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:

Omnissiah’s 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+]

Larraman’s 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 GM’s discretion. This information or skill is retained for a number of hours equal to the dots in Space Marine’s 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]

Betcher’s 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+]

Larraman’s 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 GM’s discretion. This information or skill is retained for a number of hours equal to the dots in Space Marine’s 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]

Betcher’s 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 Champion’s 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 Heretic’s Corruption of 0 is the same as a loyalist character’s 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 Emperor’s 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 character’s 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 character’s 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

Scrier’s 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

Leper’s Curse

Nurgle’s Rot

Field of Pestilence

Putrefying Embrace

Rain of Foulness

Slaanesh

Acquiescence

Ecstatic Oblivion

Hellshriek

Lash of Submission

Soul’s 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