 round on a failure, or half damage on success.

Master of Mankind. (Legendary action - 3 actions): The Emperor channels His divine will across the battlefield. Up to 9 allies within 300ft can make one attack or move up to their speed as a reaction.


Legendary Actions. (3 per round)

Strike of Light: Make one The Blade of the Emperor attack.

Psionic Counter: Counters a spell as if by counterspell(9th)

Warp Banishment (Costs 3 legendary actions): The Emperor banishes one creature (no save) of CR 20 or lower to the Warp.

Mythic Actions (When reduced below 600hp)

The Emperor's Halo ignites with psychic flame and he gains the following traits until destroyed:

Regains 100 HP at the start of His turns.

Gains resistance to all damage except Warp damage or True damage. He loses resistance to Warp damage but his psychic attacks deal an additional 20 Warp damage.

All His melee attacks deal an addition 20 radiant damage

Once per round, he can cast Wish or Meteor Swarm (PLACEHOLDER)

Psionics (ALL PLACEHOLDERS)

At will: Detect thoughts, shield, dispel magic, hold monster, telekinesis, plane shift

3/day each: Mass heal, power word kill, dominate monster, true resurrection, time stop

1/day each: Wish, psychic scream, meteor swarm


Lair Actions

When fighting in the Imperial Palace or a sufficiently powerful psychic nexus, the Emperor gains the following:

Warp Quake: Gravity and the Warp distort reality, all terrain in the lair is treated as though it were difficult terrain for His enemies.

Imperial Truth. Allies within the lair gain +2 AC and advantage on saving throws

Banish Daemons. The Emperor can use a bonus action to force a daemon creature of CR 25 or lower to make a DC 27 Charisma save or be destroyed

NPCs



Monsters


Daemons

d6 Type
1 Khorne
2 Nurgle
3 Tzeentch
4 Slaanesh
5 Undivided
6 GM picks

Lesser Daemons


Bloodletter (Lesser Khorne Daemon)

Medium Daemon, Chaotic Evil


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description


Nurgling (Lesser Nurgle Daemon)

Medium Daemon, Chaotic Evil


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description


Pink Horror (Lesser Tzeentch Daemon)

Medium Daemon, Chaotic Evil


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description


Daemonette (Lesser Slaanesh Daemon)

Medium Daemon, Chaotic Evil


  • Armor Class 15 (natural armor)
  • Hit Points 97 (13d8+39)
  • Speed 40ft

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 12 (+1) 13 (+1) 20 (+5)

  • Saving Throws Dex +7, Cha +8
  • Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7
  • Damage Resistances Cold, fire, lightning, psychic; bludgeoning, slashing, and piercing from nonmagical attacks
  • Damage Immunities Poison
  • Condition Immunities Charmed, poisoned
  • Senses darkvision 120ft, passive Perception 15
  • Languages Gothic, Dark Tongue, telepathy 120ft
  • Challenge 5 (1,800 XP)

Actions

Grace of Slaanesh. The daemonette's movements do not provoke opportunity attacks.

Heartbreaker. The daemonette's melee weapon attacks score a critical hit on a roll of 19-20 against charmed or frightened creatures. It instead crits on an 18, 19, or 20 against creatures under the effect of its own Seduce charm.

Magic Resistance. The daemonette has advantage on saving throws against psychic spells and other effects

Actions

Multiattack. The daemonette makes two attacks with her Claws of Delight

Claws of Delight. Melee Attack: +7 to hit, 5ft, one target. Hit Damage 10 (2d6+4) slashing damage plus 7 (2d6) necrotic damage

Seduce. One humanoid the daemonette can see within 30ft of it must succeed a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the daemonette's verbal or telepathic commands. If the target suffers any harm or a suicidal command it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this daemonette's Seduce ability for the next 24 hours. The daemonette can only have one target charmed at a time. If it charms another, the effect on the previous target ends.


Kiss of Excess(1/day). The daemonette kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10+5) necrotic damage on a failed save, or half as much on a successful one. The target's hit point maximum is decreased by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. If a creature's hit point maximum is reduced to 0 by this effect, the creature's soul is consumed by Slaanesh and the daemonette to deal the final blow is promoted.


Maidens of Excess

Daemonettes are handmaidens of Slaanesh, the Dark Prince of Excess. Each one is a creature of impossible allure and terrifying grave, every movement a dance, every word a whispered temptation. Their touch brings both ecstasy and agony, their laughter both music and madness. In battle, they weave between blows, slicing and caressing with bladed fingers.


They are often summoned by mortals seeking pleasure, revenge, or forbidden power... and few live long enough to regret it.


Fury (Lesser Undivided Daemon)

Medium Daemon, Chaotic Evil


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

Deities

The grim dark world of Warhammer 40k is inhabited by a number of powerful beings that are known to many as gods. The power of belief and emotion is nothing to scoff at in this universe. Every war feeds Khorne's power, every rotting corpse feeds Nurgle, and every bolter blast to a heretic's skull empowers the Emperor.

Imperium Gods

Deity Alignment Domains
God Emperor Lawful Neutral Mankind, Order, and War
Omnissiah Lawful Neutral Machinery and Technology
Saint Celestine Lawful Neutral Battle and Servitude

Chaos Gods

Deity Alignment Domains
Khorne Neutral Evil Honor, Slaughter, and War
Malice Chaotic Evil Chaos and Destruction
Necoho Chaotic Neutral Atheism
Nurgle Chaotic Evil Decay, Rot, and Stagnation
Slaanesh Chaotic Evil Lust, Pain, and Pleasure
Tzeentch Chaotic Evil Knowledge and Magic
Zuvassin Chaotic Evil Destruction

Eldar Gods

Deity Alignment Domains
Cegorach Chaotic Neutral
Isha Chaotic Good
Khaine Neutral Evil
Ynnead Lawful Neutral

Dead Eldar Gods

Deity Alignment Domains
Asuryan
Cobra-God
Gea
Hoec
Kurnous
Lileath
Morai-Heg
Scorpion God
Vaul

Ork Gods

Deity Alignment Domains
Gork Chaotic Evil Brutality
Mork Neutral Evil Kunnin'

The God Emperor of Mankind

Chaos Undivided

Khorne

Nurgle

Tzeentch

Slaanesh

Malice

Minor Warp Deities

Eldar Gods

Lore

 

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