HUMAN CHARACTERS
To create a Human character, pick a Home World, A Career Path, and a Role. Starting size is 5.
Home Worlds
HOME WORLD: Feral World
Free Talents:
The Old Ways [Primitive and Improvised Weapons do additional +1 damage]
Discounted Characteristics:
Strength
Toughness
HOME WORLD: Forge World
Free Talents:
Omnissiahs Chosen [Automatic success when performing trivial repairs]
Discounted Characteristics:
Intelligence
Toughness
HOME WORLD: Highborn
Free Talents:
Breeding Counts [Once per session may leverage background to gain significant social advantage (call in a favour, access restricted areas, gaining preferential treatment etc)]
Discounted Characteristics:
Fellowship
Composure
HOME WORLD: Hive World
Free Talents:
Teeming Masses [Movement is never impeded by crowds. Additional +2 to rolls for navigating or moving through enclosed or crowded spaces]
Discounted Characteristics:
Agility
Perception
HOME WORLD: Shrine World
Free Talents:
Faith in the Creed [Whenever you spend a Fate point, roll 1d10. On a 1 that Fate point is immediately restored]
Discounted Characteristics:
Fellowship
Willpower
HOME WORLD: Voidborn
Free Talents:
Child of the Dark [May re-roll Willpower tests. Additionally, gain +3 to dice pool to rolls for moving in zero-g]
Discounted Characteristics:
Intelligence
Willpower
HOME WORLD: Agri-World
Free Talents:
Strength from the Land [May re-roll Strength tests]
Discounted Characteristics:
Strength
Fellowship
HOME WORLD: Feudal
Free Talents:
At Home in Armour [Ignores defence penalties from wearing armour]
Discounted Characteristics:
Perception
Agility
HOME WORLD: Frontier
Free Talents:
Rely on None but Yourself [Gain a +2 to dice pool for Tech-Use tests involving weapons, and a +1 to dice pool when repairing damaged items]
Discounted Characteristics:
Perception
Composure
Career Paths
CAREER PATH: Adept
Free Specialties/Talents:
Common Lore (Adeptus Administratum)
Scholastic Lore (any)
Language (High Gothic) [Knows the High Gothic language]
Master of Paperwork [Can procure rare items as though they were common]
Discounted Skills:
Commerce
Medicae
Scholastic Lore
Common Lore
Starting Equipment:
Laspistol or stub automatic, Imperial robes, autoquil, chrono, dataslate, medi-kit
CAREER PATH: Arbitrator
Free Specialties/Talents:
Common Lore (Adeptus Arbites)
Common Lore (Underworld)
Face of the Law [Can re-roll any Intimidate or Inquiry test, or can substitute max Fate for number of successes]
Discounted Skills:
Awareness
Investigation
Inquiry
Intimidate
Starting Equipment:
Shotgun or shock maul, carapace armour, 3 doses of stimm, manacles, 12 lho sticks
CAREER PATH: Cleric
Free Specialties/Talents:
Common Lore (Adeptus Ministorum)
Common Lore (Imperial Creed)
Language (High Gothic)
Faith is All [When spending a fate point to gain +3 to a dice pool, gain +5 instead]
Discounted Skills:
Investigate
Charm
Command
Inquiry
Starting Equipment:
Handflamer or Warhammer and stub revolver, Imperial robes or flak vest, backpack, glow-globe, monotask servo skull (Loud hailer)
CAREER PATH: Guardsman
Free Specialties/Talents:
Common Lore (Imperial Guard)
Pilot (Surface)
Survival (Navigation)
Medicae (Combat First Aid)
Hammer of the Emperor [Can re-roll any 1s or 2s on attack rolls)
Discounted Skills:
Athletics
Command
Ballistic Skill
Weapon Skill
Starting Equipment:
Lasgun (or laspistol and sword), combat vest, Imperial Guard flak armour, grapnel and line, 12 lho sticks, magnoculars
CAREER PATH: Imperial Psyker
Free Specialties/Talents:
Common Lore (Adeptus Astra Telepathica)
Forbidden Lore (The Warp)
Psyniscience [Can detect Psychic activity]
Psyker [Can manifest Psychic Powers]
Constant Threat [Can alter result of Psychic Phenomenon by amount equal to max Fate]
Discounted Skills:
Awareness
Deceive
Inquiry
Investigation
Starting Equipment:
Laspistol, staff or whip, light flak cloak or flak vest, microbead, psy focus
CAREER PATH: Outcast
Free Specialties/Talents:
Common Lore (Underworld)
Security (Sleight of Hand)
Acrobatics (Dodge)
Never Quit [Can spend a fate point to ignore all effects of damage, including unconsciousness, for a number of turns equal to their toughness]
Discounted Skills:
Acrobatics
Stealth
Charm
Deceive
Starting Equipment:
Autopistol or laspistol, chainsword, armoured bodyglove or flak vest, injector, 2 doses of obsurca or slaught
CAREER PATH: Rogue Trader
Free Specialties/Talents:
Common Lore (Rogue Traders)
Pilot (any)
Language (any alien language)
Inured to the Xenos [+1 to dice pool to any Fear tests caused by aliens, +2 to any Interactions with alien characters]
Discounted Skills:
Charm
Commerce
Investigation
Command
Starting Equipment:
Laspistol or autopistol, shock maul, mesh cloak or carapace armour, auspex, chrono
CAREER PATH: Sister of Battle
Free Specialties/Talents:
Common Lore (Adepta Sororitas)
Scholastic Lore (Tactica Imperialis)
Language (High Gothic)
Incorruptible Devotion [This character cannot gain Corruption, they gain Insanity instead]
Discounted Skills:
Athletics
Charm
Intimidate
Medicae
Starting Equipment:
Hand flamer or laspistol, chainblade, armoured bodyglove, chrono, dataslate, stab-light, micro-bead
CAREER PATH: Tech-Priest
Free Specialties/Talents:
Common Lore (Adeptus Mechanicus)
Tech-Use (any)
Language (Techna-Lingua) [Can speak the machine language]
Mechadendrite use []
Mechanicus Implants []
Discounted Skills:
Awareness
Security
Tech-Use
Trade
Starting Equipment:
Autogun or hand cannon, monotask servo-skull (utility) or optical mechadendrite, Imperial robes, 2 vials of sacred unguents.
Roles
ROLE: Assassin
Free Talents:
Jaded [Impervious to mundane horrors]
Sure Kill [Spend a Fate point after a successful attack to deal double damage]
ROLE: Chirurgeon
Free Talents:
Takedown [May opt to deal no damage in a melee attack and instead knock a target prone and stunned]
Dedicated Healer [Spend a Fate point and automatically succeed a Medicae roll]
ROLE: Desperado
Free Talents:
Quick Draw [Can immediately draw a weapon and use it]
Move and Shoot [May spend a Fate point to perform an attack in addition to whichever action was taken that round]
ROLE: Hierophant
Free Talents:
Double Team [If an ally is engaged in melee combat with the same enemy, this character gains +1 to their dice pool for melee attacks. If more than one ally is engaged, gain +2.]
Sway the Masses [May spend a Fate point and automatically succeed a Charm, Command, or Intimidate test]
ROLE: Sage
Free Talents:
Clues from the Crowds [Once per session may re-roll tests to gather information from other people]
Quest for Knowledge [Spend a Fate point and automatically succeed a Lore or Intelligence test]
ROLE: Seeker
Free Talents:
Keen Intuition [May re-roll failed Awareness rolls, taking a 1 to the dice pool on the re-roll]
Nothing Escapes My Sight [May spend a Fate point and automatically pass an Awareness or Inquiry roll]
ROLE: Warrior
Free Talents:
Rapid Reload [May reload as a free action]
Expert at Violence [May spend a Fate point to double Weapon Skill or Ballistic Skill for a single test]
ASTARTES CHARACTERS
Astartes characters gain all the Space Marine Implant talents. They then choose a Chapter, then a Career Path. Starting size is 6.
Starting Talents:
Unnatural Strength [Rolls using Strength pass on 6+ rather than 8+]
Unnatural Toughness [Rolls using Toughness pass on 6+ rather than 8+]
Larramans Organ [Halve any lethal damage taken, rounded up]
Catalepsean Node [No penalties from lack of sleep]
Preomnor [+2 to dice pools for tests resisting ingested poison]
Omophagea [By devouring a portion of an enemy a Space Marine may gain access to certain information or skills that enemy possessed, up to the GMs discretion. This information or skill is retained for a number of hours equal to the dots in Space Marines Intelligence]
Multi-lung [May re-roll failed tests to resist drowning, asphyxiation, or gases]
Heightened Senses [All five senses are superhuman]
Sus-an Membrane [May enter suspended animation by meditation. Automatically activates once lethal damage is maxed]
Melanchromic Organ [+1 to dice pools for tests resisting radiation]
Oolitic Kidney [May re-roll failed tests to resist poison or toxin]
Neuroglottis [May detect poison or toxins using an Awareness check. Also may track an opponent he has tasted with a Survival test]
Mucranoid [May re-roll failed tests to resist extreme temperatures]
Betchers Gland [Can spit acid]
Progenoids [Gene seeds required for creating more Astartes. Willpower test is required to leave the Progenoids of a fallen brother behind.]
Black Carapace [May use Power Armour without penalty]
Starting Equipment:
Astartes power armour, Astartes bolt pistol, 3 Astartes frag grenades, 3 Astartes krak grenades, Astartes combat knife, repair cement.
CHAPTERS
CHAPTER: Blood Angels
Blood Frenzy [Once per combat may enter a frenzy for number of rounds equal to Willpower. During frenzy may re-roll failed Weapon Skill rolls, and melee attacks gain the 9-Again rule]
CHAPTER: Dark Angels
Stoic Defence [Once per combat may gain 6 Temporary Wounds and half his speed in order to hold ground or position. Temporary wounds are immediately removed when affected by any type of damage, and must be dealt damage to first before normal wounds. These Temporary Wounds are lost if the position is abandoned either by choice or involuntarily]
CHAPTER: Imperial Fists
Siege Master [Armour of any cover an opponent uses is halved. Armour of any cover an Imperial Fist uses is doubled.]
CHAPTER: Iron Hands
Suffer No Weakness [Once per combat may select one opponent. For the duration of that combat, gain a bonus to damage dealt against that enemy equal to dots in Intelligence]
CHAPTER: Raven Guard
Master of the Shadows [May re-roll failed Stealth tests]
CHAPTER: Salamanders
Fire-Born [Immune to being set on fire. May re-roll failed Trade tests]
CHAPTER: Space Wolves
Wolf Senses [May re-roll failed perception tests when unhelmeted. Additionally can see in the dark]
CHAPTER: Ultramarines
Favoured Son [May re-roll any fellowship tests when dealing with Imperials.]
CHAPTER: White Scars
As Swift as the Wind [May make an Athletics (on foot) or Pilot (in vehicle) test in order to move as a free action]
CAREER PATHS
CAREER PATH: Apothecary
Free Specialties/Talents:
Scholastic Lore (Chymistry)
Forbidden Lore (Mutants)
Tech-Use (Chems)
Enhanced Healing [Succesful Medicae tests heals double]
Discounted Skills:
Investigation
Scholastic Lore
Medicae
Inquiry
Starting Equipment:
Astartes bolter with fire selector, reductor, narthecium
CAREER PATH: Assault Marine
Free Specialties/Talents:
Pilot (Jump Pack)
Weapon Skill (Jump Pack Assaults)
Ballistic Skill (Pistols)
Swift Attack [May perform two melee attacks in one turn]
Discounted Skills:
Acrobatics
Athletics
Pilot
Weapon Skill
Starting Equipment:
Astartes chainsword, Astartes jump pack
CAREER PATH: Devastator Marine
Free Specialties/Talents:
Ballistic Skill (Heavy)
Awareness (Targeting)
Tech-Use (Military Gear)
Immovable Warrior [When wielding a Heavy weapon behind cover gain +2 to dice pool on shooting tests, and +3 to rolls resisting a tackle, push, or knockdown]
Discounted Skills:
Awareness
Tech-Use
Ballistic Skill
Intimidate
Starting Equipment:
Astartes heavy bolter with backpack ammo supply
CAREER PATH: Librarian
Free Specialties/Talents:
Forbidden Lore (The Warp)
Scholastic Lore (any)
Psyniscience [Can detect Psychic activity]
Battle-Psyker [Can manifest Psychic Powers]
Discounted Skills:
Common Lore
Forbidden Lore
Investigation
Scholastic Lore
Starting Equipment:
Astartes bolter with fire selector, force weapon
CAREER PATH: Tactical Marine
Free Specialties/Talents:
Command (Squad)
Ballistic Skill (Bolter)
Common Lore (Combat Formations)
Bolter Drill [May take a Command Roll to give himself and all members of his squad a +1 dice pool buff for their next shooting attack]
Discounted Skills:
Command
Athletics
Ballistic Skill
Weapon Skill
Starting Equipment:
Astartes bolter with fire selector, one clip of special issue ammunition
CAREER PATH: Techmarine
Free Specialties/Talents:
Forbidden Lore (Adeptus Mechanicus)
Tech-Use (any)
Language (Techna Lingua) [Can speak the machine tongue]
Blessed by the Omnissiah [Begin the game with Mechadendrite (Servo-Arm) and Electro-Graft implants]
Discounted Skills:
Forbidden Lore
Tech-Use
Trade
Security
Starting Equipment:
Astartes bolter with fire selector, Astartes servo-arm, one common Cybernetic
CAREER PATH: Chaplain
Free Specialties/Talents:
Forbidden Lore (Traitor Legions)
Inquiry (Interrogation)
Scholastic Lore (Legends)
Fearsome Presence [May re-roll Intimidate rolls. Additionally, the squad, if nearby, automatically pass rolls to resist being Intimidated by a foe]
Discounted Skills:
Command
Intimidate
Inquiry
Scholastic Lore
Starting Equipment:
Crozius Arcanum, Skull Helm, Rosarius
HERETIC CHARACTERS
Heretic characters, although they are either Human or Astartes, have forsaken their previous lives and instead have embraced the Dark Gods. Pick a Human or Astartes, then choose alignment. Heretics do not benefit from Home World, Role, or Chapter bonuses like their loyalist counterparts. Instead they benefit from bonuses unique to Heretics, detailed after the Human and Astartes Career Paths.
HERETIC ASTARTES
Heretic Astartes gain all the Space Marine implant bonuses, then pick a career path.
Starting Talents:
Unnatural Strength [Rolls using Strength pass on 6+ rather than 8+]
Unnatural Toughness [Rolls using Toughness pass on 6+ rather than 8+]
Larramans Organ [Halve any lethal damage taken, rounded up]
Catalepsean Node [No penalties from lack of sleep]
Preomnor [+2 to dice pools for tests resisting ingested poison]
Omophagea [By devouring a portion of an enemy a Space Marine may gain access to certain information or skills that enemy possessed, up to the GMs discretion. This information or skill is retained for a number of hours equal to the dots in Space Marines Intelligence]
Multi-lung [May re-roll failed tests to resist drowning, asphyxiation, or gases]
Heightened Senses [All five senses are superhuman]
Sus-an Membrane [May enter suspended animation by meditation. Automatically activates once lethal damage is maxed]
Melanchromic Organ [+1 to dice pools for tests resisting radiation]
Oolitic Kidney [May re-roll failed tests to resist poison or toxin]
Neuroglottis [May detect poison or toxins using an Awareness check. Also may track an opponent he has tasted with a Survival test]
Mucranoid [May re-roll failed tests to resist extreme temperatures]
Betchers Gland [Can spit acid]
Progenoids [Gene seeds required for creating more Astartes. Willpower test is required to leave the Progenoids of a fallen brother behind.]
Black Carapace [May use Power Armour without penalty]
CAREER PATH: Champion
Free Specialties/Talents:
Forbidden Lore (Traitor Legions)
Forbidden Lore (The Warp)
Scholastic Lore (any)
Inspiring Presence [May allow allies within sight to use the Champions Corruption and Infamy scores and Alignment when spending Infamy]
Discounted Skills:
Command
Intimidate
Charm
Deceive
CAREER PATH: Chosen
Free Specialties/Talents:
Ballistic Skill (any)
Weapon Skill (any)
Intimidate (Violence)
Cold Killer [When an attack roll results in five or more successes, double the damage dealt]
Discounted Skills:
Stealth
Intimidate
Ballistic Skill
Weapon Skill
CAREER PATH: Forsaken
Free Specialties/Talents:
Common Lore (any)
Survival (Looting)
Commerce (Bargaining)
Resourceful [May re-roll failed Survival or Commerce rolls]
Discounted Skills:
Acrobatics
Survival
Commerce
Security
CAREER PATH: Sorcerer
Free Specialties/Talents:
Scholastic Lore (Occult)
Forbidden Lore (Daemons)
Psyniscience [Can detect Psychic activity]
Sorcerer [Can manifest Psychic Powers]
Discounted Skills:
Stealth
Intimidate
Ballistic Skill
Weapon Skill
HERETIC HUMANS
CAREER PATH: Apostate
Free Specialties/Talents:
Scholastic Lore (any three)
Forbidden Lore (any three)
Serpent's Tongue [Once per session make a Charm or Deceive test to gain the Peer talent with any organisation of their choice for the remainder of the session]
Discounted Characteristics:
Fellowship
Discounted Skills:
Awareness
Charm
Command
Deceive
Security
Stealth
CAREER PATH: Heretek
Free Specialties/Talents:
Common Lore (Adeptus Mechanicus, Tech)
Forbidden Lore (Archeotech, The Warp)
Scholastic Lore (Astromancy OR Chymistry)
Language (Techna Lingua)
Mechadendrite use []
Mechanicus Implants []
Discounted Characteristics:
Intelligence
Discounted Skills:
Tech-Use
Scholastic Lore
Forbidden Lore
Investigation
Trade
Security
CAREER PATH: Renegade
Free Specialties/Talents:
Common Lore (War)
Scholastic Lore (Tactica Imperalis)
Pilot (any)
Adroit [Choose one Characteristic at Character Creation. That Characteristic becomes a Discounted Characteristic]
Discounted Characteristics:
-
Discounted Skills:
Athletics
Awareness
Medicae
Tech-Use
Stealth
Survival
Ballistic Skill
Weapon Skill
CAREER PATH: Psyker
Free Specialties/Talents:
Forbidden Lore (Psykers, Daemons, The Warp)
Jaded [Impervious to mundane horrors]
Psyniscience [Can detect Psychic activity]
Chaos Psyker [Can manifest Psychic Powers]
Discounted Characteristics:
Willpower
Discounted Skills:
Awareness
Intimidate
Investigation
Deceive
Forbidden Lore
Scholastic Lore
CORRUPTION AND INFAMY
Heretic characters begin with 0 Corruption and replace their Fate stat with an Infamy stat. A Heretics Corruption of 0 is the same as a loyalist characters Corruption of 10. If an Imperial character gains 10 Corruption, the player and GM may wish to convert that character to a Heretic character by resetting to 0 Corruption and gaining an Infamy track (this will reset to the default Fate point value, regardless of how upgraded it was before: The Emperors Light no longer blesses them).
Instead of just the usual +3 to rolls or +2 to Defense that Fate points grant, Infamy points grant differing bonuses depending on your Corruption level as follows:
|
Corruption Level |
Infamous Bonus |
|
0-2 |
· Add +3 to a Dice Pool for one roll · Add +2 to Defense for one turn |
|
3-6 |
· Heal 1d5 Wounds · Re-roll a test once · Add one success to an already successful test |
|
7-10 |
· Heal 1d10 Wounds · Gain 10 initiative for one turn |
In addition, the characters alignment will give a Bonus and a Drawback to Infamy use (Unaligned characters gain neither):
|
Chaos God |
Infamy Bonus |
Infamy Drawback |
|
Nurgle |
When rolling to heal wounds using Infamy, automatically heal the highest possible number |
May not spend Infamy to re-roll tests |
|
Khorne |
May spend an Infamy point to automatically pass an attack roll with one success |
When rolling to heal wounds using Infamy, reduce the result by 2 to a minimum of 1 |
|
Slaanesh |
May spend an Infamy point to ignore all the effects of an attack, including damage |
May not spend Infamy to add a success to an already successful test |
|
Tzeentch |
When spending an Infamy point to add a success to an already successful test, add 2 instead |
May not spend Infamy to add +3 to a dice pool |
DRUKHARI CHARACTERS
Drukhari characters do not gain Home World or Role bonuses, but instead all hail from Commoragh. They all gain the following starting Talents, then choose a Career Path and a Vile Pleasure. Starting size is 6.
Starting Talents:
Language (Aeldari) [Can speak the Eldar tongue]
Language (Drukhari) [Can speak the Drukhari tongue]
Heightened Senses [All five senses are superhuman]
Darksight [Can see in the dark]
Hard Target [+1 to defense]
Paranoia [+1 to dice pool when detecting hidden threats]
Catfall [Treat distance fallen as if it was a number of metres fewer, equal to dots in agility]
Unnatural Agility [Rolls using Agility pass on 6+ rather than 8+, add +7 to Speed rather than +5]
Non-Imperial [-1 to dice pool for rolls regarding Imperial Lore or dealing with unfamiliar Imperial Citizens]
Jaded [Impervious to mundane horrors]
Dark Soul [50% chance of not accruing a Corruption point]
Power Through Pain [Every time they inflict or experience pain they gain a Pain Token. Eight Pain Tokens regain a Fate point]
Trueborn (Optional: replaces a standard merit) [+1 dice pool for all rolls in which Trueborn status is a boon]
Tormented Physique (Optional: replaces a standard merit, Fleshcrafters only) [Immune to toxins, gains a permanent +1 to armour]
Multiple Arms (Optional: replaces a standard merit) [gains an extra set of surgically grafted arms]
Free Specialties:
Common Lore (War)
Common Lore (Kabals)
Forbidden Lore (Dark Eldar)
Tech-Use (Chems)
Discounted Skills:
Awareness
Acrobatics
Stealth
Intimidate
CAREER PATHS
CAREER PATH: KABALITE
Free Specialties:
Ballistic Skill (any Drukhari ranged weapon)
Discounted Skills:
Ballistic Skill, Command
CAREER PATH: WYCH
Free Specialties:
Weapon Skill (any Drukhari Wych melee weapon)
Discounted Skills:
Weapon Skill, Athletics
CAREER PATH: SKYTERROR
Free Specialties:
Pilot (Skyboard OR Reaver Jetbike OR Drukhari aircraft)
Discounted Skills:
Weapon Skill, Deceive
CAREER PATH: FLESHCRAFTER
Free Specialties:
Trade (Chymist OR Chirurgeon)
Discounted Skills:
Trade, Inquiry
CAREER PATH: BEASTMASTER
Free Specialties:
Wrangling (Clawed Fiend OR Khymerae OR Razorwing)
Discounted Skills:
Wrangling, Performer
CAREER PATH: INCUBUS INITIATE*
Must have Weapon Skill 5. Cannot usually be taken at Character Creation.
Free Specialties:
Weapon Skill (Klaive and Demiklaive)
Discounted Skills:
Weapon Skill, Scholastic Lore (Incubi)
CAREER PATH: SCOURGE*
Must have Agility 5. Cannot usually be taken at Character Creation.
Free Merit:
Wings [can fly]
Discounted Skills:
Ballistic Skill, Survival
VILE PLEASURES
VILE PLEASURE: ARTFUL TORMENT
When dealing damage to a living creature that is stunned or restrained, gain an additional pain token
VILE PLEASURE: BOUNTIFUL SLAUGHTER
When killing or causing significant blood loss, gain an additional pain token
VILE PLEASURE: CRUEL DEMISE
When causing suffering using ranged weaponry, gain an additional pain token if the target is within 20 x your characters perception in metres
VILE PLEASURE: LINGERING DREAD
When inflicting fear (e.g. intimidate) or stunning, gain an additional pain token
VILE PLEASURE: SADISTIC JOY
When an ally suffers, gain an additional pain token
ARMORY
New Special rules:
Astartes [May re-roll 1s for attack rolls, weapon itself cannot be used by unless character is an Astartes]
Crystalliser [If a target is damaged, they roll Toughness. If they fail the affected body part is crystallised]
Force [Psyker characters may take a Willpower test when attacking. If successful, they deal additional damage equal to their Psy Rating. Perils of the warp still apply.]
Maximal [May double the ammo spent in a single attack to double the damage]
Overheats [When attacking, separately roll a 1d10. On a 1, the user takes the full damage from the weapon in addition to the result of the roll]
Power [When parrying a weapon that is not a Power, Force, Warp, or Natural weapon, roll 1d10. On 4+ the opposing weapon is destroyed]
Razor-sharp [Crit success on attack rolls ignores target armour]
Toxic [If a target is damaged, they roll Toughness. If they fail they suffer an additional damage.]
Ranged Weapons
Bolt Weapons
|
Name |
Class |
Damage |
Ranges |
Clip |
Initiative |
Strength |
Size |
Availability |
Special |
|
Bolt Pistol |
pistol |
5A |
30, 60, 120 |
8 |
-2 |
3 |
1 |
4 |
AP 4 |
|
Boltgun |
basic |
5A |
50, 100, 200 |
24 |
-3 |
3 |
3 |
4 |
AP 4 |
|
Heavy Bolter |
heavy |
6A |
150, 300, 600 |
60 |
-4 |
4 |
5 |
5 |
Autofire (full auto only), AP 4 |
|
Storm Bolter |
basic |
5A |
40, 90, 180 |
60 |
-3 |
3 |
3 |
5 |
Autofire, AP 4 |
Flame Weapons
|
Name |
Class |
Damage |
Ranges |
Clip |
Initiative |
Strength |
Size |
Availability |
Special |
|
Hand Flamer |
pistol |
4A |
5, 10, 20 |
2 |
-2 |
2 |
2 |
4 |
Incendiary |
|
Flamer |
basic |
4A |
10, 20, 40 |
6 |
-4 |
3 |
3 |
4 |
Incendiary |
|
Heavy Flamer |
heavy |
5A |
20, 30, 50 |
4 |
-5 |
4 |
5 |
5 |
Incendiary |
Las Weapons
|
Name |
Class |
Damage |
Ranges |
Clip |
Initiative |
Strength |
Size |
Availability |
Special |
|
Laspistol |
pistol |
1 |
20,40,80 |
30 |
0 |
2 |
1 |
2 |
Maximal |
|
Lasgun |
basic |
2 |
150, 300, 600 |
60 |
-3 |
3 |
3 |
3 |
Maximal, Autofire |
|
Laslock |
basic |
2 |
150, 300, 600 |
1 |
-3 |
3 |
3 |
2 |
- |
|
Long Las |
basic |
2 |
200, 400, 800 |
40 |
-4 |
3 |
3 |
4 |
Maximal, AP 1 |
|
Hot-shot Laspistol |
pistol |
2 |
50, 100, 200 |
40 |
-2 |
2 |
1 |
5 |
AP 2 |
|
Hot-shot Lasgun |
basic |
4 |
20, 40, 80 |
30 |
-3 |
3 |
3 |
5 |
AP 2 |
Launcher Weapons
|
Name |
Class |
Damage |
Ranges |
Clip |
Initiative |
Strength |
Size |
Availability |
Special |
|
Grenade Launcher |
basic |
* |
40,80,160 |
6 |
-3 |
3 |
3 |
5 |
*see Grenades and Explosives |
|
Missile Launcher |
heavy |
* |
200, 400, 800 |
1 |
-5 |
4 |
5 |
5 |
* see Grenades and Explosives |
Low-Tech Weapons
|
Name |
Class |
Damage |
Ranges |
Clip |
Initiative |
Strength |
Size |
Availability |
Special |
|
Bolas |
thrown |
1 |
x3,x6,x12 |
1 |
-2 |
2 |
2 |
- |
Range based on Str+Agi+Ath |
|
Bow |
basic |
2 |
40, 80, 160 |
1 |
-3 |
2 |
3 |
2 |
- |
|
Crossbow |
basic |
2 |
40, 80, 160 |
1 |
-5 |
3 |
2 |
3 |
- |
Melta Weapons
|
Name |
Class |
Damage |
Ranges |
Clip |
Initiative |
Strength |
Size |
Availability |
Special |
|
Inferno Pistol |
pistol |
10A |
10,20,40 |
12 |
-2 |
2 |
2 |
5 |
AP 10 |
|
Meltagun |
basic |
10A |
20, 40, 80 |
12 |
-4 |
3 |
3 |
5 |
AP 10 |
Plasma Weapons
|
Name |
Class |
Damage |
Ranges |
Clip |
Initiative |
Strength |
Size |
Availability |
Special |
|
Plasma Pistol |
pistol |
7A |
30, 60, 120 |
10 |
-2 |
2 |
2 |
5 |
Maximal, Overheats |
|
Plasma Gun |
basic |
7A |
150, 300, 600 |
20 |
-5 |
3 |
3 |
5 |
Maximal, Overheats |
Solid Projectile Weapons
|
Name |
Class |
Damage |
Ranges |
Clip |
Initiative |
Strength |
Size |
Availability |
Special |
|
Autopistol |
pistol |
1 |
20,40,80 |
18 |
0 |
2 |
1 |
3 |
Autofire |
|
Autogun |
basic |
2 |
50, 100, 200 |
30 |
-3 |
3 |
2 |
3 |
Autofire |
|
Autocannon |
heavy |
3 |
150, 300, 600 |
24 |
-3 |
3 |
3 |
3 |
Autofire (full auto only), AP 3 |
|
Hand Cannon |
pistol |
2 |
30, 60, 120 |
2 |
-2 |
3 |
1 |
2 |
AP 1 |
|
Heavy Stubber |
heavy |
2 |
50, 100, 200 |
80 |
-3 |
3 |
3 |
3 |
Autofire |
|
Shotgun |
basic |
2 |
20, 40, 80 |
8 |
-4 |
3 |
2 |
2 |
9-Again |
|
Shotgun (combat) |
basic |
2 |
20, 40, 80 |
18 |
-4 |
3 |
2 |
2 |
9-Again |
|
Sniper Rifle |
basic |
5 |
200, 400, 800 |
6 |
-5 |
3 |
4 |
5 |
AP 3 |
|
Stub Automatic |
pistol |
2 |
30, 60, 120 |
9 |
-2 |
3 |
3 |
3 |
- |
|
Stub Revolver |
pistol |
1 |
20, 40, 80 |
6 |
0 |
2 |
1 |
2 |
- |
Drukhari Weapons
|
Name |
Class |
Damage |
Ranges |
Clip |
Initiative |
Strength |
Size |
Availability |
Special |
|
Shardcarbine |
Basic |
2 |
30, 60, 90 |
200 |
-1 |
2 |
2 |
4 |
Autofire, Toxic |
|
Splinter Cannon |
Heavy |
3 |
60, 110, 250 |
300 |
-3 |
3 |
3 |
5 |
Autofire (full auto only), Toxic |
|
Splinter Pistol |
Pistol |
1 |
20, 50, 80 |
120 |
0 |
2 |
1 |
4 |
Toxic |
|
Spliter Rifle |
Basic |
2 |
30, 60, 120 |
200 |
-1 |
2 |
2 |
4 |
Autofire, Toxic |
|
Blast Pistol |
Pistol |
8A |
10, 20, 30 |
6 |
-1 |
2 |
1 |
5 |
AP 10 |
|
Blaster |
Basic |
10A |
30, 60, 90 |
18 |
-3 |
2 |
2 |
5 |
AP 10 |
|
Dark Lance |
heavy |
10A |
70, 140, 210 |
36 |
-5 |
4 |
5 |
5 |
AP 10, 9-Again |
|
Disintegrator Cannon |
Heavy |
5A |
70, 140, 210 |
30 |
-4 |
4 |
5 |
5 |
Autofire (full auto only) |
|
Heat Lance |
Basic |
8A |
25, 50, 75 |
10 |
-3 |
3 |
4 |
5 |
AP 10 |
|
Hexrifle |
Basic |
5 |
90, 180, 270 |
1 |
-2 |
2 |
2 |
5 |
Crystalliser |
|
Liquifier Gun |
Basic |
6 |
10, 20, 30 |
2 |
-3 |
2 |
2 |
5 |
Incendiary, Toxic |
|
Phantasm Grenade Launcher |
Basic |
- |
15, 30, 45 |
6 |
-2 |
2 |
2 |
5 |
Stun |
|
Shredder |
Basic |
6 |
30, 60, 90 |
6 |
-2 |
2 |
2 |
5 |
AP 3, Blast radius 5 |
|
Stinger Pistol |
Pistol |
2 |
15, 30, 45 |
18 |
0 |
2 |
1 |
5 |
AP 2, Toxic |
|
Bloodstone |
Basic |
3 |
5, 10, 15 |
- |
0 |
1 |
1 |
5 |
Incendiary |
Melee Weapons
Chain Weapons
|
Name |
Class |
Damage |
Initiative |
Strength |
Size |
Availability |
Special |
|
Chainaxe |
Melee |
3 |
-3 |
2 |
2 |
3 |
Two Handed, 9-again |
|
Chainblade |
Melee |
0 |
-1 |
1 |
1 |
2 |
9-again |
|
Chainsword |
Melee |
2 |
-2 |
2 |
2 |
2 |
9-again |
|
Eviscerator |
Melee |
3 |
-4 |
3 |
3 |
4 |
Two Handed, Razor-sharp, 9-again |
Force Weapons
|
Name |
Class |
Damage |
Initiative |
Strength |
Size |
Availability |
Special |
|
Force Sword |
Melee |
2 |
-2 |
2 |
2 |
3 |
Force |
|
Force Staff |
Melee |
1 |
-1 |
2 |
2 |
3 |
Two-Handed, Force |
Low-Tech Weapons
|
Name |
Class |
Damage |
Initiative |
Strength |
Size |
Availability |
Special |
|
Great Weapon |
Melee |
3 |
-4 |
3 |
3 |
2 |
Two Handed |
|
Improvised |
Melee |
0 |
-3 |
3 |
3 |
3 |
- |
|
Knife |
Melee/ Thrown |
0 |
-1 |
1 |
1 |
1 |
Thrown Range 5m |
|
Shield |
Melee |
2 |
-2 |
2 |
4 |
1 |
Concealed |
|
Spear |
Melee |
2 |
-2 |
3 |
2 |
2 |
+1 Defense, Two Handed |
|
Staff |
Melee |
1 |
-2 |
2 |
2 |
1 |
+1 Defense, Two-Handed |
|
Sword |
Melee |
2 |
-2 |
2 |
2 |
1 |
- |
|
Truncheon |
Melee |
1 |
-1 |
2 |
2 |
1 |
- |
|
Warhammer |
Melee |
3 |
-4 |
3 |
3 |
3 |
Two Handed, Stun |
|
Whip |
Melee |
1 |
-3 |
2 |
2 |
1 |
Grapple |
Power Weapons
|
Name |
Class |
Damage |
Initiative |
Strength |
Size |
Availability |
Special |
|
Omnissian Axe |
Melee |
4 |
-4 |
3 |
2 |
4 |
Power, AP2 |
|
Power Fist |
Melee |
3 |
-3 |
3 |
2 |
3 |
Power, AP3 |
|
Power Sword |
Melee |
2 |
-2 |
2 |
2 |
3 |
Power, AP2 |
|
Power Axe |
Melee |
2 |
-3 |
2 |
2 |
4 |
Power, AP3 |
|
Power Maul |
Melee |
1 |
-2 |
2 |
2 |
4 |
Power, AP1, Stun |
|
Thunder Hammer |
Melee |
4 |
-4 |
3 |
3 |
5 |
Two-Handed, Power, AP3, Stun |
Shock Weapons
|
Name |
Class |
Damage |
Initiative |
Strength |
Size |
Availability |
Special |
|
Shock Maul |
Melee |
1 |
-1 |
2 |
2 |
1 |
Stun |
|
Shock Whip |
Melee |
1 |
-3 |
2 |
2 |
1 |
Grapple, Stun |
Drukhari Weapons
|
Name |
Class |
Damage |
Initiative |
Strength |
Size |
Availability |
Special |
|
Agoniser |
Melee |
1 |
-3 |
2 |
2 |
4 |
Grapple, Stun, AP1 |
|
Electrocorrosive Whip |
Melee |
1 |
-3 |
2 |
2 |
5 |
Grapple, Stun, AP2 |
|
Flesh Gauntlet |
Melee |
2 |
-2 |
1 |
1 |
5 |
Toxic |
|
Hellglaive |
Melee |
2 |
-2 |
3 |
2 |
3 |
Two Handed, Razor-sharp |
|
Husk Blade |
Melee |
4 |
-2 |
2 |
2 |
5 |
Power, 9-again |
|
Hydra Gauntlets |
Melee |
1 |
-1 |
1 |
2 |
3 |
9-again |
|
Impaler |
Melee |
1 |
-2 |
3 |
2 |
3 |
Razor-sharp |
|
Mindphase Gauntlet |
Melee |
0 |
-2 |
1 |
1 |
4 |
Stun |
|
Razorflail |
Melee |
1 |
-2 |
2 |
2 |
3 |
Grapple, Razor-sharp |
|
Shardnet |
Melee |
1 |
-2 |
2 |
2 |
3 |
Grapple, Stun, Stunned foes must pass a stun test to escape the net |
|
Venomblade |
Melee |
2 |
-2 |
2 |
2 |
4 |
Toxic, 9-again |
|
Wych Knife |
Melee/Thrown |
0 |
-1 |
1 |
1 |
3 |
Razor-sharp |
|
Klaive |
Melee |
4 |
-3 |
2 |
3 |
5 |
Power, Two Handed, AP2 |
|
Demiklaive |
Melee |
2 |
-2 |
2 |
2 |
5 |
Power, AP2, Two can be linked into Linked Demiklaives (see below) |
|
Linked Demiklaives^ |
Melee |
3 |
-2 |
2 |
2 |
5 |
Power, Two Handed, AP2 |
Grenades and Explosives
|
Name |
Damage |
Blast Area |
Force |
Strength |
Initiative |
Availability |
Special |
|
Blind Grenade |
0 |
10 |
- |
2 |
0 |
5 |
Concealment, Stun |
|
Choke Grenade |
0 |
10 |
- |
2 |
0 |
5 |
Concealment, Sedative |
|
Frag Grenade |
2 |
10 |
3 |
2 |
0 |
2 |
Knockdown, Stun |
|
Hallucinogen Granade |
0 |
10 |
- |
2 |
0 |
5 |
Concealment, Hallucinogenic |
|
Haywire Grenade |
0 |
10 |
- |
2 |
0 |
4 |
EMP |
|
Krak Grenade |
3 |
5 |
4 |
2 |
-1 |
3 |
Knockdown, Stun |
|
Flash Grenade |
0 |
5 |
- |
2 |
0 |
2 |
Stun |
|
Smoke Grenade |
0 |
10 |
- |
2 |
0 |
5 |
Concealment |
|
Stun Grenade |
0 |
5 |
2 |
2 |
0 |
3 |
Knockdown, Stun |
|
Web Grenade |
0 |
10 |
2 |
2 |
0 |
4 |
Snare |
|
Fire Bomb |
1 |
3 |
2 |
2 |
-2 |
2 |
Incendiary |
|
Melta Bomb |
10A |
5 |
4 |
2 |
-3 |
5 |
AP 8, Incendiary |
|
Frag Missile |
6 |
10 |
3 |
- |
- |
2 |
AP 2 |
|
Krak Missile |
8 |
5 |
4 |
- |
- |
3 |
AP 8 |
|
Eldar Plasma Grenade |
8A |
10 |
4 |
2 |
0 |
5 |
Shocking |
PSYCHIC POWERS
Biomancy Discipline
Enfeeble
Endurance
Haemorrhage
Invigourate
Iron Arm
Life Leech
Shape Flesh
Smith
Warp Speed
Divination
Foreboding
Forewarning
Misfortune
Perfect Timing
Precognition
Prescience
Scriers Gaze
Warp Perception
Winding Fate
Pyromancy
Cauterise
Flame Breath
Fiery Form
Fire Shield
Inferno
Manipulate Flame
Molten Beam
Spontaneous Combustion
Sunburst
Telekinesis
Assail
Crush
Gate of Infinity
Objuration Mechanicum
Shockwave
Telekine Dome
Tekekine Shield
Tekekinetic Control
Vortex of Doom
Telepathy
Dominate
Erasure
Hallucination
Invisibility
Mental Fortitude
Psychic Shriek
Puppet Master
Telepathic Link
Terrify
Chaos Unaligned
Abhorrent Ward
Doombolt
Foul Cage
Gift of Chaos
Hatestorm
Host of Fiends
Warptime
Wind of Chaos
Nurgle
Choir of Poxes
Inviolable Flesh
Lepers Curse
Nurgles Rot
Field of Pestilence
Putrefying Embrace
Rain of Foulness
Slaanesh
Acquiescence
Ecstatic Oblivion
Hellshriek
Lash of Submission
Souls Secrets Unleashed
Symphony of Pain
Tzeentch Powers
Bolt of Change
Boon of Tzeentch
Flicker
Gholam Curse
Mantle of Lies
Mindscourge
Protean Form
Psyphon
Vile Revelation
Exalted Powers
Blasphemy Made Flesh
Hellish Blast
Maelstrom of Rage
Primordial Annihilation
Shattertime
Sunder the Veil