CREDITS Cover Art: Sam Manley Art: Helge C. Balzer, Tarik Boussekine, JG O’Donoghue, Bartłomiej Fedyczak, Wesley Gardner, Dániel Kovács, Sam Manley, Felix Tisch, Erin Rea, Stefan ‘Storykillinger’ Ristik, Siman Vlaisavljević Writing & Game Design: Tim Cox, Micheal Duxbury, Jeff Hall, Tim Huckelbury, Jordan Goldfarb, and Thurston Hillman. Graphic Design & Layout: Rory McCormack Editors: Bob Davis and Christopher Walz Managing Editor: Síne Quinn Senior Producer: Emmet Byrne Developer: Zak Dale-Clutterbuck Proofreader: Lynne M. Meyer Cubicle 7 Business Support: Anthony Burke, Elaine Connolly, Donna King, Eileen Murphy, and Kieran Murphy Cubicle 7 Creative Team: Dave Allen, Emmet Byrne, Zak Dale-Clutterbuck, Dániel Kovács, Elaine Lithgow, TS Luikart, Rachael Macken, Rory McCormack, Dominic McDowall, Sam Manley, Pádraig Murphy, Ceíre O Donoghue, JG O’Donoghue, Síne Quinn, and Christopher Walz Publisher: Dominic McDowall Special thanks to the Games Workshop team. No part of this publication may be reproduced, stored in an retrieval system, or transmitted in any form by any means, electronic, mechanical, photocopying recording or otherwise without the prior permission of the publishers. Warhammer 40,000 Roleplay: Wrath & Glory © Copyright Games Workshop Limited 2021. Warhammer 40,000 Roleplay, the Warhammer 40,000 Roleplay logo, Wrath & Glory, the Wrath & Glory logo, GW, Games Workshop, Space Marine, 40k, Warhammer, Warhammer 40,000, the ‘Aquila’ Double-headed Eagle logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or ™, and/or © Games Workshop Limited, variably registered around the world, and used under licence.
Cubicle 7 Entertainment and the Cubicle 7 Entertainment logo are trademarks of Cubicle 7 Entertainment Limited. All rights reserved. Wrath & Glory originally designed by Ulisses North America
2
The Forsaken System Player’s Guide is based on work by Darren Bowley, Ben Counter, Aaron Dembski-Bowden, John Dunn, Bill Keyes, Michael Merrell, Darren Pearce, Ryan Powell, Stephen Rhodes, Andy Smillie, and Ross Watson
CONTENTS
I
BACKGROUNDS
Canoness Jeanne Grace D’emysa .80 Farseer Lanriel Taranlys...............82 Ferianwyr, the Emerald Princess...84
V
ENDEAVOURS
Warboss Vazdrok Spikey-Smasha. 86 Chaos Lord Maloquence................88 Introduction ..............................131 Introduction....................................4
IV
CHARACTER OPTIONS
Avachrus.........................................5 Nethreus.......................................12 Ostia ............................................17 Enoch ...........................................22
Performing Endeavours .............132 Events .......................................133 Duties & Responsibilities............135 General Endeavours ..................137 Faction Endeavours ...................140
Gilead Primus ...............................27 Charybdion ...................................33 Introduction.................................90 INDEX........................................143
II
FACTIONS
Species Ogryn ....................................92 Ratling...................................94 Kroot .....................................96 Archetypes
Sister Repentia.....................100
Introduction ................................39 Dialogus...............................101 Order of the Sanctified Shield ......40 Imagifier..............................102 Machine Cults of Avachrus...........42 Seraphim .............................103 Ecclesiarchy of Enoch ..................44 Canoness.............................104 Guard Regiments of Gilead ..........46
Astartes Apothecary.............105
Remnants of the Inquisition ........48
Astartes Chaplain ................106
The Varonius Dynasty .................50
Astartes Librarian................107
The Absolvers .............................52
Primaris Reiver ...................108
The Administratum .....................54
Tech Adept...........................109
Craftworlders of Ul Khari .............56
Sicarian Infiltrator ...............110
Greensteel Corsairs ......................58
Sicarian Ruststalker.............111
Da Blood Axes! ...........................60
Tech-Priest Dominus............112
Traitors of the Rift........................62 Confessor ............................113
III
PATRONS
Ratling Sniper......................114
Ogryn Warrior......................115
Bullgryn ..............................116 Lexmechanic........................117 Interrogator..........................118
Kroot Mercenary .................119
Introduction ................................64 Wargear Archdeacon Merramar Clade.........65
Melee Weapons....................120
Archdomina Axekra Vakuul.........67
Ranged Weapons.................122
Master Eshgar Quintus Lorae ......70 Armour ...............................124 Novator Octavia Omincara........... 72 Equipment...........................125 Ordo Malleus Inquisitor
Augmetics............................128
Tytrona Dikaisune ...................... 74
Librarius Discipline..............129
Brevet Captain Akahir .................77
3
INTRODUCTION USING THIS BOOK
led by magnanimous figureheads. These souls — or
The Forsaken System Player’s Guide is a useful
of the Gilead System. Each Patron has Frameworks and
resource for players and Gamemasters of Warhammer
mission ideas to kickstart your adventures working
40,000 Roleplay: Wrath & Glory. Packed with
for a formidable figure. With detailed information on
fascinating facts on the Gilead System’s people, places,
Patrons, this chapter provides deep insight on the
and organisations, it’s the perfect guide to enhance
Gilead System’s major figures and turbulent political
your enjoyment of Wrath and Glory.
situation.
Chapter 1: Backgrounds
Chapter 4: Character Options
The Gilead System is a bastion of faith in the Emperor trapped in Imperium Nihilus by the colossal Warp
The Gilead System is rife with diverse creatures
storm known as the Great Rift. This chapter focuses
desperately vying for survival, including stable
on its six most populous planets, detailing their major
strains of mutated Humans, genetically enhanced
industries, war-torn histories, powerful organisations,
and mechanically augmented death machines, and
and political intrigues. Filled with a wealth of
strange xenos from across the galaxy. This chapter is
entertaining adventure hooks, Chapter 1 is an ideal
jam-packed with options for character creation as well
introduction to life in this strange system for both GMs
as three playable Species: the diminutive abhuman
and players alike.
Ratlings, the abhuman barbarous Ogryns, and the
Chapter 2: Factions
savage mercenary xenos known as the Kroot. Each Species has unique Backgrounds and Objectives,
In a future wracked by war, most are forced to choose
and special rules for the bizarre biological mutations
a side or die alone. The Gilead System’s fractious
unique to the Kroot. With twenty Archetypes from
Factions each pursue their own goals, sometimes in
across seven Factions, including additional Wargear
alignment, but more often coming to dramatic blows.
used by these Species and Archetypes, these options
Understanding these Factions may be the difference
add extra impact to any game.
between life and death when dealing with the strange characters of the 41st Millennium. This chapter details the purpose, training, and political relationships of
Chapter 5: Endeavours
Even the mighty warriors that inhabit the myriad
each of the major Factions, forming a helpful guide for
battlefields of the 41st Millennium have a brief respite
both players and GMs when building and roleplaying
from war occasionally! This set of optional rules are
characters, as well as creating seeds for exciting
designed to aid you in roleplaying the time between
adventures.
your characters’ adventures or between gaming
Chapter 3: Patrons
sessions. Chapter 5: Endeavours provides rich storytelling opportunities to allow your characters to
In the 41st Millennium, powerful individuals may
pursue their personal goals, and confer benefits from
decide the fate of untold trillions. Powerful armies,
them during play.
major Factions, and even entire planets are ruled and
4
those that work for them — may well determine the fate
BACKGROUNDS Millennia have passed since the Gilead System was first liberated from heretical infestation, but though
AVACHRUS
numerous Imperial organisations have settled on its six habitable planets in that time, its history has been
Tidally locked in a close orbit around the Gilead star,
tempestuous. Cut off from the Imperium by the Great
Avachrus is a world of contradictions. The sun side
Rift, the Gilead System now faces its greatest challenge,
of the planet has blistered with an unlivable heat for
standing as a bastion of Imperial purity against the
millenia, and yet crawls with the activity of heavily
inescapable ruin of Chaos.
shielded servo-haulers harvesting vital minerals. The night side (that faces away from the star) is a strip-
This chapter gives an overview of the key planets of
mined wasteland that seethes with malign xenofauna
the Gilead System, detailing their major industries,
adapted to permanent darkness.
histories, organisations, and the political relationships both on each world and between the planets. This
In stark contrast to the unlivable wasteland of the
information can be used by both players and GMs to
surface, the caverns beneath the bizarre crust of the
inform character backstories and to help illustrate the
Forge World teem with industry. Those who take one
setting of Wrath & Glory, and is filled with adventure
of the colossal slave-driven elevators down from the
hooks to inspire the perilous encounters your party
temperate equatorial zone find themselves in continent-
will face.
sized caverns suffused with the industrialised cities of the Mechanicus. Each subterranean metropolis produces its own weather system, cycling through acid rains and billowing clouds of smog-birthed fog.
5
Even this harsh weather is a welcome respite from
of augmetics as symbols of status, and the zealous
the cloying heat generated by constant industry and
hatred of innovation or any subversion of the status
carefully contained rivers of magma flowing to the
quo are values etched into the mind of every Avachrun
ever-active forges.
from birth. Whilst logic is valued and emotion muzzled,
The forge cities house the population in complex webs
feelings are never absolutely suppressed.
reverence and zeal amongst the faithful mean that of plasteel buildings connected by precarious walkways. The natural rocky surfaces are covered with orderly cubes of Mechanicus temples and manufactorums. Subterranean tunnels weave below the cross-crossing catwalks as tectonic fragdrills bore through the ground.
Sols of Toil
Life beneath the surface of Avachrus would be
There is no concept of day or night on
impossible without the Eternal Engines, arcane relics
the tidally locked surface of Avachrus, let
from the Dark Age of Technology protected by a
alone in the subterranean caverns beneath.
shadowy cabal of Tech-Priests known as the Suspire.
Millions of lumens keep each forge city
The Eternal Engines are scattered across the blasted
permanently bathed in a sickly light. Though
surface of Avachrus, each ventilating a subterranean
most members of the Mechanicus have long
cavern that houses a smog filled forge city, forming
surpassed the need for sleep through the use
a system known as the Hestian Web. Though the
of holy augmetics, their religious devotion
arcane technology of the Eternal Engines ventilates
to efficiency means they still track time and
and powers the forge cities below, tireless industry
the shifts of their numberless servants. In
ensures the air is thick and viscous with pollution.
the wake of the Chronostrife, the Machine
Most hereditary workers have lived their entire lives
Cults of Avachrus have decided to honour the
with augmetic rebreathers, and view unmasked faces
homeworld of the Mechanicus and unilaterally
as unusually naked.
agreed that they would track time in Martian Sols. This decision has proved unpopular in
Every Imperial on Avachrus is a cog in a titanic
principle with the Administratum, though
machine. The society of Avachrus is a reflection
they cannot deny the results — when
of the technology they venerate — impenetrable,
the Mechanicus measure their own time,
archaic, and understood fully only by those at the
productivity increases.
top. From the outside, the mysticism of the TechPriesthood may seem simplistic: the hierarchy of the Adeptus Mechanicus is somewhat linear, and they rule completely over the unwashed millions that serve their will in the name of the Omnissiah. In truth, the Mechanicus are a fractured Faction of a thousand permutations of their creed. For all the citizens of Avachrus religious worship and work are as one. Preserving the Motive Force, ensuring sacred technology is maintained, and paying their tithe to the Imperium are all pious acts. As such, every waking moment is dedicated to toiling in the name of the Omnissiah. On other worlds of the Imperium, time for prayer might be a sanctified part of each citizen’s day, but on Avachrus ritual and servitude are combined. Most are unaware of any other way of life, or indeed life on the surface of a planet. The pursuit and exchange of valuable knowledge, the veneration
6
INDUSTRY Avachrus is the manufactorum of the Gilead System, providing to its neighbouring planets imprisoned in the Great Rift everything from tools of war to cogitation engines. Almost every piece of weaponry more advanced than a simple sword hails from the forges of Avachrus. Though primitive slug weapons and simple, mass produced pattern weapons like lasguns can be produced en-masse by the hives of Gilead Primus and Charybdion, even that would be impossible without closely guarded knowledge from the vaults of Avachrus.
Adventure Hook: Recruitment Shortcuts The common citizens of Avachrus all dream of joining the lofty ranks of the Adeptus Mechanicus, but know that only the brightest, most talented, and luckiest amongst them will be selected to become Tech-Adepts. A much easier route to greatness is through becoming a Skitarii after suffering a horrendous injury in service of the Machine Cult, though most that suffer such fates will aid the Omnissiah as lobotomised servitors. The Cog’s Teeth, an enterprising gang in forge city Belaxia, are offering a quick route to becoming a Skitarii. For a cheap exchange of augmetics, weapons, or other valuable technology, the Cog’s Teeth will ensure you have an unfortunate — but never deadly — accident. Some of these desperate labourers join the unfeeling Skitarii legions, but most ultimately serve the Mechanicus as servitors or corpse starch. Of course, this information is not widely known, and the mind-wiped Skitarii legions are unable to report on their previous lives. The Cog’s Teeth are a relatively new gang with unknown motivations. Rumour has it Archdominus Belaxia would pay highly to know what, or who, is pulling their strings.
7
Vehicle parts constructed by laborers on Gilead
constantly hungers for more essential minerals.
Primus have their complex systems assembled in the
However, even savvy Tech-Adepts are aware that the
manufactorums of the forge cities, then fueled with
precious alloys and ores they rely on are becoming
promethium refined on Charybdion. Every Imperial
harder and harder to find, and that continued use of
Faction looks to the forges of Avachrus to provide their
their colossal tectonic fragdrills could cause permanent
advanced weapons, armour, and vehicles to support
damage to the planet’s structure. Most crucially of all,
their perpetual wars — even the vox systems that allow
the Suspire must maintain the Eternal Engines, and
the Munitorum to demand forge city Belaxia increase
are allowed free reign to do so.
plasma weapon production are made on Avachrus. Voidships are repaired at a glacial pace on the orbital ring that surrounds Avachrus, as the technology required to build them is long lost. Only the Adeptus Mechanicus are permitted to construct cogitators, dataslates, and other computing devices to ensure no Abominable Intelligence is accidentally created.
Adventure Hook: The Endless Grind
Despite the many wonders that flow from the forges
Mining on Avachrus is an essential but
of Avachrus, its greatest export is arguably knowledge.
despised assignment. Digging for ores with
Tech-Adepts are inducted and trained with production
tools — or, as is often the case, by hand —
line speed and shipped to the other planets of the
is exhausting and dangerous work. Worse
Gilead System to oversee projects. From rockcrete
still are the duties of those that support the
manufacture in the hives of Charybdion to lasgun
tectonic fragdrills, as miners must work
assembly on Gilead Primus, the Mechanicus outsource
in close proximity to the colossal drill bits
as many low-tech tasks as they can to meet the
to dislodge blockages and collect valuable
overwhelming demand for technological supplies.
ores. Magos Aes-Incoquo, a devoted servant of Archdominus Belaxia, is tasked with
Beyond the blessed few inducted into the Tech-
overseeing the expansion of mining operations
Priesthoods of the Mechanicus are the millions of
on Avachrus, and frequently harvests the bio-
uneducated vassals and thralls that serve them as
electricity from thralls to ensure the tectonic
manual laborers. The zealous culture of Avachrus
fragdrills function at their peak.
ensures there are always hordes of hereditary servants eager to toil to serve the Omnissiah. Most hand crank
Despite the high death rate amongst miners,
manufactorum machines, hammer materials together,
a fervent cult known as the Fathomless Faith
or simply carry heavy loads for their Mechanicus
has sprung up amongst them. Members of the
masters. Whenever the populace dissents or is
cult cover their bodies in complex interwoven
injured by one of the many catastrophic industrial
skinplants that shed consistent lavender
accidents, the Skitarii legions are deployed to ensure
light on their work, and are seemingly more
mass lobotomisation protocols are followed and new
dedicated to gathering ore and creating
servitors are created where possible.
tunnels than they are to the Omnissiah. The Fathomless Faith have bolstered the number
Almost every augmetic in the Gilead System is
of purple-hued miners available to Aes-
produced on Avachrus, and their cultural significance
Incoquo, but though the Magos can happily
has led to a thriving underground market. Ambitious
report increased speed, the material produced
thralls and disgraced former Mechanicus members
has remained at a suspiciously stable rate.
alike skulk in the shadows of forge cities, operating
Magos Aes-Incoquo believes the Fathomless
unsanctioned chop-shops to provide scrap augmetics
Faith must be stealing the valuable ores,
to desperate and injured citizens.
and needs someone to investigate the cult, especially as reports have reached his many
8
Huge swathes of the population, Tech-Priests and their
cogitation systems of members being sighted
minions alike, work simply to maintain the status quo.
loitering near the space elevators that lead to
Entropy is one of the greatest enemies of production on
the orbital ring.
Avachrus. Mining is constant as the maw of industry
HISTORY
During the Age of Apostasy, Avachrus stood stubbornly
When Explorator Fleet Tsuruoka rediscovered the placid
from Ostia were poisoned, and onboard death cultists
resolute against the Ecclesiarchy. Shipments of food
Gilead System sometime in 92.M32, its Archdominus
flooded the streets. Amidst fierce resistance, thousands
pounced on the seemingly barren rock of Avachrus.
of deaths, and mass starvation, Avachrus shut down
Though many records on initial activity in the area
all interaction except for Nethreus, Charybdion, and
have been redacted or lost amongst the tides of time
the Vow of Absolution. The details of these slights
in Administratum data vaults, it is known that many
have been lost to the sands of time, but the enmity
lives were lost to colonize harsh Avachrus. Some point
remains to this day.
to the need for a Titanworks to slay the megafauna of Gilead Primus and Nethreus as justification of this the decisions of the past. Initial records of Avachrus redacted or discarded, as time and industry have razed their surfaces beyond recognition. The Gilead Crusade proved a boon to the Machine Cults
FACTIONS PATRONS CHARACTER OPTIONS
mass sacrifice, and few in the Imperium dare question and its twin moons, Odo and Uru, have largely been
BACKGROUNDS
Adventure Hook: Eternal Suffering
of Avachrus, as Skitarii legions and Sicarian killcades
The Administratum have shown concern
marched out to capture and lobotomise heretics to
over the increasing numbers of Skitarii and
bolster their servitor mines and harvest bio-electricity
laborers requested by the Suspire, but ancient
to fuel their technology. Even 8,000 years ago the
dictates on Avachrus prevent any form of
Magi of Avachrus were attempting to court the Knights
intervention. The stern Adept Hadriana needs
of Nethreus, fervently building Sacristan Forgeshrines
a team to investigate what happened to the
for the forces of King Farlin Acasta III. Some speculate
ten thousand tech-helots sent to the Eternal
the distraction of war was enough to prevent the
Engine supplying the forge city Anacite —
mining on Uru from destroying the moon entirely, but
its Suspire representative, Magos Militium,
none could doubt their zeal in eradicating any threat
has requested double the amount of helots
to their new holdings. On occasion, this zeal was seen
without explaining the huge power surges
as too extreme even to Julyana Gilead, who curtailed
that are assailing the city.
ENDEAVOURS
a Mechanicus plan to burn the fields of Ostia to starve enemy traitors before it engulfed a second continent. As the system recovered from the Gilead Crusade, the true value of Avachrus became apparent: the archeotech wonders of the Eternal Engines. These titanic machines remain a mystery to the Magi of the Mechanicus even after millenia of study, though their purpose was revealed through tragedy: when the first Engine failed, the population of foundry-forge Illiarch lost 89% of the Motive Force that sustained it, and all ventilation systems ceased simultaneously. Ever since, the Eternal Engines have been fastidiously protected by the Suspire, a shadowy cabal of TechPriests beyond the control of the Fabricator General. Skitarii and void-shielded vehicles are commissioned in ever greater numbers by the Suspire to ensure the upkeep of the Eternal Engines, each on the precipice of permanent decay. Thought to harness the power of the Gilead star’s rays, the machinery locked on the surface malfunctions more than ever, causing deadly brownouts for the forge cities below.
9
ORGANISATIONS
The union of industry, labour, and religious devotion
As a Forge World, Avachrus is literally owned by the
there. Each forge city is home to thousands of minor
on Avachrus extends to the organisations that work
Adeptus Mechanicus. Though they are nominally ruled
churches, each focused on the niche knowledge
by their Fabricator General, the wide range of sacred
needed to praise the Omnissiah as purely as possible.
knowledge
each
Tech-Priest
obsessively
collects
invariably leads to differences of opinion. Private wars
The Church of Iron Sighs in Belaxia produces masses
rage as puritans decry the Kastellan Robots employed
of ferrocrete inlaid with binary litanies. In the forge
by Kharnian sects in the forge city Versh. Omnissiads
city Mercur, the Abbey of the Immortal Mind labors
shirk their work to sneak to the surface Titanworks
tirelessly, conducting month long rituals to ensure
of Kauradar, beginning earnest attempts to construct
every cogitator they produce is animated purely by a
a physical body for the Omnissiah. The churches of
Machine Spirit, and never an Abominable Intelligence.
Fulgrite and Corpuscarii Electro-Priests cause more
The Auger systems produced by the Chantry of the
altercations than any others, and in some cases have
Omnissiah’s Eye have gradually become larger and
been servo-hauled to different locations to limit death
less effective as its Tech-Priests regress to more
tolls over philosophical disagreements.
trustworthy, traditional mechanisms.
Despite dissent between adherents of the Omnissiah,
Despite the variety and prowess of production-focused
the utterly logical minds of their military forces
organisations on Avachrus, there are few focused
unite
on trade. Most agreements are either millenia old or
without
difficulty.
Skitarii
legions
guard
manufactorums and shrines from intrusions by
pragmatic necessities begrudgingly authenticated to
tech-gangers and heretics, and utilise their resilient
serve the Varonius Flotilla in these desperate times.
augmetic bodies to patrol Avachrus’s harsh surface. Combat servitors and grotesque Kataphrons are kept
Gangs are few and far between amongst the forge
inactive in darkened storage warehouses between
cities due to the monopoly the Tech-Priesthood holds
shipments to warzones. Killcades of Sicarians are
over every life on Avachrus. However, tech-gangs
dispatched to missions across the system, supporting
of zealous faith or opportunistic drive war for work
the Knights of House Acasta to garner support from
throughout the forge cities. Many indentured workers
Nethreus whenever possible.
are identified by skinplants or specific augmetics. This has led to some gangs harvesting body parts — mechanical and organic — from others to steal their work and ensure a better place in Avachrun society. Electoos and back alley augmetics make many of the lower classes barely identifiable as Human. Those that venture to the wide catwalk streets that link habs to forges will often be accosted by menials with makeshift wheels instead of legs begging for alms, or thugs with glowing, strangely coloured skin covered completely in interlacing circuit-like tattoos.
10
POLITICS
Trade with the Ecclesiarchy of Enoch has been stunted
The Machine Cults of Avachrus hold complete
to the Mechanicus, and as such they have sent fewer
for centuries; the Shrine World produces little of value
sway over the planet’s politics. Though internal
and fewer Tech-Adepts to oversee their rockcrete
disagreements between the cults cause minor scuffles,
manufactorums, contributing to the crumbling state of
they are inconsequential compared to issues beyond
Enoch’s minor shrines.
the crust of Avachrus — at most, only a million have
BACKGROUNDS FACTIONS
died in disagreements over the exact limitations
There are those who claim the mountainous monument
of Abominable Intelligence. Younger generations
to Saint Dermia was once a depiction of the Omnissiah
of Adeptus Mechanicus, those that have lived two
that was bastardised during the Great Apostasy, a
centuries or less, have started to favor a pragmatic
slight the Mechanicus would never forgive. Since the
approach to invention and innovation due to their
emergence of the Great Rift, Enoch at long last has a
current situation and the arrival of the Primaris
resource to barter with Avachrus: refugees indentured
Astartes, yet none flagrantly oppose the traditions that
as labourers or lobotomised to provide more servitors.
PATRONS CHARACTER OPTIONS ENDEAVOURS
their order have held for millenia. Fabricator General Belaxia is at the forefront of this divide in thought — she is actively working with the Varonius Flotilla, and some say attempting to leverage freedoms to research Aeldari weaponry. Whether her strange, steel-nosed approach to furthering Avachrun power will widen the divide between staunch Mechanicus puritans and their younger counterparts is unknown. Sicarians are shipped to Nethreus as frequently as
Adventure Hook: Faces of Faith A strange sect has been spreading amongst
House Acasta will allow. It is an open secret that
the organisations of Belaxia, and its members
Belaxia wishes to court the Knight House, and is
are easily identifiable — they all share the
Varonius’ greatest ally in doing so. House Acasta
same face. The lack of passion for aesthetics
have long tolerated the interference of the Mechanicus,
typical to Avachrus has ensured this is not
knowing it is necessary to maintain their machines,
a huge problem, as every member has kept
but this dependency may be warming to friendship.
their name, and they claim the face is based on that of the Omnissiah. Some have noted
Promethium fuels the majority of Imperial technology,
a slight change in behaviour, suggesting that
and as such is of dire need on Avachrus. The close
others make the same face conversion and
bond between the Forge World and Charybdion was
join them in their unified worship, breaking
formed on this basis, fueled by their mutual distrust
down barriers of belief to form a cohort united
of the Ecclesiarchy.
in ideals and appearance.
Even with the support of the Eternal Engines, the
The true source of this sect is sinister — the
metallic environment of a forge city is almost inimical
conversion is forced on unwary citizens, and
to life. The only local food sources are humongous
involves both facial augmetic surgery and
fungal growths that thrive on pollution, and the slurry-
extensive mind-wiping. The timing of the
like corpse starch produced in concert with the fearful
sect’s upsurge coincides with the discovery
Ecclesiarchy enclaves in each forge city. Fortunately,
that a perverse artefact known as the Mask of
the citizens of Avachrus view the sensation of taste
Unity was stolen from a stasis vault.
as unimportant, and stomach bitter gruel as their exalted Tech-Priest masters funnel nutrient rich paste through their sustenance rigs. Due to this, and the devotion of Ostia to the Ecclesiarchy, there is little to no relationship between them, save for the seemingly charitable desire of the Mechanicus to improve production on the Agri World.
11
The righteous Adepta Sororitas, caught between the Inquisition and the Adeptus Ministorum, are almost
NETHREUS
always suspicious of those from Avachrus, though the Sisters Hospitaller rely heavily on the medical supplies
To the citizens of other worlds in the Gilead system,
produced in the forge city of Llurgica. Similarly, the
Nethreus appears as a brief image of a potent Knight
pious Gilead Gravediggers maintain a minor distrust
war-engine standing guard over toiling workers, if it
of the ‘cogfolk’, but know better than to voice their
appears at all. This simple image is both more and
misgivings, lest they find their armouries empty, and
less than the truth. Amidst the tectonic turmoil and
be forced to fight with shovels instead of lasguns. Only
constant volcanic discharge of Nethreus’s unstable
the Absolvers truly accept and appreciate the Adeptus
geology, a tightly-knit and unyielding society has
Mechanicus of Avachrus, sharing a distaste for the
emerged. Based around the heirs to Freeblade Knights
wasteful Ecclesiarchy of Enoch, and understanding the
deployed in the Gilead Crusade and their support
value of weapons, vehicles, and their own Techmarines.
personnel,
these
elements
formed
a
seemingly
unshakeable foundation for the society of the newlyThe Administratum operate in small numbers on
claimed world. Yet with the emergence of the Great Rift
Avachrus, desperately attempting to catalogue the
and the fears of abandonment by the larger Imperium,
perpetual production lines of the forge cities. Their
new fault lines run through all Nethreun social strata,
task is thankless, endless, and likely impossible.
threatening to cast it all into the abyss.
Rumors spread of scribes attempting to sabotage manufactorums temporarily, simply so their scribes
The core of Nethreun society revolves around the
can catch up on their recordings, though their efforts
concerns of survival on a planet in constant, violent
are ultimately futile as they too will have to document
flux. Contrary to their world’s nature, social roles
the impact of their actions.
are strict and rigid, defined by a system laid in place millennia ago. It is a commonly-held aphorism that anyone not doing their assigned part to make Nethreun social structures and industries function is a destabilizing element, an impurity in the molten ore that forms their livelihood and their greatest fears.
Adventure Hook: Apostate Martyrs
Thus, two fears motivate Nethreun workers more than anything else: the fear of the hellish volcanic crucible outside the shielded dominions, and that of not measuring up to the standards necessary to keep the hostile environment at bay.
The emergence of the Great Rift is the greatest catastrophe to ever strike the Gilead
Each of the Nethreun dominions, as their shielded and
System, and many feel it is a punishment
tectonically anchored fortress cities are called, is a realm
for the population’s lack of faith. One radical
unto itself. Mounted on artificial adamantium bedrock
Confessor in particular, Homeros Vecht, is
and enclosed by vast void shields, the dominions are
attempting to stoke hatred for the Adeptus
the only truly stable features of the planetary surface,
Mechanicus with parades on Enoch. Magos
where even vast mountain ranges are only temporary
August-5 has discovered a fringe Mechanicus
adornments of the crust. Travel between dominions
plot to direct a Sicarian Killcade to assassinate
is limited, as vast ash storms and voltaic discharges
Vecht during one of these parades, but believes
threaten aerial transit. The only regular commerce
this will only make matters worse, and needs
between dominions is by means of land trains, vast
a team to quietly prevent the murder.
macro-haulers that lay a track of adamantium before them as they travel and remove it as they pass. These trains serve as dominions in miniature, and have many of the same protections guarding their crews, who serve for life and see them as home.
12
Guarding dominion and land train alike are the Knights of House Acasta, without whom no discussion
INDUSTRY
of Nethreun society would be complete. Nobles sworn
Although Nethreus is primarily renowned off-world
to service by hereditary oaths and the demands of
for the Knights of House Acasta, most of the populace
the Thrones Mechanicum, they nevertheless find
consider the mineral-rich planetary crust the planet’s
themselves becoming increasingly insular and drawn
greatest resource. The world’s constant geological
into petty scheming as, since the advent of the Great
churning frequently exposes new lodes of rare and
Rift, their society turns away from the larger Imperium.
valuable ores, many of which are vital to maintain the
Yet for all their faults, the Knights remain Nethreus’s
fortified foundations of the dominions and the armored
surest protectors, providing succour and protection
bulwarks of the void shield generators that keep the
against threats whom even potent void shields are
devastating megafauna at bay. When such resources
useless. In their hands, and in the armaments of their
become available, a great mobilisation of armoured
Knight steeds, lies the fate of their world
mining rigs and cargo haulers hurries to the site, under the watchful protection of an Acastan Knight, to seize
BACKGROUNDS FACTIONS PATRONS CHARACTER OPTIONS ENDEAVOURS
and process as much ore as possible before the planet’s violent activity once more submerges the bounty.
Adventure Hook: Rebels in the Knight In
the
manufactorums
of
a
What does not go to maintenance of the dominions’ bulwarks and foundations goes to repairing House Acasta’s Knights, so little of this mineral wealth is seen off Nethreus.
Nethreun
Those not involved in the dangerous business of
dominion, quotas are not being met, leading
mineral claims beyond the protection of a dominion’s
to civil unrest. Enough is being produced to
boundaries are almost invariably involved in the
meet basic needs, but the lack of surplus for
processing of the resultant ores. Foundries across
trade and stockpile is causing many in other
the planet smelt and refine thousands of tons of
roles across the dominion to blame the factory
mining proceeds every day to meet the demands
workers as weak and undeserving of their
of the manufactorums. These great factory hubs
lords’ protection. A secret society of hereteks
in turn produce everything the planet needs, from
is the source of the problem, as they steal
new components for vital technology, to exquisite
parts to build their own blasphemous engine
showpieces of gems and precious metals for the
of war in mockery of a Knight. However, the
planet’s numerous Barons, to excavators for the
social strife they leave in the wake of their
harvest of world root, to weapons for House Acasta’s
operations may impede any investigations to
enforcers and keepers of law and order.
find the terrible machine.
13
Small amounts of these manufactured goods and surplus
metals
are
occasionally
traded
beyond
Nethreus, finding their way into the markets of Gilead
HISTORY The heritage of Nethreus and its Acastan rulers goes
Primus or the tech-shrines of Avachrus, but the supply
back to the Gilead Crusade, where the freeblade Knight
is limited and unreliable.
Acasta won great renown on the front lines. By the time
Thus the Gilead System at large either remains largely
Acasta’s adamantium steed, Knives of Ivory, was
the crusade prepared to move on from its initial victories, unaware of Nethreus’s mineral bounty, or knows
battered nearly beyond functioning, but by its sacrifice
of it in a purely academic sense that does not factor
had many victories been won. Acasta herself retired
into most economic or political calculations. Certain
from active duty and was awarded custodianship of
Factions of the Tech-Priests of Avachrus are the most
the last unclaimed world in the system, where several
prominent consumers of Nethreus’ limited ore surplus,
of the crusade’s other Freeblades swore themselves
though they are never satisfied with the amount on
to her service and began the lineage of House Acasta.
offer. When House Acasta’s lords must deal with
Though the honour granted to Acasta and her vassals
other worlds of the Gilead System, they have little to
was great — if perhaps less great, so too were the
offer in terms of trade goods. Instead, they pay for
challenges. It took long decades of effort before the
their people’s needs with the service of their Knights.
barest trace of Nethreus was truly pacified and the
The devastating barrages of Acastan war engines in
foundation of the first dominion laid down. Acasta
battlefields across the system and beyond have served
herself passed before seeing her world’s promise come
to purchase surplus grain from Ostia and complex
to fruition. Yet through her line, the Throne of Ivory
technology from Avachrus on numerous occasions.
Knives was passed down to rule Nethreus.
On occasion, a trend sweeps House Acasta for offworld fashions, leading to a flurry of imports for Gilead
As more dominions were founded, House Acasta grew
Primus, but the lords of the house have not been
in prestige and responsibility. More vassals came,
seized by such a whim for over a century.
forming the lesser nobility of the Acastan League, who managed the affairs of far-flung dominions. Further, the Imperial tithes were levied on the fledgling world as soon as it could support them, if not before. The
Adventure Hook: Rotten Roots
service of Acastan Knights fulfilled many of these
The incredibly hardy world root is the only plant
and Ostia, whose inhabitants many saw as living safe
known to survive and thrive in Nethreun soil,
and indolent lives.
obligations, but there were also other demands over time, for ores, labour, and even vital technology. The Nethreun people bore these trials unflinchingly, but looked with envious eyes at worlds like Gilead Primus
and it forms the core foodstuff of the natives’ diet. Now, a never before-seen blight in the
Since the onset of the Noctis Aeterna, the gulf between
previously impervious crop risks planetary
Nethreus and the Gilead System has only grown wider.
famine if not investigated and contained.
House Acasta’s Knights are ever in demand to fight
Preliminary samples of blighted world root
off dangerous encroachments, and less food and aid
shows signs of an outside contaminant. The
is available to provide in recompense. The arrival of
crisis is the work of an Interrogator of the
the Varonius Flotilla brought little encouragement to
Inquisition, who hopes by destroying the core
the dour Nethreuns, who saw the outsiders’ promises
Nethreun food supply to force the stubborn
as more demands on resources already stretched to
populace to rely on trade with the rest of the
breaking point. What the future holds for Nethreus
Gilead system. Unknown to the Interrogator,
and House Acasta remains to be seen, but without
their work is being aided by the influence of
great tact and diplomacy, the possibility of a growing
Nurgle, and their planned cure for later use
divide between Nethreus and the rest of the Gilead
will only accelerate the blight due to the Chaos
system seems ever more likely.
contamination in its formula.
14
swore themselves to the Throne of Ivory Knives, to petty hangers-on at the Acastan Courts granted titles for some ingratiating deed or another. Beyond the
Adventure Hook: Fallen Guardians
Knives presides, each dominion is ruled by a Baron
A new movement spreading across all strata of
titles, status, and the choicest finds of ore and other
capital of Nethreus Majoris, where the Court of Ivory of the League and their household. The Barons spend much of their time scheming amongst each other for
Nethreun society has become of concern to the
resources. However, as the bloodline of Acasta grows
lords of Gilead Primus and the representatives
thin and the number of heirs dwindles, they also have
of the Varonius Flotilla. Originating in the
begun to set their sights higher, towards the Court of
Lismel Dominion, those who have embraced
Ivory Knives and the throne therein.
it claim that the lack of tithe-ships arriving from beyond the Great Rift means that Terra
Below the nobles are the innumerable workers of the
has fallen, the claims of Jakel Varonius
dominions, who largely fall into one of three categories.
notwithstanding. Furthermore, they warn
The first are the miners who venture beyond the
that without enforcement from Terra to keep
dominions’ protection, working with the crews of land
them in line, no off-worlders can be trusted.
trains to secure resources for the manufactorums and
The movement serves as cover for heretical
smelteries. The second are the workers and artisans
leanings and piratical deeds among the rulers
who crew those same facilities, creating an endless
of Lismel, who have been allowing land
stream of worked goods to repair and refit what the
trains to falsely disappear near their lands so
planet’s turmoil wears down and to amuse the whims
they can steal the resources to further their
of the Acastan nobility. The remaining workers tend
own ends.
BACKGROUNDS FACTIONS PATRONS CHARACTER OPTIONS ENDEAVOURS
the subterranean grow-domes of world root set beneath the foundations of the dominions. Those who cannot work mining, manufacturing, or
ORGANISATIONS
growing food (or who do not fit within Nethreus’ harsh strictures) are cast to the edges of the dominions, living in an ash-choked haze barely protected by the
Life on Nethreus is defined by rigid social structures
wavering energies of the void shields. They survive by
and hierarchies. At the very top of all local affairs is the
scavenging, begging, and the occasional theft, and live
High King, Vilmaar XIV, a descendant of Acasta herself.
the harshest lives of a harsh world.
Since the loss of contact with Sector, Segmentum, and Terran authorities, Vilmaar acknowledges no higher lord, and treats the Lord Militant merely as a distant peer. The High King’s status is betokened by the Throne
POLITICS
of Ivory Knives, which is said to be forged from the
Though most Nethreuns devote more thought to
adamantium wreckage of Acasta’s own Knightly steed.
labour and survival than politics, such matters are ever on the minds of the world’s nobles. The Barons
Below Vilmaar are the lords of House Acasta who
of the Acastan League are constantly jockeying for
share his bloodline, and the potent Knights in their
power and prestige, whether in the form of resources,
service. The true Acastan lords are themselves almost
favours, or simply the envy of their peers. Some even
universally pilots, and hold themselves apart from
speculate that the line of Acasta may soon end, and
the populace they protect, whether from the gilded
make preparations for their own ascension to the
windows of their palaces or the plasteel-rimmed
Throne of Ivory Knives. All such schemes and plots,
viewports of their steeds. However, they are few in
whatever their goal, take place under the watch of High
number, with the majority of Nethreus’ noble class
King Vilmaar, his courtiers, and their spymasters, who
comprising the Barons of the Acastan League. These
strive to weed out the most ambitious Barons and curb
range from descendants of later vassal Knights who
the most excessive and grandiosely wasteful gestures.
15
Also watching Nethreun politics closely are the Tech-
Yet for all this, at least they are still Imperial forces.
Priests of Avachrus. Though the Adeptus Mechanicus
The Knights of House Acasta have served on the front
avoids direct involvement in such volatile affairs, they
lines of innumerable battle fields, with the oldest pilots
eagerly watch for signs of surplus production in ores
even remembering crusades from before the advent of
and mineral resources that could fuel their technology.
the Noctis Aeterna. Through the experiences of those
Nethreus in turn looks to Avachrus for what its
who return from duty, Nethreus has developed a
own manufactorums cannot produce, the advanced
great animosity towards xenos, heretics, and traitors
technologies to maintain dominions, land trains,
without having seen any incursions onto their own
and Knights. Thus, Avachrus maintains a closer
world since the time of Gilead.
relationship with Nethreus than any other world has managed. This closeness has not gone unnoticed by
The great deeds of Acastan Knights against these
the Ecclesiarchy, already suspicious of the faithfulness
foes has filtered into local myth, and some fear the
of such an isolationist world.
vanquished may one day come seeking vengeance
The same closeness cannot be ascribed to Nethreun
Were the Varonius Dynasty’s dealings with the Aeldari
against those who have defeated them so many times. relations with the Varonius Flotilla. The Barons of
to come to light on Nethreus, it would likely cause a
the Acastan League see Varonius representatives
new tide of fervent isolationism.
as meddlers with no appreciation for the difficulties of Nethreun life, and those lower class citizens who
Though the Acastan House are loath to ask for anything
are aware of the Dynasty’s existence tend to hold
of their neighbouring worlds, the other Factions of the
an even worse opinion of them. To most Nethreuns,
Imperium would give willingly to Nethreus to garner
the Varonius Flotilla represents the worst excesses of
support, all knowing that reinforcements in the form
privileged and arrogant off-worlders.
of Imperial Knights would turn the tide of any battle.
Adventure Hook: Fool’s Honour Scav-dregs on the edge of Corthos Dominion have grown bold of late under the leadership of a former shift leader from the manufactorums named Aramir. They are encroaching on the hab-blocks where workers take their scant hours of rest. Workers returning to their habs are regularly finding them burgled by these dregs. Curiously, more than food and medicine are missing: the structures themselves have been stripped for parts, particularly those relating to the shielding and environmental plating of Knights. The scav-dregs of Corthos are attempting to repair the neglected habshielding surrounding the dominion, but the lords of Corthos have been enraged by the thefts, and may deploy their Knights against the dregs if the truth of the situation is not brought to light.
16
OSTIA
Limited remnants of an older way of life yet remain, but for how much longer none can say. Administratum surveys are in progress to optimise every Ostian biome
The Agri World
of Ostia appears a placid paradise,
for maximum yield of agricultural products, but the
with a vast array of differing biomes suitable for life,
process has been under way for centuries and no end
bountiful harvests capable of feeding untold millions,
is in sight. As such, some areas of the planet remain
and a population securely shepherded by the God-
cultivated in the ancient style that emphasises natural
Emperor’s adepts and ministers. This is a lie. In truth,
growth and native flora and fauna until Administratum
though its diversity of life is unparalleled in the Gilead
solves the particular problems they represent. However,
System, that ecological abundance has dwindled over
the workers here are placed in no less demand to meet
the centuries since the Imperial tithes in. It continues
their quotas than those in the vast monoculture grain
to shrink as yet more of the planet’s surface is
fields and grox pens. As the needs of the system and
converted to vast fields of grain and massive macro-
flotilla grow, agitation spreads across Ostia, growing
enclosures for penning innumerable head of grox. Yet
towards a breaking point.
BACKGROUNDS FACTIONS PATRONS CHARACTER OPTIONS ENDEAVOURS
even these measures are proving insufficient to the voracious needs of the Gilead System after the Great
Perhaps the only element of Ostian society that remains
Rift cut off access to outside supplies. The arrival of the
capable of appeasing and uniting the worn and uneasy
Varonius Flotilla only deepened these demands, as their
populace are the Ministorum adepts who walk among
shipboard stores soon ran dry. All the while, the simple
the fieldhands and farmers on behalf of the God-
farming life of the inhabitants has grown harsher and
Emperor (who some Ostians refer to as the Lord of
more demanding due to the increased production needs,
Dawn). As unrest increases, even the Ministorum is
while even less of their bountiful harvest is allotted to
not truly safe from retaliation and riot, but they still
those who produce it. In short, for all its seeming peace
enjoy a shroud of awe and reverence that protects
and plenty, Ostia is a world in crisis.
them from the worst of it, including targeted reprisal efforts. The brunt of hostility from weary farmers and would-be revolutionaries alike goes to the adepts of the Sortium who set the quotas, as well as the newly
Adventure Hook: The Ion Hastilude The Ion Hastilude is a tourney held by the Acastan League, a rite of passage for new
arrived Tech-Priests of Avachrus, hated faces of the newly incorporated reclamation efforts more widely known as the servitor farms.
INDUSTRY
Knights, and a proving ground for veterans.
For most Ostian citizens, life is defined almost entirely
The only prize is pride, though winners often
by the nature of the things they produce. Grain
receive prestigious positions, and losers
farmers find seasonal routines dictating the sowing
are left utterly broken. Unarmed combat,
and harvesting of their crops, while grox herders
sharpshooting and hunting all feature in the
find their highest priority is avoiding a stampede that
tourney, but knightly jousts are always the
could cost lives, or worse, valuable equipment. Given
most important event. By ancient tradition,
Ostia’s varied biomes and the vast demands of the
anyone may enter or sponsor a Knight. While
Gilead system, this creates a wide range of different
intended as a way to judge Freeblades, the
behaviours and rituals among its people. Of course,
Varonius Flotilla plan to use this rule to sway
some things remain universal — reverence for the
a Knight to their side, and improve their
God-Emperor in His role as the Lord of Dawn, endless
standing on Nethreus. They need a group
hours of back-breaking physical labour, and the
of diplomats to convince a Knight pilot to
constant attention and oversight of the Sortium.
support their cause — and perhaps sabotage their enemies.
17
The representatives of the Sortium still carry on
products of the local biomes. Farms, orchards, and
the task appointed to them by the Adeptus Terra
cattle yards radiate out from the Mega-Acreages, which
before the advent of the Great Rift: to ensure Ostia
are placed to offer maximised utility and efficiency in
produces sufficient food to secure the prosperity and
agricultural production and processing.
continuance of the Gilead system. Of late, accusations of corruption in the Sortium have grown, as workers see less food on their own plates and at the same time see increased quotas and more rigorous production
Adventure Hook: Luddite Strike
methods. Whether there is any truth to the claims that the Sortium hoards the choicest victuals and most plentiful supplies for themselves, they are known for cracking down on all obstacles to their goals, whether these obstacles are failed harvests, seditious
On a trip to Villam Fundus’ spaceport, a Tech-
rumours, or food riots. To the Sortium, all things have
Priest working in the reclamation efforts has
their proper place, and that of the workers is one of
been murdered. His superiors on Avachrus
endless labour.
are irate, and demand the murderer be found by the Sortium and turned over to them for
The efforts of Ostian agricultural workers is organised
interrogation
in hubs around the worlds’ few cities. These are
to
the
and
reclamation.
investigators,
matters
Unknown are
more
referred to as Mega-Acreages, and serve as granaries
complicated than a revenge killing by some
and transport depots more than true urban centers,
irate workers upset by the servitor farms.
with the only real city in the traditional sense being the capital of Villam Fundus. Offworld trade and
The Tech-Priest was slain by a devoted but low-
shipments are coordinated through the capital and
ranking preacher of the Ministorum, who saw
sent out to the rest of the Gilead System, though rarely
the servitor farms as an affront to perfected
beyond the Heartworlds — even in the system’s heyday,
forms of Humanity and has already brought
Ostian agriculture was reserved primarily for Gilead
a small conclave of Ostian citizens under their
alone. The other Mega-Acreages assist in regional
sway. If the zealous preacher is turned over to
organisation, being warehouse centres for whatever
the Tech-Priesthood of Avachrus, it may cause
specific machinery or tools are needed to process the
outright conflict between the Mechanicus and the Ministorum.
18
As the world’s biomes recovered, the fledgling Sortium began the task of organising its natural abundance into industrial mass production. Some early efforts
Adventure Hook: Bloody Fields
harvests, whether due to miscategorisation of local
Though the zealousness of the Ostian populace
the Sortium’s systematic approach prevailed, but
are rumoured to have gone poorly and ruined entire
BACKGROUNDS
life, premature encroachment on areas ruined in ancient battles, or more esoteric mishaps. Over time,
has often aided the Gilead System, their
their failures and the first food riots showed them the
fervent faith can be perverted to misguided
necessity of controlling and moulding the populace
ends. The citizens of mega-acreage Rubricatus
with the assistance of the Adeptus Ministorum,
have given in to desperation following the
cementing the Ecclesiarchical presence on the world
emergence of the Great Rift, and have joined
early on.
the Death Cult of the Sanguine Sacrifice. They now hold bloody rituals, cutting down
FACTIONS PATRONS CHARACTER OPTIONS ENDEAVOURS
Thanks perhaps to this presence and to the local
farmhands for minor indiscretions in the
fervour it engendered, the arrival of the Great Rift
foolish hope that the Emperor’s blessing will
only redoubled faith in the Emperor. Though the Rift
reach their crops. The Administratum, keen
is rightfully seen as unnatural and terrifying, the
to preserve Human resources, aim to employ
local custom of viewing the Emperor as a solar deity
a group of emissaries to peacefully lead the
has served the local rulers well, as only the light of
citizens away from the Death Cult. Radical
day banishes the Rift’s presence from the sky. Thus
deans of the Ecclesiarchy, eager to expand
is the power of the Lord of Dawn proved to all on
their power, are employing ‘missionaries’ to
Ostia, calming them and placing His representatives
take control of the Sanguine Sacrifice. The
almost beyond reproach. However, as isolation made
iron fist of the Inquisition ensures these
Ostian food more needed elsewhere, the continuing
operations must take place in secrecy, as they
worsening of labour conditions and imposition of
seek to destroy these potential heretics.
scarcity threatens to undo even this protection. The arrival of the Varonius Flotilla is not widely known on Ostia, as it was deemed by the Sortium and
HISTORY
Ministorum alike to be a matter beyond the concerns of most workers. However, the recent presence of
Ostia bears the honour of being a crucial turning point
dynastic representatives across the system have made
of the Gilead Crusade. From the onset of the early
some dissemination of the news inevitable. Public
wars for the system, crusade command recognised
opinion regarding the new arrivals has yet to crystallise,
that the planet’s fertile fields and vast output would
remaining another variable in the possibilities of
serve to shore up supply lines as an initial conquest.
Ostia’s future.
However, the Imperium’s foes did not relinquish this prize willingly, and the world was nearly ruined by bitter warfare. The planet’s histories claim it took centuries for the world to recover. Certain classified data-archives
disagree,
suggesting
the
process
occurred much almost unnaturally swiftly, and that Ostia was operational as an Agri World within less than a hundred years. The discrepancy can perhaps be explained by ancient Sortium data-vaults containing dubious allusions to strange Aeldari structures, supposedly found in the overgrown Ostian wilderness. Even the radical xenobiologists that give credence to these rumours being the source of the planet’s vitality dare not voice such an intolerant idea.
19
ORGANISATIONS
The Sortium is the organising force of Ostian society.
At its heart, Ostia is a world of farmers. The Sortium
punishment for those who can’t or won’t fulfil their
would be quick to point out that their produce and
duties. However, the Ecclesiarchy’s sermons serve
They set quotas, plan new crop rotations, and oversee
labour belongs to the Gilead System at large, and
as society’s glue, comforting, the populace with the
the Ministorum eagerly reminds them of what they
promise of the Emperor’s favour, or cow them with
owe to the Emperor, but Ostia is still ultimately their
the threat of his anger. Though they are loath to
world. All other groups combined do not form even
differ from the mainline teachings of the Imperial
a hundredth part of its vast population, and farmers
Cult, the Ecclesiarchy cannot deny the productivity
labour across the wide fields, pastures, and orchards
affected by the fervent beliefs of Ostia’s farmhands.
almost in isolation from the rest of the planet save
As unrest spreads, these efforts grow in importance,
for the accounting of quotas and the enforcement of
and the presence of preachers among the workers is in
official edicts. It is this vast populist potential that the
increased demand. However, in some Mega-Acreages
Harvest Smith and other revolutionaries seek to tap
different prayers are whispered, as cults find a ready
into, whether out of idealism, ruthlessness, or other
audience among the disaffected.
motives. That they should succeed is a possibility of great concern to the Sortium, who oversee the routines
In their desperation, the Sortium recently accepted an
of the workers, trying to funnel them into a structure
offer of aid from the Adeptus Mechanicus. Despite
that best suits their own needs.
opposition from the Ministorum, the Tech-Priesthood have set up their own enclaves on Ostia, where those too injured to work — through overexertion, accident, or punishment — are repurposed as servitors. The TechPriests and their ‘reclamation’ efforts have become an easy rallying cry for would-be revolutionaries and the organisers of revolt. As the servitor farms expand and
Adventure Hook: Ghost Hunters
become integrated with Ostian work output, so too are fanned the flames of dissension.
Workers near Mega-Acreage Ceres have reported strange roaming figures on the periphery
of
their
vision
that
vanish
when approached. The local Ministorum representatives have called this a mere distraction from labour, and exhort the workers to ignore these phantasmal and likely blasphemous visions.
Adventure Hook: Hidden in the Harvest Local intelligence suggests the elusive Harvest Smith has made a slip and could be vulnerable to capture and interrogation if a team moves
However, highly classified Sortium records
20
quickly enough. However, even in such
indicate a quarantined Aeldari ruin in the
circumstances, the matter will not be simple.
area that has in the past defied all attempts
This window has only become possible due to
at intrusion. Some of these attempts were
the Harvest Smith’s need to combat influence
well-equipped indeed, with backing from
from a cult of Nurgle whose blight would ruin
Ecclesiarchical or Mechanicus sources eager to
the possibility of anyone, whether labourer or
control the ruins. If the wanderers are indeed
Sortium representative, from benefiting from
Aeldari, what secretive business do they have
Ostia’s crops. In order to enter this playing
on Ostia, and how do these strange ruins play
field safely, the team must go undercover
into it? Perhaps even more troubling, what
amidst the Harvest Smith’s operatives to fight
effects would breaching the ruins have on
the greater threat of Chaos, then turn the
Ostia’s delicate balance of power?
tables on these allies of convenience.
POLITICS
The Sortium are torn between the monopolising
While ostensibly the Sortium is the key authority of
Adeptus Mechanicus and the insatiable zealotry of the
Ostia and its sole governing body, of late its officials
Ecclesiarchy whilst struggling to meet the agricultural
find themselves relegated more to an administrative
needs of an entire system — the many eyes of the
role. Attempts at direct control of the populace without
Ruinous Powers are ever watchful for infighting to
the aid of the Ministorum to placate the masses have
exploit that they may reclaim and corrupt the fertile
become more volatile than ever, leaving the Sortium
jewel of the Gilead System.
at best partners in delivering new laws and mandates. Furthermore, while the Sortium invited the Adeptus
Amid all this manoeuvring and jockeying for power, the
Mechanicus and initially welcomed their reclamation
Varonius Flotilla focuses on Ostia as a vital resource
efforts despite the warnings of the Ministorum, they
and lynchpin of the system’s survival. Though they
find the new arrivals more than they had planned for.
too are dependent on Ostia’s output, the authorities
The Tech-Priests have flatly refused any inspection or
of the Flotilla are far enough removed from internal
oversight of their facilities, claiming that their now-
politics and old grudges to recognise the danger of
vital contributions to the planet’s production exempt
excessive struggle over such an important and fragile
them from supervision by peers.
source of supplies. Threats to Ostia are considered
This conflict in Ostia’s government is a microcosm of the
with as much responsiveness and precision as can
Gilead system at large, where each of the Heartworlds
be managed.
BACKGROUNDS FACTIONS PATRONS CHARACTER OPTIONS ENDEAVOURS
among the Dynasty’s highest priorities and are treated
covets what Ostia has. The authorities of Avachrus, Enoch, and Gilead Prime all yearn for greater access to
Yet the Varonius Dynasty and the other heartworlds
the Agri World’s output. The Barons of Nethreus view
of Gilead are far from the strangest outsiders to
Ostians with contempt, but even Nethreuns envy the
show an interest in Ostia. Sightings of Aeldari scouts
plentiful bounty of their sister world.
have been recorded on the planet as far back as its archives extend, and lately they have been noted with increasing frequency.
Adventure Hook: A Crop of Psykers In light of Ostia’s vital role feeding the Gilead system, representatives from the Varonius Dynasty are pushing for an outright military garrison on the planet to speed response times in case of disaster. However, with the situation on Ostia as delicate as it is, and the Sortium desperate to maintain their control, local authorities are refusing any offers of assistance. Given this resistance to outside involvement, Inquisitor Dikaisune of the Ordo Malleus is concerned of a greater risk than simple political strife. The vast population of Ostia provides fertile ground for an upsurge in psyker activity to be concealed, and the Inquisitor wants agents to investigate the possibility.
21
Though the enigmatic xenos have a clear interest in
The populace is split into three major social groups:
the world, they have not yet taken overt action against
the hereditary menials who slavishly work to ply
Imperial forces there, cold comfort to those who risk
Enoch’s vast oceans and maintain the splendour of
so much on the mercurial aliens’ attentions. Diplomats
the Theocropoli, the members of the Ministorum
from the Varonius Dynasty have attempted to delicately
hierarchy (from the many milling priests to the
broach the subject with both the Farseers of Ul-Khari
highest Arch-Deacon), and the numberless hordes
and the corsairs of the Greensteel Warriors, but the
of pilgrim refugees. These groups utterly eclipse the
Aeldari do not speak of their interest in Ostia to any
other enclaves; the Adepta Sororitas of the Order of
beyond their own.
the Sanctified Shield have martyred themselves in droves, and recruit constantly from the many Schola
ENOCH
Progenium established on the Shrine World. A small enclave of Inquisitorial agents occupies a former Ordo Xenos base hidden in the northern polar region. None would attempt to count the Scum that form the gangs,
The little land that exists on Saintly Enoch, a world
cults, and Scavvies that survive in the maintenance
ensconced in faith and piety, is covered with monuments
undercrofts.
to the Emperor and His martyred fallen. From the sky, it is a series of glittering gems dancing in beatific blue.
Devotion is everywhere on Enoch. Just below that
The truth is revealed on the ground, where billions of
veneer, however, is desperation driven by raw hunger.
starving refugees pray for deliverance amidst fortified
Only the elite are free from such want, dining on the
cathedrals that protect the ruling priesthood. Within the
bounty of the wide ocean and imports from Ostia; even
Theocropoli, the vast cathedral cities, there is a facade
the well-fed who serve them are driven to find food
of pre-Rift life, but in the surrounding shantytowns
each day. What sustenance is available is barely edible
there is only increasing barbarism, where the search
gruel, barely better than the organic slime left from
for food of any kind dominates every waking moment.
receding tides. Each day everyone prays for deliverance,
The camps are loud and dangerous, where life is
for the saints to protect them, for the Emperor to save
measured from one squalid morsel to the next and
them. Each day fewer and fewer believe their prayers
screams fill the packed streets. Such sounds never
will be answered.
reach the distant cathedrals, their silence interrupted only by exhortations for greater prayer and the roars of flamers should such calls fail to inspire the faithful. Lacking an axial tilt, Enoch has no seasons; the equators feature constant deserts while the poles are eternal, icy tundra. A single, huge moon, already the site of several desperate battles with daemons,
Adventure Hook: Disturbing the Dead
imparts powerful tides across the small continents
Deacon Kamakirn has uncovered a deliberately
and assorted islands. Coastal inhabitants often rush to
buried report concerning the Tainted Truth, a
scour the revealed soil for anything to eat or sell. Land
proscribed Enochian cult. The report indicates
is so scarce that entire villages are mobile, moving
the cult has been selling relics from the
back and forth each day like crabs in the surf.
Shrine of Saint Abian the Daemonbane, who destroyed countless of the foul beings during
It has always been a static world, as unchanging as
22
the Gilead Crusade. The Crusaders who guard
the ancient relics it houses, but it has soured since the
the shrine, part of the Abianian warrior sect,
Rift. The seas have gone bitter, perhaps as life within
insist the shrine remains inviolate and to
them reacts to the Warp’s baleful energies, and grows
allow it to be disturbed would besmirch both
angry, almost hostile. What was once a glorious planet
the saint’s and their own honour. Kamakirn
filled with oceans of sweet breezes now feels stagnant,
needs agents to investigate the cult and the
humid, and sweltering, as if the stench of the endless
shrine to determine the nature of these relics,
masses has starved the winds of their power. What
especially as if they could be twisted to aid the
few freshwater lakes that once existed have long since
daemons banished so long ago.
been drained to make room for new shrines and crypts.
INDUSTRY
hungry a long time. For the fisherfolk, life is much the
Enoch, like most Shrine Worlds, subsisted on faith — or
depart each day while coastal fishers slowly dwindle
same, except even more trying. Millions of small boats
more specifically, the faithful, who flocked there daily
as nearby catches shrink. Enforcers and Confessors
by the millions. Transport fees, skinplant mementos,
work to ensure the shrines and those who oversee
holy relics (and counterfeits), mandatory ‘offerings’,
them are defended from zealots, rioters, and heretics.
tours of the equatorial Explorations of Julyanna; all
FACTIONS
these and more supported Enoch and kept its priests
Of late, the planet has developed a new export based
in splendour. Further funds trickled in through secret
on its sole surplus: Humans. The desperate Astra
donations from Gilead’s noble families, each angling
Militarum eagerly accepts refugees eager to fight for
for more support from the Ecclesiarchy and a better
the Emperor. Those not willing to fight often find
placing in the eyes of the Emperor.
themselves leaving as penal legionnaires or servitors.
The faithful once provided, but now they cry out for alms. Now, Enoch must provide for them, or try to. Food production is paramount as Enoch’s oceans can never
BACKGROUNDS
PATRONS CHARACTER OPTIONS ENDEAVOURS
HISTORY
sate the ravenous billions and supplies from Ostia
Legend has it that during the Gilead Crusade Enoch
can’t be wasted on such lowly hordes. Seeds, spices
was sparsely populated and largely ignored due to
for the foul slop most are forced to eat, potable water,
its lack of strategic significance and useful resources.
gelatinized ocean krill, and other items are worth more
Many assume this is why it was left largely unspoiled
even the wealthiest pilgrim could imagine. Such is the
when the Imperium declared the system pacified
desperation that many have taken to boiling crushed
and its forces departed to reclaim other systems.
rubble into rockpaste to assuage the endless hunger.
Missionaries left behind to properly indoctrinate the
Enoch’s other main industry is fishing, with some
with crypts to house the remains of many lost in battle.
native fisherfolk raised churches everywhere, along fisherfolk crafting trade items from unusual sea life and oceanic plants. After the fisherfolk take their small
When the Crusade ended Julyanna Gilead herself was
share the vast remainder goes to priests, nobles, and
laid to rest here. Doctrine says it was her final wish,
other potentates, though the tonnage shrinks each
and none dare suggest politics factored into this ruling.
month. They, in turn, often send the rarest delicacies
Soon many of the system’s nobles demanded their own
off-world to curry favours.
mausoleums. On the centennial observance of Gilead’s death, she was declared a saint. Ten centuries later,
Construction and maintenance of religious facilities is
Enoch was designated a Shrine World. More saintly
still an omnipresent activity. Covert factorums that once
repositories followed, along with millions of travellers
produced false relics now churn out bladed weapons
eager for sanctified prayer and a convent of the Order
and crude armours. Lack of ammunition sources have
of the Sanctified Shield to strengthen faith throughout
stymied manufacture of proper weaponry, though the
the system.
need to armour penal legions has allowed many once illicit operations to operate inside the Imperium.
In the millennia that followed, Enoch became a shining
Enoch’s oldest communities are the coastal fisherfolk
of His servants. Pilgrimages to it became an essential
bastion to the glory of the Emperor and the most devout villages; the Imperium brought inland cities. The largest
part of faith throughout the sector and beyond, even
continent, Perseum, houses the planetary capital of
during the Age of Apostasy when bloody clashes on
Theocropolis Vehementer, which has the main shrines
Enoch saw entire cities put to the torch. Such were the
along with the Sororitas convent and the Absolvers’
crowded conditions that priests extended the ancient
shrine to Chapter Master Dalir. Smaller islands might
tunnels beneath many of the land masses, especially
have a Theocropolis devoted to a single saint or other
on Vehementer, into a labyrinthian network called the
venerated personage of note. Daily life revolves around
undercrofts. Ministorum officials once used them to
prayer. For refugees, the other daily ritual is the search
bypass the chanting, wailing throngs of the faithful.
for food. Many spend more time doing this each day than praying or they go hungry, and many have been
23
Worse, Enoch has no mass-housing hab-towers, as by ancient decree no structure taller than Saint Gilead’s
Adventure Hook: The Path Of Poison During a major feast on Vehementer for the
shrine is permitted. The undercrofts are as far as any dare venture into the soft, porous ground, though many have tried. More land is now devoted to the dead than the living, with even more demands for cathedrals, shrines, and crypts each day. Cruel sports such as the Ravening Trials multiply in the squalid refugee camps
Synod, an outbreak of poisoning almost
to sate the hunger for both food and bloodshed. More
eradicated the senior priesthood, and the
worrisome, xenos raiders, perhaps bored with orbiting
agents are tasked with finding the culprits.
pilgrim ships, now dare assault the sanctified surface
There are plenty of suspects, people outraged
for fresh sport. Military resources are now stretched so
at this gluttonous event amidst widespread
thin that attacks that once were routinely repelled are
starvation, but the ingenious poison has an
now slaying thousands at a time. So long as no major
ingredient found only at one village: an extract
shrines are damaged or the priesthood involved, the
from a shellfish native to that shore. These
Synod secretly turns a blind eye.
lowlies couldn’t possibly be behind such a cunning plot, unless they had outside support. The poison has been found on the cruel edges of Drukhari blades and recent Magos Biologis analyses have mentioned its efficacy
ORGANISATIONS The Enochian Synod rules with an iron, pious grip and
— something the Tech-Priests supporting the
controls all aspects of life. Most importantly, it decides
village’s Gun-Servitors might have learned.
who is fed. It makes these and more decisions from palatial cathedrals, isolated from the famished masses by barricades more resembling military fortifications
The Synod, like so many in the system, proclaimed the
than sanctified edifices. Enforcers maintain order in
Rift to be a minor disturbance that would soon pass.
conjunction with flame-wielding Confessors and duty-
A month went by. Then a year. There were no plans
bound Crusaders. For both, protecting shrines takes
for sustaining the billions of faithful here; those who
precedence over protecting civilians; after all, the fewer
had sought plans had long since been put to the torch
people, the more available food.
as doomsayers.
24
Enoch is well defended in other ways. The Order of the
Gangs rule most refugee shantytowns; their collusion
Sanctified Shield has its main convent on Holy Enoch,
with corrupt Enforcers has often led to cruelties like
guarding its shrines and defending Gilead’s faith. The
the Ravening Trials. Cults rose as the Malefic Night
Absolvers have an honour guard to stand over its own
fell, subverting pilgrims into worshiping Dark Gods
shrines, but the eternal schism over the Emperor’s
eager to feed on twisted prayers. Others openly follow
sanctity sometimes impairs joint operations. The Astra
the Imperial Creed in hideous ways, like the Emperor’s
Militarum has no such disagreements and is a growing
Visitation — who secretly venerate the hypnotic xenos
power through its unending recruitments to bolster
that fell from the sky — or the Joyously Culled —
Gilead’s military and lessen Enoch’s overpopulation.
who insist that only by constant (and usually lethal) bloodletting can the Great Rift be dispelled. Worse, there
Few
noble
houses
exist,
and
only
those
of
demonstrable piety wield any power. Lacking that,
are degraded populaces within neglected undercrofts that feed on anyone they find in the darkness.
sufficient offerings ensure a say in the Synod’s actions. Many noble houses rule isolated islands and rely on
Armoured walls keep starving refugees from invading
off-world arrangements to ensure relatively luxurious
fisherfolk villages, each of which operates alone with
lifestyles far from inquisitive eyes.
BACKGROUNDS FACTIONS PATRONS CHARACTER OPTIONS ENDEAVOURS
little connection to other fisherfolk populations. There is talk that angry youths from multiple folklines are
The most notable guilds are the Enochian Stonemeisters
meeting at sea, as the yoke of Ministorum officials
that construct and preserve the blessed structures. No
grows ever harsher. Such is their fervour that none
one knows who now oversees the transfer orbitals in
notice that the floating island marking their gathering
high anchor, as the Adeptus Mechanicus abandoned
point is slowly regaining flesh and revealing itself to
all of them a year ago without explanation.
be a predatory behemoth that died out aeons ago.
Maintenance Undercrofts The sprawling cathedral cities of Imperial Shrine
pilgrim-packed
Worlds, commonly called Theocropoli in the Gilead
undercrofts, a system of ramshackle tombs for
System, are the revered destinations of pilgrims of
the low-born that allow the peasantry to move
the Imperial Cult. Conglomerations of numberless
and go about their work unseen, lest their shabby
temples,
appearance distract from the splendors above.
churches,
and
monasteries
form
a
streets
are
the
maintenance
Theocropolis, each attracting to their hallowed doors millions of paying devotees. The grand
Each part of an undercroft may differ greatly,
shrines are constantly cleaned and stocked with
though they are usually constructed of metal and
alms, and their ancient, crumbling structures are
stone, forming a complex web of dark tunnels
constantly repaired; preserving the divine visage
and technology beneath a Theocropolis. Many
of a Theocropolis is an endless operation, but a
commoners make their homes and live a large
necessary one to properly glorify the God-Emperor.
percentage of their lives in these dark undercrofts, travelling to their next appointed task surrounded
The endless work required to maintain a Theocropolis
by the nameless ranks of their own dead ancestors.
is conducted by the vast, almost unseen peasant
Some never leave at all, working the technology
population of a shrine world. Ritual cleansings are
that allows the other peasantry to travel quickly to
conducted daily, transport systems are laboriously
their next job, cut off from the sun for so long they
operated, and the grand streets are picked clean of any
seem to develop strangely tinted skin. And though
detritus (most of which is ‘recycled’ by the peasants).
the glorious praise of the God-Emperor rings out above, the undercrofts echo with whispers of other
This
huge
undertaking
is
conducted
almost
entirely behind the scenes. Beneath the bustling,
powers…
25
Few are aware that the mysterious Deathwatch is within Gilead, let alone has a secret base hidden under the frozen northern tundra of Enoch. Their numbers are few, a mere dozen or so, but their reach is vast. An auspex-cloaked Corvus Blackstar can ferry kill-teams to a powerful warship for missions across the system. They work closely with Ordo Xenos Inquisitor Xardt,
Adventure Hook: Beatification Beacons
especially to battle Aeldari raiders — and investigate
Canonization of a new saint, Oslin Ux, is
her suspicions concerning Rogue Trader Varonius.
normally cause for celebration, but as rumours persist that Ux perished with a horde of riches
POLITICS
and xenos relics there have been violent calls for greater reviews before the event. A rise in cult activities and shrine desecrations also
Despite its veneer of purity, Enoch roils with political
stirs attention. Enemies of the new saint’s
disputes over control of the Synod. The Faction that
wealthy family would love to see this go badly
controls the Synod determines how to manage the
and are willing to pay handsomely to prove
problems of starving refugees, collapsing faith, and
Ux’s corruption and ensure they never reach
perhaps most importantly the power its members have
ecclesiastical ascension. The Synod, though,
over Enoch.
wishes the anointment to proceed as planned
One bloc, the Flames of Resistance, holds that the
stands in its way. Tracing the ancient Ux
and supports the elimination of anyone who Malefic Storm can only be held at bay and forced into
lineage back to the Crusade may determine
submission through increasing prayer. Flame-Deacons
who — or what — Ux was dealing with
send Confessors to tread through every street to ensure
before their death.
all are consumed with supplication. Those who do not show proper enthusiasm are encouraged with fire and lash until their cries to the Emperor are judged worthy. Not all Factions agree with this approach, but the Flames control so many Confessors that few dare openly oppose them.
Adventure Hook: Interrogator Down Interrogator Xenia has gone missing, and there are many who want her recovered — or at least definitely shown to be dead. One of these personages sends the agents to find her, investigate her murder should that be the case, and possibly keep anything they discover while doing so in secret from other agencies. Her trail leads to a remote artificial island, where a Magos ex-communicated from the Tech-Priesthood conducts biologis experimentation employing xenos specimens. The genetic subversions might increase food production, though some side effects may be even worse than starvation. Still, the organization that feeds the masses is sure to be hailed as saviour and possibly new ruler
26
of Enoch.
No sect wishes to be thought lacking in devotion, so
Enoch’s elite have always traded favours with nobles
each has pushed for greater strictures over apparel,
seeking the churches blessings. Now, as space on
ornamentation, and even ambulation. These have
Enoch shrinks, social vendettas over such matters
helped fill new penal legions, a source of greater ties
have grown to disguised assassinations and covert
to the Astra Militarum and the Lord Militant. This has,
war between houses, especially on Gilead Primus. This
however, led to friction as Confessors expand their
doesn’t diminish the close ties Enoch has to the capital
remit into enforcing more mundane laws.
world, or to the priests who rule the equally pious
BACKGROUNDS FACTIONS
Ostia, and its vital food supplies. Enforcers now find themselves with fewer ways to show their worth; for the corrupt, this means less
There is little Mechanicus presence, especially after all
revenue. As Confessors claim territory and enforce
the Tech-Priests departed from the orbital stations. The
Pax Imperialis with blazing zeal, private Enforcers
Synod, while puzzled, quite prefers this arrangement;
have less work. Some have thrown in their lot with the
it lessens contact with Charybdion and Nethreus,
Ecclesiarchy, happy to pay lip service to the Imperial
both of whom sided against Enoch during the Age of
Cult to maintain their dominance over the general
Apostasy. The Sororitas, normally a staunch ally, has
populace. Many more turn to lives of crime, or become
of late been unable to support the Ministorum to the
violent tyrants amongst the refugee camps. The worst
Synod’s satisfaction; vitriolic confrontations between
of these displaced mercenaries have turned to warring
local priests and sister superiors are growing common.
against the Confessor Cults, propelled either by the
The arrival of the Varonius Flotilla has brought new
rage of displacement or in service of new abominable
entanglements. Many deacons refuse to believe the
masters. Such upheaval only aids outlying heretical
tale of how Varonius pierced the Rift. Few know
cults spread into cities; some radical priests dare
that a flock of the fleet’s devout psykers are certain
attempt to manipulate such traitors to target rival
that psychically focussed prayers can tear the Rift
Synod Factions.
PATRONS CHARACTER OPTIONS ENDEAVOURS
apart, and work with radical priests in an abandoned undercroft to ready their assault.
GILEAD PRIMUS Adventure Hook: Shadows of the Saint
Populous far beyond the other worlds of the Gilead
A city is consumed as rival Factions war
mass produce weaponry and supplies for warfare.
over the placement of a new shrine to Saint
The untold billions are mostly confined to hive cities,
Dorma that would shroud the chantry to Saint
each a multi-kilometre tall industrial megastructure
Karln in perpetual darkness. Such conflicts
consisting of layers of urban sprawl. The planet’s
are common, but this one is spiralling out
population is estimated to be 16 billion, but these
of control. Streets are running red from riots,
estimates cover only the top and middle layers of the
confrontations between the Iron Bells and the
five hives that stand. The true population, including
Once a mighty and influential planet, Gilead Primus’s fading grandeur is a reflection of the Imperium itself. System, the numberless hordes of hive-bound zealots
Razorprayer, linked gangs associated with
the lower hives, may bring that number to more than
the Factions. Covert assassinations happen
40 billion.
daily, and attacks targeting visiting Synod priests are growing in viciousness. As they
Between these five proud hives are swathes of red,
aren’t part of Enochian politics, the party is
irradiated wastelands, bisected by the colossal gouges
brought in to calm things. Evidence suggests
of mining operations, fallen cities, and sludge oceans
that the Crimson Spikes flagellant cult might
of toxic runoff. The shifting radioactive sands of Gilead
be stoking the clashes, but could one of the
Primus erode the lower levels of hives, cutting through
Factions be working with these heretics to
plasteel and rockrete, leaving openings for attacks by
further their own aims?
nomadic Scum, and outcast mutants.
27
The hives of Gilead Primus are labyrinthine, easily
ignorant minds of the unwashed masses is made
navigated only by natives who have spent their
on Gilead Primus. The Las weapons of the Astra
entire lives on a single level. Almost all space is
Militarum are assembled by hand on production
given over to the gargantuan plasteel cuboids of
lines, whilst their flak armour is cut and hammered
manufactorums flanked by towering cathedrals, both
together by hordes of menials. Rockcrete is mixed in
stretching beyond the cramped ceiling of their hive
lake-sized vats overseen by Mechanicus Tech-Adepts
level. Between the colossal buildings are tunnels
who ensure no more than a thousand workers fall in
and passageways barely large enough to allow two
per day. Grox meat and vegetable matter from Ostia
labourers to pass by in different directions. The heat
are cut with ash, bone, and industrial runoff to stretch
of billions of other bodies is permanent and pervasive.
the huge population’s limited food supply. Whilst the
The cabled walls of every corridor drip with sweat
Mechanicus may produce wonders, the basic needs of
and moisture-loving mold, often harvested by those
Imperial life are fulfilled on Gilead Primus.
desperately hungry enough to risk eating potential poison. Many of the priests that wander a hive level do so on portable lecterns with built-in cooling systems, or planaquins carried by devoted zealots that fan their representative of the Imperial Creed. Though the temperature of a manufactorum may be less stifling, it is a far from comfortable atmosphere. The mid to lower levels of every hive are made up of box rooms, each built from mass-produced panelling adorned with gothic windows and the glowing sigils of the Adeptus Mechanicus. Their ceilings often stretch through multiple hive levels, tall enough to produce their own disgusting weather systems fuelled by toxic sludges.
Adventure Hook: Nine Blasphemies In a colossal valley formed from the corpses of two titan-slain megafauna, the Novemhive
Most hivers spend as little time as possible travelling
is a testament to Imperial folly visible from
the restrictive spaces between temple, workplace, and
space. Once an interlinked system of nine
hab. Most move quickly because they have no choice:
grand hive cities, the ruling lords of each
the punishment for being late for labour duties or
were consumed with a jealous desire to rule
mandated prayer sessions is recruitment to a penal
from above their neighbours. Far from the
legion. Some manage to avoid travel altogether,
logical vox of the Adeptus Mechanicus, each
though this is hardly a blessing; guilders have taken to
hive grew tall, top heavy, and unstable. The
building habs and shrines inside their manufactorums
central hive attempted a daring move by
to ensure their workers never have to leave. The
building outwards in a wide landing platform
innovative habs are little more than hundreds-high
to create a ceiling over the other eight cities —
towers of bunks to which workers rush at the end
a damning move that caused all nine hives to
of their shifts. The strongest and fastest claim the
catastrophically topple.
bottom bunks whilst the others face the gruelling and dangerous climb to the very top, sleeping centimetres
Now the Novemhive is a stark reminder of the
from the ceiling, often hearing the sounds of industry
consequences of the glory-hounding mindset
from the manufactorum above.
of most on Gilead Primus. The husks of former hives are now home only to outcast mutants,
INDUSTRY Mass production sustains the Emperor’s bloated war
28
nomadic Scum, and desperate archeotech treasure hunters. These populations and the treasures they hold are unknown and potentially of great value. Governor-Militant
machine, and massed population is the true might
Fylamon is looking for a group of agents
of Gilead Primus. The sheer number of individuals
willing to convince — through words or
Governor-Militant Fylamon is willing to sacrifice to
actions — those living in the Novemhive ruins
achieve a goal gives the planet power. Anything that
to fight for the Imperium.
can be produced by the rough hands and blessedly
Most of this population are simply engaged in
now also harvest the temperature of billions of bodies,
labor. In the lower and middle levels of the hives,
converting it to power and dispersing it relatively
all appointments are hereditary. Workers know no
safely. Huge shielded elevators move goods up and
life beyond their simple task of laboring amongst
down the vast vertical hives, safe from specific levels
thousands on a uniform loom, or turning the colossal
that have been quarantined due to collapse, plague,
crank to move a conveyor belt on a Chimera production
or rioting. Attendants of the Adeptus Mechanicus
line. Life is tough, but for most mercifully brief. Those
manage each heat sink, building their forgeshrines at
strong enough to excel at their duties are usually taken
optimal positions to better collect the Motive Force and
to serve amongst the ranks of the Gilead Gravediggers,
transit themselves to manufactorums and lend their
whilst the rest are used until they can be converted
invaluable knowledge to projects under the purview of
into corpse starch.
Avachrus.
Guilders and nobles rule over the vast population of
say otherwise, their lives are little better, perpetually hounded to produce more and spending what little wealth they accrue to maintain their status and prevent Ecclesiarchy punishment. Their habs may have entire
FACTIONS PATRONS CHARACTER OPTIONS ENDEAVOURS
menials, managing the exchange of goods and labor and ensuring tithes can be met. Though they would
BACKGROUNDS
Adventure Hook: Quarantine Extremis
rooms rather than a single bunk or sleeping coffin,
Many visitors to Hive Gulgatha pass through
and they may have access to artificially flavoured food,
Level 317, an essential docking port and
but like the menials whose lives they own there is no
religious center, though none who have done
respite from work and they may never see the sky.
so recently remember it. Some speculate that it has been declared Quarantine Extremis by
Beneath the common Imperial menial, even the lowly
the Inquisition, and everyone who enters or
Scum contribute to Industry, ensuring crude weapons
leaves is being mind wiped. The Confessor
are accessible to all and distributing alcoholic rotgut
Glorina Cicero wants to visit the Shrine of
made in the irradiated hive sumps to ensure the
Gamila, a church in Level 317 famed for
workers are placated.
clearing impure thoughts, and is looking for
Running like an industrial digestive tract through
preserve the memory of the event.
a group of agents to escort her there and help the center of every hive is a geothermal heat sink. Originally designed to draw heat from the planet’s core and distribute the energy throughout the hive, they
29
Through savvy deals with the sovereigns of every
The Age of Apostasy caused a schism on Gilead
planet, Fylamon has ensured that all trade runs
Primus, with many intercene wars in the hives
through Gilead Primus. As a hub of manufacture
themselves. The Administratum retreated to Brassyl
and distribution, the Hive World controls the flow of
and the moon Imperia whilst the hives tore themselves
technology from Avachrus, victuals from Ostia, even
— and each other — apart. The zealous military won
the information on new laws and heresies as dictated
out, exterminating swathes of the abhuman and
by the Ecclesiarchy of Enoch. Most crucially of all,
Adeptus Mechanicus populations. Bloody battles
Gilead Primus controls the distribution of manpower,
with Absolvers through Gulgatha ended the uprising
for blood, bone, and flesh have ever been the true
in the System, and reclaimed Gilead Primus for the
wealth of the Imperium.
Administratum and the Imperium as a whole.
HISTORY
of Gilead Primus and the performance of the Gilead
When the Great Crusade pacified the quiet Gilead
bastion of Imperial rule. When reality was torn and
In the time before the Great Rift, the industrial output Gravediggers reinstated the world’s reputation as a
System, little was thought of it. Its variety of biomes
the daemons descended, the Hive World was perfectly
were considered perfect for systematic reduction into
placed to deploy millions of soldiers to the system’s
resources, and industrialisation began. By the time the
defence, with Fylamon’s claim of leadership a logical
system was rediscovered three millenia later, it was
conclusion to the conflict.
both heavily industrialised and plagued by fearsome megafauna. Explorator Fleet Tsuruoka chose orbital attack over risking their forces, creating further gouges into the planet’s surface which coincidentally primed it for mining at minimal cost to the population. The newly discovered population of Gilead Primus, whilst somewhat primitive, initially welcomed their new saviours from the stars, and earned their trust over a decade of devoted work. However, the megafauna
Adventure Hook: The Gorge of Brassyl Even the Adeptus Mechanicus look askance at
regularly returned, each creature more grotesque and
the technology that lifts the continental plate
mutated than the last.
of Brassyl into low orbit. This relic of Dark Age Technology left a huge gash in the planet
When the armies of the arch-enemy revealed their hand,
itself, and recently the Adeptus Mechanicus
Gilead Primus became the site of the worst of the wars.
have been tunneling this continent-sized
Gargantuan Warp-spawned creatures crawled from
chasm in pursuit of additional information.
the hole in the planet’s crust left by Brassyl, tearing
Unfortunately, progress is slow, with mining
Knights to pieces and proving horrific foes for Imperial
servitors
Titans. Some partially redacted records report that the
returning from their work with different parts.
surface of the planet itself was twisted and torn. The cleansing fire of the Gilead Crusade shredded both the population and the planet’s biology, and when the battle was over, industrialisation began anew. Many heroes of the Gilead Crusade were awarded positions of power on Gilead Primus, proudly squeezing the planet to feed the tithes of Holy Terra. The planet’s history created a society that was equal parts reverently devout and staunchly military — the perfect representation of the Emperor’s will at this far fringe of the Imperium. The rapid growth of population ensured that though many regiments of the Gilead Gravediggers were quickly
30
martyred, they were easily replaced.
consistently
malfunctioning
or
ORGANISATIONS
fight; in the mid-hive, they are united by fringe death-
The majority of those living on Gilead Primus
manufactorums. In the lower hive, they raise the cry of
cultist beliefs and battle others for appointments in
cling to the Imperial ideal. All time is split between
mutant against Ogryns and Ratlings to eliminate other
backbreaking work and vehement worship of the God-
workers and improve their share of rations.
BACKGROUNDS
Emperor. Almost every Faction of the Imperium can be found here; hereditary noble guilders oversee vast
Nobles, guilders, and adepts who reach the top of the
manufactorums with Mechanicus Adepts, watching
hives find a new goal overhead — the low-orbital
millions of menial laborers work in twenty hour shifts.
plate Brassyl. Spewing toxic exhaust and sewage,
Administratum scribes catalogue their output and
this continental plate was lifted from the planet in the
inform the Astra Militarum of any low performers
Dark Age of Technology and orbits above the hives,
— or worse, potential psykers — to be disciplined or
docking at their spire peaks to gather supplies and
removed for service in a penal legion. As the workers
occasionally lift high performers of the Administratum
leave for their mandated shifts of rest, Ministorum
or Ecclesiarchy to join their ranks. The Great Rift has
Priests flanked by vox gargoyles lead them in
created a fashion for expansive headgear to prevent
marching prayers, collecting worship-tithes as they
the wealthy denizens of Brassyl from looking upon
are funneled through cloister tunnels to ensure the
the foul Warp storm that surrounds them, but has
Eclessiarchy’s coffers are filled. Some spend their rest
otherwise changed little of their luxurious lives.
FACTIONS PATRONS CHARACTER OPTIONS ENDEAVOURS
time running tasks for guilds and gangs, performing religious duties, eliminating those they deem heretics or thieves of valued labour positions. Though every citizen is undeniably cunning and opportunistic, they view their every act as venerating the God-Emperor and spend every breath seeking His glory. Though the Administratum claim dominion over the Gilead System, they are duty-bound to obey the rule of Lord-Governor Fylamon since she plunged the desperate system into military rule. Even Jakel Varonius views Fylamon as a close peer, and her position as ruling monarch of the Heartworlds has given the Astra Militarum Regiment she commands, the Gilead Gravediggers, more power than ever before. Three years ago, Fylamon decreed the dissolution of all other Regiments in the system, subsuming the forces of all other planets into the Gravediggers. This colossal force is constantly bolstered by recruits from across the Gilead System, making the training moon of Saintshold a constant site of mock battles and systematic drilling. The greatest of these soldiers are shipped to the frontlines of daemonic wars across the system, whilst the remainder flood the streets of each planet to keep the peace, emboldened by military rule. Guilds, nobility, and religion are intertwined on Gilead Primus. Hereditary positions are common, and many can trace their lineage back to the Gilead Crusade. The strong military traditions of the hive, as well as the System’s erased history of treachery, have resulted in a consistent crack down on gangs. However, there are always individuals ready to band together and
31
POLITICS
Daemonic assailants from the Great Rift have stoked
Diversity is a strength that allows Gilead Primus
Primus closer than the religious chasm between them
the fires of industry and brought Avachrus and Gilead
to function as the hub of the system, but the many
would suggest; Fylamon and the Administratum
Factions that reside in every hive work against each
desperately need the enciphered knowledge of the
other as often as they are united. The Astra Militarum
Mechanicus to ensure they are appropriately armed
and Administratum have a long held agreement to
and armoured. Similarly, the deep calculations of
stick to what they know best, ensuring the planet is
Fabricator General Belaxia and her cohort reveal the
protected and that the protectors have ammunition.
miniscule percentage chances of their survival without
This relationship is complicated by the Ecclesiarchy;
the shield of the Astra Militarum. However, the Tech-
the Astra Militarum happily allows the Adeptus
Priests of Avachrus are keen to show they hold all the
Ministorum to pass any decree that suits them, filling
cards in the relationship. Though the armies of the
their penal legions with heretics. The Administratum
Mechanicus are small, they know the Machine Spirits of
often see the Ecclesiarchy as a waste of resources,
their armaments will not fail, and the Astra Militarum
but know they are necessary to lead the people of the
are utterly reliant on their tanks and artillery. Gilead
Imperium and venerate the God-Emperor.
Primus must even ask the tech-ghouls their religious populous revile to assist in negotiations with the frosty
The
many
guilds
that
run
Gilead
Primus’s
House Acasta.
manufactorums fund private wars between one another, battling over resources and space on their level. Their
Gilead Primus has long held that prayer and hymns are
workers become small, zealous armies, some battling
the greatest motivators for their citizens. Priests have
for pride, others food. Occasionally, these guilds take
been stationed amongst the Gilead Gravediggers and
up arms against larger Factions, such as the abattoir
in manufactorums for millennia, screaming canticles
guild Vol Ormoth protesting the Ecclesiarchy calling for
above the din of battle and machinery. These priests all
extended worshipping hours.
hail from holy Enoch, and the huge tithes Gilead Primus supply to the Shrine World in recompense have ensured their relationship is strong. This relationship has been so ingrained in the Gilead System that the devout
Adventure Hook: Prophet of the Stars
citizens of Ostia view the Gilead Gravediggers as angels of the Emperor, happily sacrificing almost their entire yield of crops to the Hive World. Those on Gilead Primus that even consider Charybdion’s
A prophet has been causing a stir amongst
existence think of it as a blasphemous backwater —
multiple levels of hive Amarathia. Pale and
they are too attached to the Mechanicus for their own
prematurely wrinkled, the populous initially
good, and the horrific storms that endlessly assail their
assumed the prophet’s unusual skin was a
hives are a result of their impiety.
result of saline mines of Enoch, but he now claims to be from much further afield — a holy
Few citizens of Gilead Primus have ever seen the
land known as Chancer’s Vale. The prophet
sky, let alone heard that the Gilead System is now
proselytizes the worship of the Emperor Larval,
controlled by a Rogue Trader who has penetrated
a new god of the Gilead System. This ‘priest’
the Great Rift. The highest of the nobles and most
has enraptured swathes of the population,
powerful of the guilders share an unease of anything
taking them away from their work and causing
that has emerged from Cicatrix Maledictum. Even if he
significant disturbance, not least through the
is not some daemonic illusion, a Rogue Trader has ever
ritual killing of Ratlings. Nobles and guilders
been a suspicious figure, and many Rejuvenat-fueled
in hive Amarathia have tried to eliminate
nobles have had bad dealings with their ilk before.
this preacher, but his rise seems unstoppable, with huge numbers of the recently converted sacrificing their lives to save this stranger.
32
CHARYBDION Adventure Hook: A Noble Pursuit
The dark pearl of the Gilead System is covered by a
Ahkenaten Meraclus of Gulgatha is the
what little irradiated land remains or form their own
hereditary heir to Meraclus Alchemicals,
tiny islands. Some descend underwater, or have
and is a lazy embarrassment to the noble
mountainous foundations that rest uneasily along
Meraclus bloodline. The pious family are at
the sea’s bottom. Promethium powers the hives and
roiling ocean, a perpetual tempest of turmoil on and
BACKGROUNDS
below the waves. Promethium drives everything on Charybdion, from discovery and extraction to
FACTIONS
refinement and transportation. Hive cities dominate
their wits end, unable to deny the hereditary
is processed into all manner of goods before being
appointment. Their younger daughter, the
exported across Gilead to fuel vehicles, technology,
pragmatic Heshet, is conspiring to take his
and the sacred conflagration of flame weapons.
PATRONS CHARACTER OPTIONS ENDEAVOURS
position. She has garnered the private support of both the Administratum and Ecclesiarchy
Slightly larger than Holy Terra, Charybdion is one
to do so clandestinely. Heshet needs a team
endless, cold ocean dotted with innumerable islands
of unscrupulous individuals to frame her
formed from continental plates colliding or forming
brother for heresy, but that would bring the
vicious volcanoes. Gigantic reef structures emerge
family under suspicion, just enough to ensure
like jagged, rotting teeth, forming uneasy landmasses
Ahkenaten leaves Gilead Primus forever.
entwined with strange fauna. The waters are dark and thick with pollutants, reeking of refinery effluent and
Ahkenaten abides by a daily routine that is
chemical hive waste. Its weather is violent and filled
unchanging in its slovenly hedonism. He
with harsh storms that burn exposed flesh; lightning
rises late, enjoying the few rays of sunrise
tears apart night skies as towering waves threaten
that penetrate the smog from his spiretop
surface vessels and crash against the tops of hives,
apartments, before taking a private elevator to
brushing the hulls of Imperial Cruisers and ripping the
Meraclus Alchemicals. There, he meets with
satellites of the Adeptus Mechanicus from low orbit.
Biologis Dalawa for updates on manufactorum performance before donning a rebreather and
Travel underwater is not appreciably safer, as the
strolling the high catwalks to look down on
biome favours gigantism. The best-known creature is
his tens of thousands of labourers. After this
the colossal Worldfish, but there are tales of even larger
hour-long stint of Administratum-mandated
beasts. Carcasses of things larger than battleships
work, he travels to the Hive fringes to trade
float to the surface periodically; flensing fleets, alerted
for oddities and luxuries, then returns to his
to such discoveries, spend months carving up the
apartments. Occasionally he entertains other
putrefying flesh to feed hives, their corpses often used
nobles with relatively lavish parties, serving
as makeshift habs as they are butchered.
synthetic amasec and finely spiced corpse starch, but more often is content to simply
The air feels cold beyond its low temperature, and there
laze in the lap of luxury.
is an unpleasant, mildly irritating stench everywhere.
It is no secret that the Mechanicus approved
from Ironwatch, the result of psyker overcrowding.
Many believe these are due to psychic miasmas leaking of Ahkenaten’s appointment, as the young scion’s laxity allowed Biologis Dalawa to
Life is as harsh as the world itself, where oceans
take more control over Meraclus Achemicals.
separate hives rather than the deserts typical to other
Indeed,
safety
worlds in the system. Faith is strong, but tech-shrines
with Skitarii bodyguards and custom Ogryn
to the Machine God outnumber Ministorum chapels.
they
ensure
Ahkenaten’s
Servitor bodyguards, and framing him will be
Study and veneration of the ancient submerged
no easy feat.
refineries reflects devotion to the Omnissiah.
33
Servitors and servo-skulls fill habways, no noble goes unaccompanied by a guardian slave-Ogryn, and cybernetic implants are viewed as holy sigils. There are several billion occupants, almost entirely concentrated within the hives. These dwellers vastly outnumber the Astra Militarum units that guard Charybdion, but the real power rests with the Adeptus Mechanicus Tech-Priests who oversee the refineries. The dark, dank, frequently flooded regions at the bottom of most hives host innumerable dregs, including more mutants than anyone imagines, perhaps the result of refinery radiation leaks or pollutants in the water. Talk of ever-growing enclaves of escaped psykers are worrisome, though the info-prayers that spew from vox gargoyles claim this is more rumour than fact. There is always enough fuel and power on Charybdion, but that rarely makes life any more enjoyable. There is a serious, no nonsense tone to daily existence on this world. When a single mistake can be lethal, discipline is essential; both the sea and the powerful processing machinery alike can end dozens of lives in a moment.
Adventure Hook: A Hole in the Ocean An Explorator vessel on a mission to locate new promethium sites reported a literally unfathomable energy vortex deep underwater. The ship’s signal vanished soon after, and the party is tasked with recovering the valuable property (and personnel). Auspex returns indicate something unusual in that region, akin to a Geller field tremoring before failure. Tech-Priest Magi calculate this might be a Warp fissure that could grant escape from the Irrational Storm, or even a lost Aeldari Webway gate of illicit xenos tech. Confirming either could be difficult, as the anomaly is mutating nearby sea life into apex predators or may even be allowing unnatural life to infect Charybdion.
34
INDUSTRY
The Lord Militant views Charybdion as an essential
Much industry takes place underwater, where flocks
The Astra Militarum defends refineries, storage tanks,
of Tech-Priests tend to the promethium auto-refineries
and transports from offword raiders, xenos pirates,
as best they can from scaffold-like facilities they
and resource cartels. Many forces are commonly
asset for the system, as does Rogue Trader Varonius.
construct around each relic of ancient technology.
rotated with Ironwatch duty, especially as means
The venerated devices are sealed, and so binaric
of punishment.
BACKGROUNDS FACTIONS
prayer and anointments are often the only methods to ensure continued function. Adepts may spend
Travel between hives is difficult, as the sea and air
lifetimes studying and probing a single unit and its
seem to target vessels like hungry predators. Attempts
idiosyncrasies, hoping to divine lost secrets from
at floating or suspended bridges have all proved
millennia past. Some refineries appear to have
embarrassing and costly failures. Submersible shuttles
populations living within them like tiny hive cities,
are the common inter-hive transportation method,
though none would dare ruin a functioning unit to
though encounters with aquatic megafauna can make
verify this.
for exciting journeys.
PATRONS CHARACTER OPTIONS ENDEAVOURS
Pipes wider than hab-blocks carry promethium from the depths up into hives for further treatment, and then to transport vessels. In times past, hives routinely dumped refinery by-products back into the oceans, but now only the most toxic and mutagenic chemicals are expelled. The remainder, along with organics including algae scum and hive effluvium, are processed into
Adventure Hook: Dakka in the Depths
textiles, explosives, ration packs and more to create
The party is travelling transoceanic when they
new exports.
are attacked by what they take to be a gigantic,
Almost every hive also has at least one zone dedicated
ship in a single gulp. The ‘monster’ is actually
to Worldfish harvesting. Such operations take months
part of Kaptin Goldteef’s latest cunnin’ plan,
aggressive serpent that nearly devours their
per carcass as each is slowly conveyed into a huge
taking advantage of a Rok that fell from orbit.
bay where hundreds of rendors descend like ravenous
The Ork Warboss had his Meks convert the Rok
insects. Each group attacks a single component, from
into a sea-worthy Kustom Dakkablitz Stabba-
teeth to organs to bones, until there is nothing left
Sub to swallow and raid refineries for as much
but the unstable, mysterious blood… which always
go-fasta fuel as they can steal, or blow them
seems to disappear quickly. The highly illegal (and
up, or both. Maybe at the same time. The party
hazardous) export of this substance supports several
must take command of their ship, and stop the
crime syndicates on Charybdion and is part of many
armed (but not quite watertight) submersible
cult activities across Gilead.
before it can destroy its next target, a refinery that supplies promethium to much of Aidon.
Like most Hive Worlds, Charybdion imports the bulk of its food, mostly as processed organic pastes that arrive in the same tanker shuttles that transport promethium offworld. Tech-Priest Biologis are experimenting to produce strains of growth-accelerated algae weeds and viral macro-plankton which may mean the planet may become self-sufficient — both to help lessen food imports and make it less reliant on hated Ostia. Many Charybdionians have always held there were too many ‘accidental’ missing deliveries from that Agri World, and insist that any setbacks in their food production efforts are due to Ostian sabotage.
35
HISTORY
Looking back, several Ordo Malleus Inquisitors now believe that Magestrix Allseer’s attack on Ironwatch
Charybdion was almost overlooked when the first
was a portent of the Rift’s emergence. Their Cult of the
Explorator vessels arrived in Gilead. There was little
Thricewise Gaze was repelled, but not without the loss
land worth settling and no readily available resources.
of many of the most dangerous prisoners. Spikes in
Adepts of the Machine God are nothing if not patiently
daemonic activity throughout Gilead occurred exactly
efficient, though, and deposited countless extraction
nine days later.
modules
after
detecting
significant
promethium
deposits along ocean beds. Each of these devices
Since the Dark Curtain fell, demand for promethium
located suitable drilling sites and prepared themselves
is rising, especially as the Varonius Fleet also thirsts.
for when their harvests would be needed to support
Ironwatch has become even more crowded and the
the new system.
Lord Militant has ordered other worlds to house their own psykers. Entire hives have been lost to rising
During the Crusade there was little action on this
seas or apocalyptic storms as if the increasing Warp
cold world; records of the riches below the surface
activities have stirred greater violence in the oceans.
having long since been forgotten. It wasn’t until the
Resentment grows in the breast of every promethium-
Mechanicus established itself on Avachrus that Tech-
jockey on Charybdion for the pompous, pious members
Priests detected the cyphered calls of the engorged
of the Ecclesiarchy, even as gifts from the Adeptus
refinery-temples, ready to feed a hungry Gilead.
Mechanicus ensure their relationship with Avachrus is
Adepts, many fitted with autogills, began to build
forged ever stronger.
pressurized stations around refineries to study and protect the sealed devices. Devotion to the Omnissiah dominated the growing hives, and wayward disciples of the Machine God colluded with Vandire’s forces to drive opposting priests far into hive depths during the terrors of the Age of Apostasy. Most hives extend deep underwater and the struggle to stave off leaks is unending. Regions known
Adventure Hook: Refinery Reanimated
as darkwaters dominate the lowest levels, containing
The party investigates a long-forgotten refinery
all manner of Scum and aquatic mutants.
that suddenly went active and blasted highly encrypted transponder pulses throughout
Aidon, the hive connected to the most productive
the surrounding ocean depths. The rusted
refineries, became the world’s capital. Not all hives
refinery pipes are issuing a biological sludge
thrived, though. Some shut down when promethium
filled with primordial microorganisms. Visual
pipelines ran dry, and are still haunted by millions
inspection reveals the structure is somehow
of forgotten dregs in varying degrees of civilisation.
fully powered. Someone or something prowls
Others flooded or collapsed due to the immense
within its still dead support facility, possibly
pressure of Charybdion’s dark waters.
drawn by heat and light energising the abyss. This may be what reactivated the refinery or
Ironwatch was constructed alongside Hive Aidon for
could be what was unwittingly or purposefully
criminals not sentenced to CS reclamation, and in M38
unleashed when power was restored. Other
the initiators of the Amethyst Lightmares were also
refineries may also be in peril, and any
imprisoned there. It slowly grew with psi-shielded
shortage of promethium could cripple Gilead.
chambers and ironwards to hold all of Gilead’s psykers. The Black Ships have not been sighted for nearly a century, though.
36
ORGANISATIONS
are common. Wise gangs know the secrets of leaving food in certain darkwater crevices to be replaced by
Gilead views Charybdion as a vital resource and military
strange technologies and other wonders the next day.
forces are everywhere. Astra Militarum regiments are
Strange mutants, the result of exposure to toxic wastes
stationed within most hives; a smattering of islands
and Warp energies, sometimes fight their way uphive
serve as training camps and munitions depots. Others
to form their own gangs.
contain Imperial Navy airships or support assault
BACKGROUNDS FACTIONS
boats and submersible warships. Detachments of Tempestus Scions and their attack boats in a disguised orbit guard against void-based threats. Varonius has a small squadron of gunboats at high anchor, and the Magi of Avachrus have assigned Skitarii cohorts to defend the irreplaceable refineries.
Adventure Hook: Sieves in the Iron
While industry is essential, only a few venerable Tech-
Confessor Alithea is offering the support
Priests have the slightest comprehension of how the
of their followers — and a not insignificant
refineries operate. Archotech through and through,
cache of holy artworks — to anyone capable
they detect veins of promethium kilometres below the
of recovering Regila Phvylle, a powerful
oceanic bed, and Titan-level energy beams to reach
psyker who was liberated before they were
them. Many have even been observed to deploy crab-
to be imprisoned at Ironwatch. Now leading
like legs and scuttle to new locations. The promethium
the Fellowship of the Forsaken Eye, Phvylle
allows Charybdion to barter for food, machinery, raw
is believed to be tied to psychic eruptions on
materials, finished goods, and other necessities.
Gilead Primus, as well as a series of ritualistic
The Adeptus Mechanicus is the ruling power, even as
fisherfolk who support what they believe to
it may appear more a Militarum bastion planet. That
be a benevolent society are quite unaware of
the Mechanicum has little control over the devices,
the true Tzeentchian nature of this psyker cult.
though, is a carefully guarded secret. Tech-Priests
Confessor Alithea is suspected of having ties
PATRONS CHARACTER OPTIONS ENDEAVOURS
murders of local Ministorum priests. The
also sponsor expeditions to recover lost refineries and
to the death cult known as the Weeping Eagle,
other priceless technologies. Ministorum priests are
whose psyker-sacrificing rituals are rumoured
often visible in hive cities, promoting proper faith in
to grant great powers to their members.
the Emperor, but all too often fall to terrible industrial accidents.
Adeptus
Astra
Telepathica
personnel,
especially those normally assigned to Astropathic Choirs, are often assigned guard duties at Ironwatch as the Rift has made such communication impossible. Nobles rule their hive fiefdoms but constantly fight over promethium supplies and other raw materials for their own industries. Guilds are influential (though generally controlled by the Adeptus Mechanicus), each with its own refinery formulations or Worldfish flensing rites. The most powerful guilders, though, are the Flowmasters who repair and construct the underwater promethium pipes, without which Gilead would wither and die. Gangs, some with escaped psykers, operate with impunity in lower hive areas, mostly above the waterline. Below these levels, especially in darkwaters that might stretch to the ocean floor, mutants rule. Their forms are endless, but gills and similar features
37
POLITICS
Fylamon takes a personal interest, with logistical
Gilead recognises Ganthet Veneratio of Hive Aidon
elsewhere to fuel its flamers, Enoch’s Synod would
as Governor. It is an open secret, though, that Magos
enjoy seeing the planet burn. It conducts a fervent
reports each morning. If they could find promethium
Faxas Ytterbium is the true sovereign, and that the
propaganda war to paint Charybdion as unfit for
real seat of power is within her brass bastion on the
habitation, and funds extensive missions to find new
island of Kappa-V. Lack of trust from other Gileadian
deposits of promethium elsewhere. Perhaps most
rulers (and the massed armaments of the Militarum)
worrisome are the thefts of anti-psychic technologies.
ensures Nuln dares not step too far from the Lord-
This might be so that other worlds can better contain
Militant’s decrees.
their own psykers, but does not explain why so many actual psykers have also been stolen from Ironwatch.
Part of this is due to Nuln’s lack of attention to the terrible state of Ironwatch, where the psychic overloads sometimes ignite the skies with arcs of unnatural pigments that burn retinas. Some suspect Nuln desires a cataclysmic failure to force Fylamon into deeding
Adventure Hook: Sinking an Island
Charybdion to her. Skitarii squads are increasingly extending their zones of operation, leading to disputes with local Enforcers and Militarum forces that have — so far — stopped just
The party is contracted by Hesia Aidon, a
shy of violence. Ironteeth commanders are convinced
senior noble of Hive Aidon who some whisper
that covert Adepts sparked recent hive riots to initiate
is funding the sabotage of a highly publicised
such events.
project to build an artificial island tethered to a major refinery. Success would mean
The most intense battles are fought within hive
the Adeptus Mechanicus could build similar
spires, hidden ones over promethium access. Too
structures and further consolidate its power.
many have seen other hives collapse when cut off
Hesia believes that Ecclesiarchy agents are
and are willing to go to extreme lengths to preserve
to blame and are framing her for actions to
their families. Many have allied with the Mechanicum
restore the Emperor’s Church on Charybdion.
to hamper Ecclesiarchical evangelism in exchange for
Felice Varonius takes a personal interest in the
additional promethium.
matter as it is an open secret that the island will dedicate much of its promethium output
Even though the Adeptus Administratum allocates
to the Rogue Trader Fleet. The party must
promethium, every potentate has deals for covert
determine the true culprits while ensuring that,
deliveries. This is discreetly ignored so long as regular
no matter what, the promethium continues to
shipments aren’t impacted. All know of Veneratio’s
flow.
arrangements with Ostia for extra foodstuffs, for example, or Nuln’s for technology from Avachrus. The strategically minded Magi has also promoted reprocessing of refinery waste into food to lessen the Governor’s alliance with Ostia. Varonius takes special interest as his ships need promethium; thus, one of his cousins keeps a close watch from orbit. Very covertly, Veneratio’s senior advisor Everin Baelin has been meeting with Felice Varonius to dispose of psykers into the void — something that might garner them cells in Ironwatch if discovered.
38
FACTIONS None can survive the dangers of the 41st Millennium
Both players and GMs can use this information to
alone. Almost all individuals belong to a Faction,
build and roleplay characters (whether they follow
swearing to serve some greater cause in exchange for
these rules or rebel against them), inform social
weaponry and allies to ensure survival.
encounters, to create seeds for adventures, and to better understand the fractious nature of the Imperium.
This chapter details the major Factions at work in the Gilead System, including the following information:
Some of the Factions in this chapter are smaller sects of large organisations. For example the Sanctified Shield
u A general overview of the Faction and their purpose.
are a single Order Minoris of the Adepta Sororitas entrusted with the task of protecting the holy shrine
u The training the Faction gives to its members and how that informs their place in the world.
world of Enoch. The vast, hierarchical nature of the Imperium ensures that even the established strictures of an organisation have endless variety across the
u The political goals of the Faction in the Gilead System.
galaxy. Some of the specifics of a sub-Faction may not apply to every member of the greater organisation, but can serve as examples and inspiration for their dark
u The relationships between this Faction and others.
deeds, strange goals, and arcane traditions.
u The duties and strictures members of this Faction (supposedly) abide by.
39
ORDER OF THE SANCTIFIED SHIELD Locus of Power: Enoch
a poisoned meal in order to kill a heretical ruler; Drill Abbess Alytinne Cho, who oversees the order’s
Acting Figurehead: Canoness Jeanne Grace D’Emysa
training programmes.
Important Writings: Rule of the Order of the Sanctified
There are perhaps none more devout in their worship of
Shield; Beatitudes of Karolyne, the sayings of a
the Emperor than the faithful of the Adeptas Sororitas.
martyred sister who eradicated a Nurgle infestation;
It supports the church in numerous non-martial ways,
Admonitions of St Hallas; Bastions of Faith, a collection
but is foremost the righteous army of the Ecclesiarchy.
of battle tactics honed over centuries
In Gilead, this means that while Sisters of the Sanctified Shield offer spiritual succour in a system that the
Symbols:
Order’s
icon
(skull
with
fleur-de-lis
Emperor seemingly has abandoned, even novices are
on forehead, on a shield surrounded by flames),
expected to answer the call to battle, no matter their role.
fleur-de-lis Founded in M38 by Canoness Jessamine Hallas, later Heroes: Veteran Battle Sister Wilhelmina Lorol,
beatified in M39.172 for repelling the Necron invasion
Cleanser of Hive Kappan; Sister Odelle, the mysterious
of a shrine world, the Order fought in many Wars of
Hospitaller who seems to appear at every battle;
Faith across the Segmentum Obscurus. In early M39,
Celestian-Imagifier Sister Valerinne Tancin, entrusted
after purging a system of daemonic infestation, the
with the Bones of Defiance; Sister Febronia of the
Synod directed it to Gilead. There it would bolster
Order Famulous, employed as a diplomat and trusted
spiritual purity and covertly monitor the local
food tester on Ostia, who martyred herself by ingesting
Ecclesiarchy, to ensure it did not fall to heresy as it did during the Age of Apostasy.
40
The Order is a bulwark of faith in Gilead, especially
The Sisterhood privately view the Adeptus Mechanicus
as its people fear the Emperor has abandoned them.
as religious deviants, and decry the Administratum’s
It defends the shrines on Enoch from unbelievers,
lack of spiritual fevour, but these frosty, frictional
especially those who would defile crypts for relics to
relationships must be maintained to ensure the Adepta
be used in unholy rites. It allows no compromise, no
Sororitas receive their holy Wargear.
BACKGROUNDS
deviance from the Emperor’s Will. While the Order stands, Gilead cannot fall.
Training
The arrival of the Varonius Flotilla seemed to be an
FACTIONS
answer to the Gilead System’s prayers, and indeed, the Adepta Sororitas greatly respect the sanctioned
New sisters received into the Order have honed both
saviours from the outer Imperium. However, there are
mind and body through the harsh ways of the Schola
those that believe the rumours that Varonius consorts
Progenium, but that is just the beginning. Battle sisters
with vile xenos, and all share the Firstborn Absolvers’
receive instruction in combat tactics and the use of
distrust of the Primaris Astartes that came with him
power armour, bolters, chainswords, flamers, and
through the Great Rift — to ‘improve’ on the Emperor’s
meltaguns. Others learn the rites of healing, negotiation,
vision of the Astartes is deeply suspicious to the
translation, and other ways to support the Order in
traditionally minded Sisterhood.With the loss of the
non-combat positions. Mind and soul are further
Black Ships, the Order watches for suspected psykers,
indoctrinated through blessed texts concerning heresy
and finds many within Enoch’s refugee masses. Some
and the Order’s relationship to the Ecclesiarchy. Veteran
are shipped to Charybdion; most are site-executed and
sisters impart lessons learned from battlefields and
their sealed ashes consigned to the depths.
PATRONS CHARACTER OPTIONS ENDEAVOURS
throne rooms alike.
Politics
The Order of the Sanctified Shield seeks to preserve the Emperor’s Light in Gilead, and supports the Ecclesiarchy as defenders of the faith. The Sisters are well aware of their role as spiritual exemplars to the faithful, and also oversee medicae facilities and offer
Duties & Strictures
relief to the many refugees on Enoch. This does not
u Protect the venerated shrines on Enoch.
mean they ever hesitate to forcibly discipline any who
u Guard and aid refugees, but do not allow
display weakness of faith or signs of heresy, however.
them to interfere with our Holy Remit. u The Emperor is listening and watching
As an Order Militant, there are many weapons
even in these dark times — do not
available to carry out this holy mission. Each Battle
disappoint Him.
Sister is a fierce warrior who fears nothing save failing the Emperor. Their most powerful weapon, though, is their unshakable faith — any who face them know
u Serve the Ecclesiarchy, for they interpret the Divine Vision. u Be ever watchful of the Ecclesiarchy, so
the Order never falters and can call upon that faith
that the dreaded apostasy may never befall
to achieve miraculous deeds when all appears lost.
us again.
This was famously displayed on Ostia when an entire horde of plague-cultists devoted to the Faithful Writ were said to be transfixed to ash by the light of Sister Delphyne in prayer.
Relationships The Order has strong relations with the Ecclesiarchy of Gilead and fights alongside Militarum and Astartes forces, as well as common citizens who follow where Sisters lead. Many Sisters have worked closely with Puritan Inquisitors in combating cults.
u Be a shining example of faith and purpose to all around you. u Believe in the Emperor’s Will, especially in actions against heretics and cults. u Burn the psyker and support the Ironwatch in its efforts to contain these abominations. u Trust not the Alien, for its ways are abhorrent to the Emperor. u Smite the Daemon, for its temptations lead only to damnation. u Let your Faith be your Shield. u Those that falter must Repent.
41
MACHINE CULTS OF AVACHRUS Locus of Power: Avachrus
may appear a unified order on the outside, in reality it is a conglomeration of sects, each of which has its
Acting Figurehead: Archdomina Aexekra Vakuul
own view of the Ominissah’s nature, the quest for knowledge, and other matters of technological divinity.
Important Writings: The Universal Laws of the Cult Mechanicus; Litanies of Eternity, containing the daily
This is especially true in Gilead, where the irrational
rites of the Suspire; Compilex Heretekonus, a collation
Warpstorm has provoked holy schisms that may
of all data concerning archeotech and xenos tech found
irreparably fracture the Mechanicum. The Mechanicum
on Avachrus and beyond (and only available to certain
arrived first at Gilead and has been a fundamental
Arch-Magi and Inquisitors)
part of it ever since. Once the Eternal Engines were uncovered it claimed dominion of Avachrus and
Symbols: Mechanicus Cog, Avachrus Icon (a cog on
transformed the planet into a powerful Forge World.
starburst with two moons below), palm on forehead
Now it must supply and maintain all technology for
then extended out (‘I offer my reason to you’)
the entire system with no external aid, even as their ordered existence is failing to meet demands.
Heroes: Explorator Kappo Lev, known for their unending search for remnants of the pre-Imperial
Tech-heresy and unsanctioned research flourishes
archaeotech; Magos Jynn Rho, tireless hunter of
like scrap code in unshielded cogitators, no matter
Hereteks and their horrid creations; revered Tech-Priest
how many Tempering Litanies are engrammically
Obsolom, who has assisted in training the Techmarines
inscribed into new Tech-adepts. Explorator Lev reports
of the Absolvers Chapter for over 400 years; Skitarii
of asteroids in the Reach filled with xenostech and
Vanguard Commander Metril of the 87th Gilead Cohort
possibly the remains of a deliberately shattered world. Buried in the Avachrus sands is evidence of an earlier
The Adeptus Mechanicus oversees all aspects of
Martian presence, one that employed unholy numerics
technology in the Imperium. Its church, the Cult
and profane logic.
Mechanicus, worships the Emperor as the Omnissiah
42
as its adherents chant binaric prayers with each forging
Try as they might, the Magi cannot suppress such data
and implantation of blessed cybernetics. Though it
much longer.
Training
Interactions with other Gileadian agencies are much
As can be imagined, the Adeptus Mechanicus revolves
worse. For millennia the Ecclesiarchy of Enoch have
around
begrudgingly
technology;
the
blessed
rites
involved
accepted
the
religious
differences
for repairing, operating, and venerating (but not
between the Imperial Cult and the worshipers of the
inventing) machinery are a fundamental part of its
Omnissiah, viewing the arcane creations of the mystical
existence. Knowledge of such matters, along with the
Magos with a mixture of fear, awe, and suspicion. In
ways of the flesh and even xenos devices, is similarly
the wake of the Great Rift, the Adeptus Mechanicus’
essential for many. Despite their scholarly veneer,
failure to meet constantly increasing production needs
almost all members of the Cult Mechanicus are able to
has led to the Ecclesiarchy viewing them as barely
defend themselves, as failure to do so would be a waste
sanctioned heresy. The Cult Mechanicus have a similar
of a servant of the Machine God’s. Thus, many Tech-
(but more logically expressed) opinion of the Adeptus
Priests are skilled in the use of powerful sidearms of
Ministorum in return.
unusual (but sanctioned) designs not suited for mass production.
Politics
There are also sects within the Cult Mechanicus that
BACKGROUNDS FACTIONS PATRONS CHARACTER OPTIONS ENDEAVOURS
withhold vital data or assert falsehood, all to lessen their rivals and making unified action sometimes
The Cult Mechanicus has few drives, but they dictate
impossible. Despite this, almost all reserve their
all its actions within Gilead. Preserving Avachrus is
greatest binaric hate for those who knowingly subvert
foremost through fulfilling its sacred duty to fabricate
the Omnissiah’s Will. These might include Apostate
arms, but detecting and eradicating tech-heresy is a
Tech-Priests who lead proscribed rites to glorify
close second. With the loss of support from other Forge
xenos technology, Hereteks who conduct prohibited
Worlds, spreading the Word of the Machine God has
experiments, and worse Magi who seek knowledge
become vital. This has caused much friction with the
from the Gods of Illogic that live in the Warp.
Adeptus Ministorum, as both seek out new adherents. Even efforts to acquire more subjects for servitor creation are stymied, as most are sent to penal legions. The power of the Adeptus Mechanicus, however, is enormous. It controls technology and manufacture in Gilead. That it also determines which Factions are
Duties & Strictures
granted access to its technologies is an unspoken and
u The Forges Must Pour. All else is secondary.
rarely needed threat, even in times when it can barely
u Obey the Universal Laws, for without them
meet ordinary replenishment demands for material. It has its own powerful fighting forces to defend the
all is disorder. u Suppress
unsanctified
‘requisitions’ alike.
directed to research or even use them to try
The Adeptus Mechanicus works most closely with
mechanisms…
and
unholy
Relationships:
alien
technology
Forges against piratical raiders and unofficial Imperial
except
if
and pierce the Night Wall. u Search for lost technology and archaeotech; a functioning Standard Construct Template,
the Astra Militarum and Administratum to provide
or even a fragment of one, could save the
weaponry and other necessities, as per agreements as
Avachrus (and Gilead).
old as the Gilead System itself. It views both, though, as extremely wasteful of both flesh and metal. The Absolvers, on the other hand, are held as exemplars of efficiency. While the Adeptus Mechanicus deals with various Rogue Traders, chiefly Varonius, it is of necessity as their ships are effective in guarding
u Pity the Ministorum, for they know not how to worship. u Revere the Omnissiah, for He knows all and comprehends all. u Abhor the Heretek, for their works stain the Will of Machine God.
against pirate attacks made against Explorators and
u To break with ritual is to break with faith.
research stations.
u The flesh is weak. The machine is strong. u Placate the Machine Spirit in every device. u Venerate, Not Innovate.
43
ECCLESIARCHY OF ENOCH Locus of Power: Enoch
The Adeptus Ministorum is the one true church of the theocratic Imperium, and leads the fervent worship
Acting Figurehead: Archdeacon Merramar Clade of
of innumerable billions. Faith in the Emperor is more
the Enochian Synod
vital than promethium or voidships; without this
Important Writings: Scriptures of St Gilead; Rites
warring star systems and become easy prey for xenos
of Passage, the internment scriptures of Daedalon;
and traitors. It is this faith that must sustain Gilead in
Dawning Proverbs, a collection of schoolbooks for the
these hopeless times.
unifying power the Imperium would fragment into
youth of Gilead The Ecclesiarchy has been a firm presence in Gilead Symbols: Blessed waters of Enoch (open palm gliding
since the foul taint of traitors and heretics was purged
over closed fist); Star of St Gilead’s Chariot, a stylised
and the Emperor’s Light established. Now that light
Gothic-class cruiser symbol; Ministorum icon
has gone dim, possibly forever, and the populace turns to the Ministorum for guidance. Billions
Heroes: Missionary Janos, thought to have converted
countless refugees stranded on Enoch. Never has the
Uhn, known for their ‘burn first, ask questions later’
Ecclesiarchy of Gilead been tested like this.
approach
to
unbelievers;
beloved
Shrinemeister
Gregor Imrak, overseer of ultimate rest and arbiter of ossuary assignments; Preacher Karam, seemingly eternal
44
everywhere struggle with their faith, especially the
untold millions across the system; Confessor Darius
exhorter
of
Gravedigger regiments.
the
faith
to
centuries
of
It is a test that the Ecclesiarchy must face and defeat,
The Priests of Enoch have always been at odds with
for the system is ripe for collapse. Even as Warp flares
the Tech-Priests of Avachrus; a covert war wages for
rend the darkness like daemons ready to devour souls,
believers, resources, and political support from other
priests and deacons must ensure their flocks retain
Factions. Corruption amongst rival Confessors over
their faith and that it is strong enough to withstand
internment priorities, however, is turning many nobles
such terrors. Should Gilead abandon the Emperor, all
away from the Church.
hope is lost and it would once more be a haven for the Forces of Chaos.
Training
BACKGROUNDS FACTIONS
Inquisitors are likely the few who know that the system’s
pre-discovery
religions
were
deemed
abomination and impossible to assimilate into the
Preachers and other members of the Ecclesiarchy
Imperial Creed. The Gilead Crusade was thought to
are primarily known for their words, and so they
have purged them. The Age of Apostasy saw heresies
exercise their vocal skills for maximum volume and
re-emerged under the guise of supporting Cardinal
projection. Persuasive rhetoric is the ideal way to sway
Vandire’s madness, though, and the entire priesthood
those lacking in faith; when that fails, intimidating
was removed, sometimes by fire. Now there are echoes
mental and physical coercion are necessary. This also
of the old beliefs in sermons, and fresh cults to them
holds true for dealing with other Imperial agencies.
festering in underhives and isolated villages.
PATRONS CHARACTER OPTIONS ENDEAVOURS
Many of the Ministorum learn to wield flamers and massive chainswords to smite heretics. All must know the tenants of the Imperial Creed of Gilead by heart, along with planetary variants designed to keep local populations devoted to the Emperor’s Light.
Politics
Faith drives Imperial life, and Gilead’s priesthood
guides that faith. Ever since the recent Night of Torches
Duties & Strictures u Let the Emperor’s Light guide us in these Dark Times.
the Church has expanded its role as defender of that
u Only through Faith will a new dawn arise.
faith to defender of the law. Deacons wield scriptures
u The Emperor hears you. A prayer asked is
and chainswords to keep the populace obedient. Gatherings not devoted to worship are now unlawful.
a prayer heard. u Faith can never be allowed to grow lax, for heresy grows to fill that void.
The Ecclesiarchy has powerful allies but is its ability
u We are the shepherds of the Emperor’s
to mobilise millions that shows its real strength. Even
subjects. Those who cannot be guided
the raging of the Unholy Storm cannot fully diminish this as the righteous of Gilead see it as a trial of faith. Missionaries now sweep across planets to gather armies ready to burn any who do not share their
must be eliminated. u Ensure the purity of the Imperial Creed is maintained. u We must ensure all of Gilead is worthy
fiery conviction. Its power is also subtle. The growing
of
number of orphans means there is a near endless
servants return.
supply of recruits for its Schola Progenium. There it trains and indoctrinates Sisters of Battle, Commissars, and others who are vital for Gilead’s survival.
Relationships: The Order of the Sanctified Shield is the Ecclesiarchy’s
rediscovery
u Ensure
Enoch
when remains
the
Emperor’s
peaceful
and
under control. u A soul that cannot be won is a soul that must be burned. u Provide Priests and other spiritual support for Militarum.
staunchest ally. The Gilead Gravedigger regiments are
u Watch for unsanctioned modes of worship,
well known for the number of Priests who accompany
rites, and other deviations from orthodoxy.
them into battle, using inspirational exhortations to
u Deviate Not from the Emperor’s Path.
ensure troopers would rather die before retreating.
45
GUARD REGIMENTS OF GILEAD Locus of Power: Gilead Primus (especially its moon Saintshold)
Gilead’s Militarum regiments are the mortal wall that keeps its enemies from overrunning the system. Though regiments were once raised on Enoch, Ostia
Acting Figurehead: Lord-Militant Taleria Fylamon
and Charybdion, all have been subsumed into the Gilead Gravediggers on the orders of Lord-Militant
Important Writings: Imperial Infantryman’s Uplifting
Fylamon. This has dramatically reduced the costs of
Primer, Tactica Gilead, The Gilead Crusade (a carefully
uniform and armament production in a critical time
redacted and rewritten military history of the conquest
for the Gilead System, though the few veterans that
of system), Imperial Munitorum Manual
have survived three years of war against the horrors of the Great Rift are furious at the destruction of their
Symbols: Regimental badges, Militarum icon, slap
traditions.
palm on right shoulder (common location of regimental symbol), salute whilst holding 9-70 Entrenching Tool
The Gravediggers’ numbers are further bolstered by
Heroes: Famous (and dashing) Colonel Paterson
Fylamon controls both the Militarum and the law, and
Devries IV of the Gravediggers, Sergeant Kolos ‘Ork
her regiment’s close ties to the Ecclesiarchy affords her
the frequent drafting of penal legions. Lord-Militant
Killer’ Thom, Hero of Dawn’s Blood and seen on many
no shortage of sinners from all walks of life to press
recruitment posters; Trooper Peppersmack Brandle,
into service defending His Gilead System.
fabled (amongst abhumans) Ratling sniper and chef Many officers of the Gravediggers have publicly The Astra Militarum, commonly known as the Imperial
suggested that the Adepts of the Administratum
Guard, is the largest fighting force in the galaxy.
would serve the Imperium better as frontline soldiers
Fielding gigantic cadres raised across countless worlds,
than
bean-counters,
further
worsening
its sheer numbers are often enough to repel invasions,
relationships between the Militarum and those that
and conquer systems in the Emperor’s Name. This
supply their weapons.
reliance must end for Gilead’s regiments to continue
46
glorified
to defend their homes with ever decreasing supplies of troops and material.
Training
actions. Rumours that Guard units are ignoring proper
Members of the Astra Militarum know the value of
Mechanicum rituals to hastily refurbish and even
training, and every moment not in battle is consumed
cannibalise war material (especially tanks), though,
with instruction and drills. The Guard, no matter
has recently become a source of friction between the
the regiment, would be nothing without it. Even the
organisations.
BACKGROUNDS
finest of native warriors must learn how to fight as part a unit, and each unit to fight as part of an army.
The Administratum provides logistical support such
Everyone learns ranged weaponry from lasguns to
as ammunition, but with that failing most regimental
lascannons, while medical, piloting, and other skills
commanders have little but disgust and contempt for
taught to a select few. All of this falls apart without
its adepts. As the Officio Prefectus has seen record
skilled commanders, though, and so instruction in
numbers of graduating cadets, due to the growing
leadership and warfare is essential as members rise
numbers of orphans in the system, it does ensure that
in the ranks.
each regiment has a preponderance of Commissars.
Politics
With the Imperial Navy horribly mauled when the
The Imperial Guard had few political roles in Gilead, but
storm erupted, regiments must often barter with Rogue
that changed when Lord-Militant Fylamon assumed
Traders for transport through the void — and so must
system command. Its goals now encompass the entire
stay on good relations with them, even as it galls them
system’s existence.
to do so. Without such support, the Militarum would
The Militarum’s numbers are endless, with masses of
invaders and rebellious Humans.
FACTIONS PATRONS CHARACTER OPTIONS ENDEAVOURS
be unable to fight its greatest enemies, namely xenos infantry divisions and huge armoured corps far greater than any other force in Gilead. Fylamon knows that this cannot remain so for much longer, as the Eternal Night prevents external resupply — assuming the Imperium is still able to do so. The storm also prevents any retreat, which suits the Gravediggers’ fighting ethos perfectly.
Duties & Strictures u The Emperor Protects!
Relationships:
u A lasgun that fails is a Guardsman who
Gilead’s regiments have strong connections with the
has failed the Emperor. Keep your las packs
Ecclesiarchy, with priests accompanying regiments
full, your weapon orderly, and your faith
into battle — especially in these times when Chaos is ascendant. Enoch also raises numerous penal legions, essential to maintain overall strength.
resolute, for you are never off duty. u The enemies of the Emperor always watch for signs of weakness. Be strong and vigilant, and never forget you are the
Most regiments have fought alongside the Absolvers
guards who protect all of Gilead.
and respect their effectiveness, but always know
u We are the Hammer of the Emperor!
to never get between these marines and their
u They are not mere citizens — they are
targets. With the assumption of system command,
servants of the Emperor, and guarding
political relationships have become perhaps even
them is your duty.
more important than martial ones, especially with
u Duty Ends only with Death.
Planetary Governors.
u Watch the psyker, and keep your lasgun aimed at their head at all times.
The
Adeptus
Mechanicus
has
always
provided
mechanical support for regiments, but both view the other with fear and suspicion. The Hearthguard have perhaps the best connections, and its joint with Skitarii
u Gilead endures as long as one soldier stands. u Dig your grave before the battle. Die in it before retreating.
units in the assault on Hive Plunon’s unsanctified manufactorums is still the ideal standard for such
47
REMNANTS OF THE INQUISITION Locus of Power: Several, such as Ordo Hereticus
power that a single word from an Inquisitor can raise
bastion on Imperia. Most are highly secret and hidden
armies or condemn entire worlds. Yet this power is
Acting
have been isolated from it, perhaps forever.
nothing without the Imperium, and Gilead seems to Figurehead:
Tytrona
Dikaisune
of
the
Ordo Malleus The unending mission of the Inquisition became even Important Writings: Gilead Daemonicus, a thrice-
more vital when Gilead became entombed by Eternal
blessed and sealed tome of all daemons encountered
Night. Surrounded by Chaos itself, heresies emerge
in system, including their True Names when known;
in every world. Much of the power of Inquisitors,
Litanies of Hate, the transcribed admonishments of
though, lies in the fear every Imperial citizen has of
Inquisitor Abrack Zaffar; Xenos Purgation, the Ordo
them. This was disrupted, as the storm also cut them
Xenos’s history of alien activity in Gilead
off from the Imperial backing so essential to much
Symbols: Inquisition icon, rosette or other personalised
ways most had never imagined, knowing the only aid
symbol of their office, variety of secret hand signals
they now have is within this small system.
of their authority. Inquisitors have had to operate in
unique to each Inquisitor and their Acolytes Gilead now sees previously unimagined horrors, Heroes: Inquisitors Tytrona Dikaisune and Stephan Argyle, Interrogator Inge Xenia
such as the Plaguefont of Edon or the Scrying of Enochid, occurring more often than ever before. Xenos-revering sects and heretical cults grow
48
They are the singular individuals charged with
in power as the nobility grows lax. Though few
defending not the Imperium, but Humanity itself from
in number, Inquisitors, as always, must ensure
enemies within, without, and beyond. Such is their
Humanity does not fall.
Training
Acolytes can come from anywhere in the Imperium
uses a bound daemonhost as her deadly weapon against Chaos-worshipping Machine Cults.
and from any agency, so they typically already possess skills and abilities that made them stand apart. It is
Some Inquisitors have strong alliances with other
up to Inquisitors to provide further training, such in
Inquisitors, but the one thing they often trust the least
social interactions from deception to intimidation. The
is another Inquisitor. With so few of them remaining
longer they survive, the more they learn of the Holy
in Gilead, most seem willing to coordinate efforts and
Ordos, heretical practices, the terrors from beyond
even work together on occasion — something that
and without, and even how to better use (or defend
would be anathema until these dark times.
how to investigate and uncover threats to Humanity
CHARACTER OPTIONS
and, when judged worthy, to wield their own rosette and its power without hesitation.
Inquisitors are charged with defending Humanity
Duties & Strictures
itself and are ready to use any means available
u Burn the Heretic!
to do so. Most are skilled combatants with deadly
u Smite the Daemon!
weapons; some are even potent psykers. Their greatest
u Eradicate the Alien!
power is fear. The threat of mass executions, if not
u Innocence Proves Nothing.
planetary Exterminatus, is impractical at best now,
u We are the things that daemons fear.
and so threats must be achievable. Negotiations
u We cannot be Everywhere, so we must
with Gileadian Factions, even those abhorrent, have
u Our war is for the Emperor’s Soul.
to making deals with devils.
u Pick
Inquisitors often gather unique beings as Acolytes
ENDEAVOURS
be Anywhere.
become necessary. Luckily, many Inquisitors are used
Relationships
FACTIONS PATRONS
against) psychic powers. Most importantly, they learn
Politics
BACKGROUNDS
battles
wisely,
but
never
falter
once committed. u Always watch for talented individuals as Acolytes don’t replace themselves.
(some of which might not even be Human) and in doing so develop networks across Gilead. The strongest Factional relationship is perhaps between Ordo Xenos Inquisitors and the Deathwatch, but it varies with each Inquisitor. Puritans fight alongside the Absolvers, while Radicals are quite willing to deal with Rogue Traders and even xenos. Both utilise Militarum forces when armies are needed, or Tech-Priests for aid in technological expertise. Ordo Hereticus Inquisitors have strong ties to the Adeptas Sororitas for support against cults and heretical gatherings. Several Sisters have become Acolytes, with Canoness D’Emysa giving her blessing for this dispensation. Few know that one supposedly lost Battle Sister now wields her own rosette. What makes for an ally for one Inquisitor means an enemy to another. One Inquisitor has judged the Ecclesiarchy weak and ready to once again fall to heresy, and so keeps a watchful eye from within its ranks. Another operates a pirate fleet to hunt Corsairs and those who would associate with them. A third
49
THE VARONIUS DYNASTY Locus of Power: Varonius Flotilla, specifically the
The Imperium must feed its hungry populations and
Ducal Circlet
even hungrier manufactorums. It is always desperate for resources as existing planets fall to external
Acting Figurehead: Jakel Varonius
predation, internal collapse, or decree of Inquisitorial
Important Writings: The Warrant: An Analysis,
Warrants, seek out new worlds to plunder — all in
Exterminatus. Rogue Traders, empowered by Imperial centuries of commentary, scrutiny, and wishful
the name of the Emperor, of course. It is rare that one
thinking by the Varonius family; Lineage Varonius, a
comes to the rescue of an isolated system, but Rogue
who’s who in the family, along with the current line of
Traders are nothing if not unique.
succession and cryptic notes on each. Let none say that Jakel Varonius never dared to take Symbols: Crux Varonius (the dynastic icon), individual
huge risks when there were profits and renown to be
ship badges, subtle signal of hand pointed down with
had. Navigating the Great Rift, however, was the easy
two fingers in V shape
part. He arrived in Gilead as a saviour, and a desperate system now looks to him for salvation. The dynasty
Heroes: Jakel Varonius; Captain Gillan Lej of the attack
cannot access its holdings elsewhere in the Imperium
boat Hard Bargain; Commander Felice Varonius, the
and beyond, and so must look for new ones.
family’s lead negotiator for Imperial matters and high in line of succession
50
Opportunities beyond imagining await him here.
however they can. Other Rogue Traders, eager for
Priceless archaeotech awaits in unexplored regions,
their own profit, have aided Varonius with their own
and the rift itself may open up new Warp routes to
connections and ships.
unclaimed systems. Varonius’s alliance of convenience with the Aeldari, if firmly cemented, could pay off
The more traditionalist elements of Gilead, such as the
handsomely once the storm fades and Warp travel
Absolvers and Lord-Militant Fylamon, find little appeal
resumes. His dealings with these xenos is kept a
in the Rogue Trader’s ways. Rumours of consorting
secret from the rest of Gilead. His connection to the
with xenos are rife and have attracted Inquisitorial
untrustworthy Rogue Trader Dyre Kedjrick who
attention. The Aeldari have proved excellent assets,
supposedly negotiates deals with all manner of unholy
able to carry out raids and assassinations that cannot
xenos is one he keeps to himself.
be linked to him.
Training
The most dangerous relationships are within the
Rogue Traders are a breed apart from Humanity,
dynasty itself, for the intrigues and schemes for
each unique with their own style of operating. All
succession, power, and shares of profits are unending.
generally have some degree of martial skills, but it is
Few outside the lineage know of the Golden Cull, or
their social skills that keep them successful. A good
the terror of the Final Desert. The family comes before
trader is exceptionally cunning and persuasive, and
all else, but who controls the family must be the most
able to discern the motivations of anyone, even xenos,
ruthless, devious, and charismatic member. Otherwise,
in a negotiation. They are also able leaders, for what
the family fails.
BACKGROUNDS FACTIONS PATRONS CHARACTER OPTIONS ENDEAVOURS
is a Rogue Trader without a loyal crew? Lastly, they spend far longer than desired studying Warp routes, xenos civilisations, and even historical tales for signs of profitable journeys to be had and new systems to exploit.
Politics
Duties & Strictures
The dynasty serves the Emperor — as clearly stated on
u Family First.
the Warrant. The ways it serves Him allows for a great
u Determine the profit, then act accordingly.
deal of flexibility, however. Varonius makes no secret
u This is just one provincial system among
that profit is a motivation, but always incorporates a
millions. No great loss should it fall, so
sincere desire to defend Gilead.
long as we’re not here when it happens. u It matters not what species is across the
To do so, the dynasty has a large fleet, including the
negotiating table, only that a deal can
cruiser Ducal Circlet. With it, Varonius controls much
be struck.
of the vital shipping between the Heartworlds. Its firepower also allows it to fend off pirates and quash insurrections. One day this could be the Varonius system, after all.
Relationships The arrival of the fleet has offered hope that the
u Your greatest friend is the relative ahead of you in succession. u Your greatest enemy is the relative behind you in succession. u Explore and Exploit! u A trader not in motion is a trader who is dying.
Emperor sees Gilead, though Varonius’s claims
u A placid system is an exploitable system.
that a long-dead Primarch has returned only to ally
u We do the Emperor’s Will, as per our charter.
himself with xenos forces was nervously dismissed
As we have since the Great Crusade! It is
as jest. Despite this, the Administratum has agreed to
not yours to question us.
work jointly to oversee planetary ways as the adepts had for millennia before. The lure of archeotech and mysterious devices has proved too much for some Tech-Priest Magi, who eagerly assist Varonius
51
THE ABSOLVERS Locus of Power: Battle barge The Vow of Absolution,
to defend the system may be all that stands between
currently sailing deep within the Reach
Gilead and eternal damnation.
Acting Figurehead: Brevet Captain Akahir
The Absolvers have been bound to Gilead since its earliest days, and then became its home when Chapter
Important
Writings:
Codex
Astartes,
Rites
of
Master Dalir swore a grand oath to protect Gilead
Absolution (chapter’s secret rituals)
forever. Most of its numbers were trapped within when
Symbols: Chapter icon, Astartes icon, two handed Aquila
commanders have not been heard from for long years.
symbol, hands held together to form a chalice/cup
Even if the Absolvers could leave they would never do
the Dark Storm erupted, though, and the chapter’s
so, for such is the permanence of their vows. Heroes: Founding Chapter Master Tygranus Dalir, Battle Brother Titus Mikel, First Company Sergeant
Each day brings new perils to the chapter’s future.
Tarik Kamril, Veteran Scout Diallo Mirl
Ammunition and other essential materiel are growing scarce. Viable geneseed stock is dwindling as well,
52
The Space Marines are the Emperor’s Angels of Death,
meaning fewer scouts can progress to become full
the mightiest warriors of the Imperium. They arrive
Battle Brothers. Chaos Space Marines grow bolder in
like thunderbolts from the heavens, raining destruction
their probing attacks from the Reach, and even within
on His enemies across the galaxy. Now ensnared
hive cities. Only firm conviction and vigilance offers any
within the Noctis Aeterna, one chapter’s ancient vow
hope of preserving the chapter until the storm recedes.
Training
There is always friction with the Ministorum, though,
The Absolvers are warriors of the finest calibre, with
over doctrinal beliefs. The chapter’s inflexible nature
instruction that takes their transhuman physiques to
also means Rogue Traders are rarely welcome. Dealing
levels the finest regimental troopers could never match.
with xenos is, of course, unthinkable.
BACKGROUNDS
Their senses are honed to perceive all around them, and even their scouts have reactions allowing them
Its most troubling relationships are internal. The
to ready and operate weapons with uncanny accuracy.
Primaris Absolvers who arrived with Varonius’s fleet
Some become skilled pilots and all are impeccable
have been met with cold indifference at best. Some
marksmen, but the recent low levels of ammunition
Absolvers, especially newer brothers, would rather
replenishment means for greater reliance on close
they be welcomed into the chapter, but dare not
quarters combat. Their minds are also rigorously
speak openly.
doctrines dating to the chapter’s founding as well as
ENDEAVOURS
from battles not recorded in Imperial records.
The Absolvers have but one essential goal: defend Gilead, as their founder vowed ages ago. All who know
Duties & Strictures
these marines know that their vows are inviolable, so
u Honor the Chapter.
there is assurance that Gilead is well protected. The
u Know No Fear.
Absolvers are also known to be utterly honest, but also
u We Are the Angels of Death.
utterly ruthless. Entire populations might be eradicated
u One Bolt, One Death.
before allowing one rebel to escape, as happened in
u Our chapter elders are missing. They must
the Cleansing of Yellem. This means political dealings
be found lest our past be lost. Any who
are difficult, and so the chapter relies on might more
have knowledge of this matter must share
than negotiation.
it with us or be branded a traitor to Gilead. u We
must
cleanse
—
or
destroy
—
The power that the Absolvers wield is immense but
Persephone’s Regret before it can venture
limited. The chapter can bring lightning from the
into the Heartworlds. Any who would say
skies in thunderclaps of bolter fire and can destroy
otherwise, even with the desire to reclaim
most enemies before defenses can be mounted. Even
lost heritages buried within the Space Hulk,
targets in the void are not safe from Astartes attack
have no concept of what the unleashed
craft. Sometimes even the merest hint that such
xenos aboard could do to Gilead.
actions are imminent is enough to drive capitulation.
u Be Stern and Obstinate in all things.
Its relatively few numbers, however, means it cannot
u Those who rebel against the Emperor will
fight prolonged battles — victories must be fast and
face our unending wrath.
decisive, or not at all. The drought of ammunition
u To break a vow is to shame the Emperor.
also means every shot must kill; suppression fire is a
u There can be no rest until Gilead is purged
luxury the Absolvers can no longer afford, even when
PATRONS CHARACTER OPTIONS
trained, with millennia of tactical and strategic
Politics
FACTIONS
of the alien and the rebel.
facing the Chaos Space Marines of the Faithful Writ.
u Our duty is as our Founder stated, and
Relationships
u Recruiting and training new Astartes
nothing will change that.
The Absolvers are both feared and revered by Humans.
is
paramount.
Preservation
On the battlefield, Militarum troops and Sisters of
replenishment of geneseed is essential.
and
Battle welcome their aid, as do the cybernetic Skitarii. Away from combat, the Mechanicum have a good relationship as do some Puritan Inquisitors, and fellow Astartes of the Deathwatch.
53
THE ADMINISTRATUM Locus of Power: Ostia
The Adeptus Administratum is, in many ways, the Imperium. It is everywhere, recording each datum
Acting Figurehead: Master of the Adepts Sabien Erim
of Imperial life and ensuring proper adherence to its strictures. Without it, the essential tithes that allow the
Important Writings: Index Administratum; Producto
Imperium to exist would falter and fail. A world bereft
Gilead, a record of all tithes, materiel production, and
of the Imperium is likewise doomed, for every system
populations across system, stored in its own dedicated
is dependent on others —something senior Gileadian
city; Rites of Recording, a 122-volume (and counting)
Adepts fear that despite their desperate efforts may
list of all authorised terms and approved methods for
come to pass.
transcribing data The Administratum is often the first organisation Symbols: Double-handed Aquila, Administratum
established when a new planet is recognised. So it was
icon, palms vertical held together then opened like
on Gilead; immediately after the crusade ended, its
a book
adepts began calculating tithes and asserting Imperial control. Soon gigatonnes of food, minerals, and
Heroes: Prefector Scriptus Quintos Galleen, Master
54
processed materials, along with billions of regimental
of the Scrolls Finnea Caveros, Datavault Rampartus
troops, were extracted in regular, stable operations to
Radeer U’mlo
serve elsewhere in the galaxy.
The Great Storm disrupted all this. Tithes are collected
Relationships
never to leave planetside; most now stagnate in vast
The Administratum has always had a strong working
pools of rotting organics and mountains of decaying
association with the Astra Militarum and Adeptus
resources, such as the infamous Grey Wastes on Ostia.
Ministorum in Gilead. This is more so now, especially
Others are sequestered in hidden vaults, secretly used
with the former’s Lord-Militant acting as system
to ensure loyalty of wavering nobles. Some question
governor. It has less benign connections with those
continuing the old practices, but adept masters insist
who operate outside of its authority, such as Rogue
that any deviation would be an affront to the Emperor’s
Traders, Adeptus Astartes, and to a lesser extent the
Will. With each day, though, long-established order is
Adeptas Sororitas.
breaking down and soon may be too great for Gilead to ever recover.
Training
The Administratum is often the face of the Imperium, and thus it has bitter enemies: insurrectionists, scum, tithe-protestors, and others actively seek ways to
It would be easy to believe the adepts of the
disrupt its practices and destroy precious data. Many
Administratum school themselves only in intellectual
adepts still shudder when recalling the Zeroing of
manners such as record keeping, history, lineages,
Datavault Lamba, or the Fellscriber’s Dawn. One might
bureaucratic processes, tithe assessments, and other
think it had allies to call upon, but this is not the case.
menial but still essential matters. And it is true to a
Few Imperial subjects have any appreciation for its
great degree; the vast majority of these functionaries
efforts; no Guardsman, for example, has ever rejoiced
know little else but such matters and never venture
in the Wargear they are issued. The Administratum’s
outside massive datavaults or transcription opticons.
worst relationships are internal, however. Fierce
Senior adepts, though, must learn to deal with the
debate rages over maintaining the standards that have
Emperor’s subjects through persuasion and cunning –
guided the system for millennia when more flexibility
and also intimidation and deception should those prove
seems the only path that avoids Gilead’s utter collapse
more effective. Anything that ensures Gilead remains
or eradication by xenos or worse.
BACKGROUNDS FACTIONS PATRONS CHARACTER OPTIONS ENDEAVOURS
functioning is permissible for the Administratum.
Politics
In the past, the Administratum devoted itself to tithe processing, overseeing logistical matters, and overall
ensuring the system operated in concordance with Imperial decrees. Now, the closing of Gilead has meant
Duties & Strictures
the agency has two main goals: maintaining order to
u We must continue to assign tithes to each
prevent the system from falling into lawless barbarism,
world and dominion, even though they
and maximising productivity in a system cut off from
cannot be collected. Failure to do so is
outside support.
failing the Imperium and the Emperor. u Our records must be pristine and without
Still, the Gileadian Administratum wields enormous,
error, for those will be our means of
if not direct, power. It allots resources to the Astra
judgement when the system is freed.
Militarum and many other Imperial agencies. Its adepts
u Similarly, we must ensure all records are
are on every world and in every city, with historical
maintained and updated for when tithes
records and procedures to conduct every facet of
can be properly collected again.
Imperial life. It dominates Ostia, the breadbasket of
u So many things are happening! We do not
Gilead, even as the Ecclesiarchy’s rule over the shrine
fear them, but we fear we cannot properly
world ensures that the populace’s primary loyalty is towards the Ministorum. Its decrees are still followed … for now.
record everything. u All data is Essential, Waste it not. u As it Was, So it Shall Be. u The Letter of the Writ is All.
55
CRAFTWORLDERS OF UL KHARI Locus of Power: Craftworld Ul-Khari/Trollius
Eons ago, the Aeldari ruled the stars. Now, due to immeasurable hubris, they are only sad echoes, scarce
Acting Figurehead: Farseer Tylanriel Tarnalys
in numbers though still powerful enough to fight and win when they must. Most roam the stars in massive
Important Writings: Scrolls of Ul-Khari, a history
starships known as Craftworlds, seeking new ways to
of the Craftworld stored on sheets of psychoreactive
return their species to its former glory. Those within
wraithbone; Songs of Asuryman, emotion-woven music
Gilead, though, fight for survival against an ancient,
evoking and representing their patron god; Things Yet
thirsting desiring their very souls.
to Be; millennia of prophesies from the exiled Farseer Unnias, now looking to be disturbingly accurate
The isolationist Asuryani of Ul-Khari have avoided
Symbols: Orange glyphs of Ul-Khari icon, Sigil
may be its doom. Lured by psychic traces of ancient
of Asuryman,
Aleldari relics within, the Craftworld spent decades
catastrophe for many millennia, but the Gilead system
here as its peoples laughed at attempts to detect Heroes: Farseer Tamalys, Ranger Kaelitha Nagith,
them. Their arrogance was their undoing, as a world
Storm Guardian Hyrne Olivaste
suddenly appeared out of the void to cripple Ul-Khari, perhaps forever. The tendrils of the Weaver of Fate appear to have arranged this collision, for purposes none may ever know.
56
The Aeldari have the Webway to travel within the
so, for Greensteel has pledged to defend Ul-Khari to
system and out to other stars, but using it to leave
her last breath. Of lesser reliability are the new pacts
would condemn untold Aeldari souls merged with the
with Varonius. Their goals align but both sides know
Craftworld to Imperial dissection or daemonic thirsts.
this mutually beneficial alliance cannot last forever,
Until Ul-Khari can be repaired, the Asuryani must
especially if the wider Imperium discovers it.
BACKGROUNDS
work alongside lesser species to preserve Gilead from Chaos, for they know She Who Thirsts is ravenously
There are far more enemies in Gilead for the
watching from the storm.
Craftworld’s denizens. Other Imperial Factions wish
Training
only to see them dead, as do most Inquisitors. The Blood Axes battle them over control of the Voidmire.
Though Craftworld Ul-Khari has not gone to war for many decades, its current state means warriors are
Though hopeful rumors whisper through the Webway
needed more than ever. Every Asuryani, no matter
of the awakening of Ynnead and the potential salvation
their path, are combat veterans as all have been called
of their Species, the ever cautious Aeldari of Ul-Khari
upon in the past to defend their home as Guardians.
are confronted by the constant pressures of the Great
Now, once again, they ready shuriken weaponry and
Rift, stranded as they are on their crashed Craftworld.
monoblades. The Farseers know this is not enough,
The ever-present tear in reality itself gazes down
and Aeldari apply their psychic abilities and advanced
mercilessly, and those Aeldari that dare look upon it
technological prowess to protect and repair their home.
can feel the cavernous hunger of She Who Thirsts.
FACTIONS PATRONS CHARACTER OPTIONS ENDEAVOURS
Others study the system and its inhabitants, eager to solve the mysteries of unexplained Aeldari ruins scattered across its worlds.
Politics
The eons spent between the stars were mostly quiet ones for the Craftworld. Gilead has changed this. The
Duties & Strictures
safety of the vessel still dominates all thought, and that
u Preserve the Species.
it must first be made voidworthy. To abandon it and
u Trust Not the Alien; their lives are short
seek escape via the Webway would leave thousands of soul stones to the hunger of their eternal nemesis. There have already been several deadly attacks to steal these priceless treasures, and only the timely arrival of Princess Greensteel and Rogue Trader Varonius kept Dark Apostle Maloquence from tearing the Craftworld
and their honour shorter. u Better a million million others die than a single Aeldari be harmed. u Preserve our Craftworld and inhabitants, and restore it to space. u While trapped here, we must continue
in two during the Tide of Red Frosts.
investigating the ruins on Ostia. Though
The Asuryani do still have war machines and elite
could be lost kin somewhere in the system.
warriors at their disposal. Their enemies having
u Varonius hints at an ancient device that
little inkling of their strategic aims is also a benefit;
could fractilise a planet, something stolen
these may have been a dangling lure, there
Asuryani might launch lightning raids on seemingly
from the far side of the galaxy. This could
insignificant targets, such as a minor medicae station
be a way to free our home from the grip
that Farseers identify as the source of a daemonic incursion months from now.
Relationships The Asuryani would normally have no allies in a system ruled by Humans, but the presence of the
of Trollius. u Keep Chaos from erupting even if this means all Humans perish. A system cleansed of Humans is one that is safer for us. u There may be worth in arranging for the
Emerald Princess and her Corsair fleet means the
Space Hulk dubbed Persephone’s Regret
Craftworld Aeldari have powerful allies here. Doubly
to plummet into the Heartworlds, thus decimating both Ork and Human numbers for centuries..
57
GREENSTEEL CORSAIRS Locus of Power: Verdant Blade, the flagship of the
Not all Aeldari are content to drift aimlessly in Craftworlds.
Corsair Greensteel fleet, usually found in the Voidmire
The Antrathe, or Corsairs, reject complacency for lives of excitement and enrichment, the latter quite literal.
Acting
Figurehead:
Ferianwyr
Greensteel,
the
The Imperium views Corsairs as mere xenos pirates — a
Emerald Princess
simplistic appraisal from a simplistic species. Though
Important Writings: Scrolls of Plunder, a verbose and
within Gilead find the entrapped system to be of such
bombastic list describing great feats of the Greensteel
great sport that few would consider it.
the Webway would allow escape if desired, Corsairs
lineage; Paths of the Emerald Outcast, the colourful writings of the Greensteel leaders designed to tempt
Ferianwyr
Aeldari and Drukhari to their side
Anhrathe, Blade-Mistress and Captain of the Verdant
Greensteel,
Emerald
Princess
of
the
Blade, was not expecting a Craftworld to venture into Symbols: Greensteel sigil, triangular carved emerald
Gilead. She had been preying upon the system for
gemstones on rings or necklaces
decades, though the excitement had faded and she was ready to move on. The presence of other Aeldari
Heroes:
58
ace
here piqued her curiosity and so the Corsairs remained.
Nightwing pilot Reslithe the Skykiller, Drukhari
Princess
Ferianwyr,
Felarch
Yellil,
The arrival of a Warp Storm may have trapped lesser
Evalyla Agynille, wych and leader of the First
species in this system. Ferianwyr views this with
Boarding Company
delight as none can escape her predatory attentions.
When Ul-Khari crashed into a planet spat out of the
when their interests align, such as to cull ambitious
storm like some spoiled tidbit, she swore on her name
Rogue Traders. Others, such as pirates and researchers,
to protect it forever. She may have been somewhat
are granted freedom to live so long as they continue
inebriated at the time. Still, she must maintain her vow
to amuse. A few Radical Inquisitors have even sailed
in the midst of new temptations such as defenseless
aboard the Verdant Blade, brokering information for
outposts and desperate transports filled with precious
their mutual benefit.
cargo.
BACKGROUNDS FACTIONS
Everyone else they call an enemy. The Humans in their
Training
hulking suits of dull metal and primitive laser weapons,
Aeldari of the craftworlds learn the basics of combat,
the mindless Orks and their brutal ways, the disciples
but Corsairs study it with a passion. It isn’t enough to
of Chaos — there can be only death for such as these.
use a blade; a Corsair wields their personalised sword with a passion and aggression that other Aeldari find
PATRONS CHARACTER OPTIONS ENDEAVOURS
distasteful. Similarly, they learn to employ ranged weapons to cower their foes. Most become expert pilots of jet bikes and other raiding vehicles, as well as personal jet packs. In battle, their skilled acrobatic manoeuvres inspire both awe and terror. Corsairs also
Duties & Strictures
examine the ways of the lesser alien species, the better
u Our Ships, Our Void, Your Death.
to plunder their wealth.
u She Who Thirsts is waiting. Let her wait,
Politics
u No one is safe from us, no matter where
rewarding way possible. They raid for new plunder and
u As per our Princess’s pledge, we defend
we are busy embracing our lives.
The Greensteel seek to live in the fullest and most exotic discoveries, but also for the sheer exhilaration of the red-coated blade and the thrill of dancing against bolter fire. The Corsairs make their own path. Part
they hide. Ul-Khari and its Aeldari for eternity. u Slay any humans who carry even the slightest essence of She Who Thirsts.
of it means protecting their own species and seeking
u Patrol the Reach, and watch for other
ways to thwart the God of Excess whenever possible
visitations from outside. If they are not of
— and sometimes even when it’s not possible, for any opportunity to harm followers of their hated nemesis is always taken.
the Aeldari, eliminate them. u Let your desires guide you. Let nothing be denied! u Those who amuse us may live longer.
Their prowess is terrifying. Greensteel Corsairs know every route and every asteroid in the Voidmire. It is their playground, and they enjoy playing with all who dare travel through it. Greensteel voidships are the fastest in the system, and by using concealed Webway portals are able to attack anywhere. The Princess especially enjoyed razing an entire regiment of
newly-commissioned
Gravediggers,
torpedoing
their troopship as it was entering orbit. Bloody debris and twisted metal fell on the training grounds for days.
Relationships The Greensteel hold all Aeldari are friends and often join forces with Craftworlds in large actions against common enemies. It is worrisome, though, that none of the Farseers aboard Ul-Khari were able to predict the collision with an entire planet. In Gilead, the Princess has also worked with the Varonius dynasty
59
DA BLOOD AXES! Locus of Power: The Reach
The brutal Ork species can be found everywhere. They have always been in Gilead, but mostly trapped on
Acting Figurehead: No one … yet
Space Hulks or the like. Their numbers seem to have swelled after the eruption of the Noctis Aeterna, though;
Important Writings: Kaptin Goldteef’s Kollected
some Biologis Tech-Adepts theorise at least one Blood
Kunnin’ Planz, Mekboy Zazbrane’s legendary Oi!
Axe fleet rode the Warp Storm like some gigantic wave
Dat’s Me Gargant!, the fabled lost map of Gilladz
into the system. With new leadership emerging, there
Gillion Teef
may be no way to stop them from overrunning Gilead.
Symbols: Blood Axe glyph, Goldteef’s Double-Axe
Thankfully for other species in Gilead, most Orks in
Jolly Ork banna, Gork and Mork icons
the system are trapped on several Space Hulks in the
Heroes: Kommando Badgrog, Stormboyz Drillboss
in a variety of ramshackle but deadly voidships as well
Reach. An uncomfortable number are not, and operate Rokkitfist, Kaptin Axegrinda Goldteef of the Kill
as from deep within underhive lairs. Many of these are
Kroozer
Blood Axes, slowly being united somehow under the
Gobsmasha,
Deadly Deffgrotz
60
Runtherd
Murdz
and
his
banner of a Freebooter Kaptin.
Gilead had thought them a standard nuisance, but
Until then, the Blood Axes are an unpredictable power,
then an entire Imperial Navy fleet fell to massed Brute
attacking shipping vessels and naval forces alike
Ram Ship assaults at the Battle of Drifting Fellrock. The
in ambush attacks. They also launch hammerblow
Lord-Militant was forced to reroute much of shipping
strikes almost anywhere, even inner system planets
and treble escorts, and even more painfully call upon
and the bowels of hive cities through their elite
Rogue Trader Varonius for aid. Of course, the rampant
Stormboyz and Kommandos. Like all Orks, they can
destruction sowed by Orks plays no favourites, and
never be fully eradicated and seem to be everywhere
the Imperium have benefitted from their attacks almost
you’re not looking.
as much as they have suffered. Both the Greensteel Corsairs and the forces of Chaos have been tormented
Relationships
by the Blood Axes, and suspiciously, the pirate band
Unlike most Orks, Blood Axes in Gilead have strong
of the traitorous marauder Xarro was almost wiped
allies. Goldteef has mercenary connections with
out by the Orks not long after they began to target
pirates and traitors operating in the system, and of
Varonius’ mercantile vessels.
course has special arrangements with Varonius and
Training
Orks are born essentially knowing all they need to
BACKGROUNDS FACTIONS PATRONS CHARACTER OPTIONS ENDEAVOURS
a few other Rogue Traders. That leaves plenty of enemies, especially Adeptus Astartes and Adeptus Militarum forces.
know: how to fight with shoota and choppa, and how to shout real loud. Blood Axes, being the best
The biggest enemies, though, are other Orks. For
clan, aren’t above drilling its members further in
example, there is a horde of priceless teef and ancient
these areas, especially in sneaking about to ambush
artefacts rumoured to be lost somewhere in the system.
enemies — decidedly un-Orky behaviour, but it works
Goldteef knows possession would allow him to unite
and that’s all that matters. Some of the Boyz even fight
all Orks. His ambitious underling Butcha Reddaxe,
like Humies, marching with better discipline than most
though, is willing to stab any back and make any deal
Militarum units. As Blood Axes aren’t above dealing
to get them first.
with Humies as well, these Orks work on being the most cunning around so they can trick their allies first and fastest.
Politics
Blood Axes, like all Orks, live for battle. That leaves little room for politics, even for the cunnin’ Kaptin Goldteef. When the storm hit, this Freebooter found
himself trapped in the system with most of his krew
Duties & Strictures u Kunnin’ over Smartz. But we’z smarta than de’s think, too.
dead. Luckily, there were plenty of Blood Axes in
u Humies are always weak in the end.
need of a leader, and thus the Gobsmasha was back
u We fight like Humies — but better cuz
in action. He still considers himself a Freebooter, but
we’z Orks.
has to admit the Axes make for a much better krew
u Da Reach belongs to us! Gotta smash
and have allowed him to make surprisingly good deals
those pointy-eared gitz. First gotta find
with Rogue Traders and even Radical Inquisitors.
’em though. u Keep fightin’ da purple things in da Space
Goldteef aims to take command of all Orks in the system and proclaim himself Reachboss. His mekboyz are slowly converting a huge asteroid deep in the Reach into a Rok for launching Waaagh! Goldteef into the Heartworlds. Should that happen, the system is likely doomed.
Hulks — it’s makin’ us stronga! u Humies is always gonna try to cheat, so cheat them first. u Gotta get those lost teef! Da Ork who has da most teef is da big boss. u Keep sneakin’ and killin’ in da hives — dat way when we attacks, we attacks from outa da sky and from under da ground! u WAAAAGH!
61
TRAITORS OF THE RIFT Locus of Power: No single locus, but instead many across the system
Gilead has always been rife with the taint of Chaos. It was there when the Imperium arrived and, though driven into hiding, remained after the invaders
Acting Figurehead: Each group is operating on its
claimed victory. The coming of the Noctis Aeterna has
own. For now.
invigorated numerous cults, many of whom preach
Important Writings: Blood of Gilead, The Book
Rogue Trader Varonious secretly leads them, the better
of Lorgar, The Liberating Storm (an infamous
to sow discord among Imperial lackeys.
that the Emperor is dead. Some spread rumours that
anti-Imperial leaflet), Excesses of the Senses, The True Litanies
The cults of Gilead know their power is ascending, for they only need to look into the sky to see the death of
Symbols: Chaos Star, icons of the four Ruinous
the Imperium. Their numbers are seemingly endless,
Powers, variety of secret finger and hand signals
from the glistening fleshmeisters of Ebon Chalice
unique to each cult
to the cannibalistic mutants of the Scions of Hark. The following are but a few of those who follow the
Heroes: Szarn the Red, famed gladiator of the Ravening Trials; Watto Hasturk, Gilead Prime insurrectionist leader; Shvarre Esquisina, Scentrix of the Perfumed
62
Orchids; Serrated Cogmaster Arch-Magos Ghelvin; Dark Apostle Maoquence
Ruinous Powers, even if unknowingly.
u Gilead Libertas: A rebellious conspiracy on Ostia
cults have spread rumours that he used blasphemous
seeking to overthrow Imperial rule. They believe
rites and appeasements to the Ruinous Powers to
they act for Gilead’s betterment, but a Daemon
pierce the Rift. The main power of cults, though, is
Prince of Tzeentch wields their puppet strings.
their hidden nature: anyone could secretly belong to one, and could call on other disguised allies at any
u Order of the Serrated Cog: These Hereteks on Avachrus gestate scrap code embedded with plague-litanies to spread the Logic of Decay.
time. Wherever there are Humans, there are cultists, no matter where in Gilead you look.
FACTIONS
Relationships
PATRONS
u The Crimson Spikes: A brutal cult boiling in
Needless to say, all Imperial Factions are anathema to
Enoch’s Ravening Trials, where each gladiator’s
traitors, especially for Chaos Space Marine warbands.
kill becomes an offering to the Blood God.
The Faithful Writ, in particular, are known to seek out Ministorum followers for extended tortures. Possibly
u The Faithful Writ: The most powerful of the Chaos
the only Factions traitor cults hate more than Imperials
Space Marine warbands remaining in the system,
are other cults; the Silken Exsanguination saw an
primarily due to its great numbers of Possessed.
entire hive implode during one clash between rival
These Word Bearers operate from an asteroid deep
sects. Xenos like the Aeldari have little interaction
in the Reach using archaeotech teleporters linked
with traitors, but for secretive reasons these ancient
to hidden beacons scattered across Gilead.
aliens hate some cults more than others.
u The Perfumed Orchids: These Slaaneshi pleasure
CHARACTER OPTIONS ENDEAVOURS
The greatest allies of traitors are their fellow outcasts:
cultists permeate several hives on Gilead Primus
mutants, pirates, hive gangers, scum, and others who
and Brassyl. The many nobles who are senior
see little desire for Imperial law. Psykers are perhaps
members ensure none dare question its purpose
the greatest prize and with the loss of the Black Ships,
and are thus able to seduce new adherents with
their numbers are growing. Rumour has it that those
near impunity.
imprisoned within the Ironwatch are sharing their
Training
BACKGROUNDS
pain to form a collective mentality, perhaps generating enough power to directly pierce the Immaterium.
Those who dare stand against Imperial dogma must first hide their ways through stealth and deception. Later, after the secrets of the True Gods and the evils of the False Emperor are imparted, they learn to teach others through cunning and persuasion, and to even intimidate when necessary to achieve their aims. Violence is often employed, especially when a
Duties & Strictures
cult is discovered, so many train their adherents in the
u Death to the False Emperor!
ways of combat and martial arts. Those gifted with
u Trust only your Brethren.
psychic powers may also learn to harness their mental
u Spread the True Word.
blessings, the better to smite the lackeys who would
u After learning of the cult, each initiate either
thwart Humanity future.
Politics
Though their means are as varied as their beliefs, all
joins or dies. There is no middle ground. u Every day, seek to open the eyes of just one person, liberate one mind from the shackles of Imperial screed.
traitors share a common goal: the downfall of Imperial
u Gilead is dead. Do you want to die with it?
rule in Gilead. The embrace of the Eternal Storm means
u Turn from the lost Imperium. The Future
that loyalist cries for help go unanswered; they remain trapped as daemons leer at them from the night skies. It is a moment many cults have waited for centuries to occur. Though political tactics are rare for cults, they do
is Ours! u Blood for the Blood God! Skulls for the Skull Throne! u Find, Recruit, Teach, Revolt.
employ them when beneficial. Many Gileadians do not trust Rogue Trader Varonius, for example, and several
63
PATRONS The Imperium’s feudal structure still preserves, despite
Most of the Patrons presented in this chapter are
the Gilead System’s isolation. Those at the top of the
citizens of the Imperium, and the major figureheads of
fractured hierarchy determine much of the lives of
specific Factions in the Gilead System. These Patrons
those below. Each has their own plans to battle back
can be split into two major groups: the Heartworld
the Great Rift’s darkness, or use the endless night to
Sovereigns, and the Circlet Council. The remaining
their advantage.
Patrons are Xenos, or Renegades.
The Patrons are presented for Gamemasters to use
Heartworld Sovereigns
to deliver missions to their players, or for players to choose as part of building their Framework. These
In the three years since the emergence of the Great Rift, the sovereign rulers of the Gilead System’s worlds
Patrons drive the political designs of each of the
have publically deferred to Lord-Militant Fylamon,
Factions covered in the previous chapter, in addition
whilst privately pursuing their own goals.
to the two Patrons detailed in the Wrath & Glory Rulebook. There is nothing to stop a party of Agents having more than one Patron, and a Patron wouldn’t
shift to Jakel Varonius — amongst other grim
truly be powerful if they relied on a single party of
happenstance — has left these rulers scrambling for
Agents. The goals of two Patrons may not align, and
power, employing diverse groups that can tackle the
indeed may be in opposition to one another, so the
myriad threats to their precarious positions, and keep
Agents should be careful who they work for, and what
tabs on their Imperial allies.
information they share.
64
These worlds are their home, and the recent power
The Heartworld Sovereigns are Archdeacon Merramar Clade of the Ecclesiarchy, ruler of the shrine world Enoch, Archdomina Axekra Vakuul of the Adeptus Mechanicus, ruler of the Forge World Avachrus, Master
BACKGROUNDS
Eshgar Quintus Lorae of the Administratum, ruler of the Agri World Ostia, and Lord-Militant Fylamon, ruler of Gilead Primus.
FACTIONS
The Circlet Council
PATRONS
Though all Imperial forces in the Gilead System ostensibly report to Jakel Varonius, the Rogue Trader
CHARACTER OPTIONS
fights against both traditional power structures and the private schemes of the powerful individuals that
ENDEAVOURS
lead other Factions. To that end he has created the Circlet Council, gathering the leaders of Factions in the Gilead System and — when possible — the Heartworld Sovereigns to discuss matters of importance and organise their collaborative actions. Though each of these figures works to aid the Gilead System, they have the undeniable power to do so however they
ARCHDEACON MERRAMAR CLADE
choose, and employ groups that fit their particular mindset to do their bidding.
Achdeacon Merramar Clade has led the Enochian Synod, and therefore served as the preeminent spiritual leader
The Circlet Council is made up of Rogue Trader Jakel
of all Gilead, for more than five decades. Softened by
Varonius, Novator Octavia Omincara, Ordo Malleus
a long life of luxury and the Rejuvenat treatments
Inquisitor Tytrona Dikaisune, Brevet Captain Akahir,
that have prolonged it, Clade’s deep and resounding
and Canoness Jeanne Grace d’Emysa. The Heartworld
voice carries with it the full weight and splendour of
Sovereigns are invited to attend all meetings of the
the Ecclesiarch. He achieved his rank not through faith
Circlet Council.
alone, but also through resilience and cunning. The relationship between the Adeptus Ministorum and the Adeptus Astartes is often strained, but the shrine to Tygranus Dalir provides common holy ground for
Dishonest Patrons
the Enochian Synod and the Absolvers Chapter. In this current age, Clade prioritises this relationship more than ever, for he knows that Enoch’s fanes are tempting
It’s common for Patrons to omit information,
targets for the traitors and heretics who gather in the
conceal the full truth, or even flat-out lie to
Reach, and even bubble up from the system’s fetid
their agents about agendas, risks, and other
underworld. Meanwhile, the Archdeacon takes for
aspects of the tasks and missions they assign.
granted that the Battle Sisters of the Sanctified Shield
Some of the Frameworks in this section
will always remain at his beck and call.
can take this to a pretty extreme level, even obscuring the true identity of the agents’
From the luxurious spires of the Bastion-Basilica of
Patron. As always, it’s a good idea to get
Saint Urchaeus, Merramar Clade looks down about
buy-in from all players before introducing
the heaving and desperate masses. He is not oblivious
any element that might prove frustrating or
to their suffering, but he knows that suffering is
controversial. For groups who have played
cleansing. His public addresses, safely vox-cast from
together for a long time and are comfortable
within the basilica, extort the masses to face their
with the approach, however, concealing such
suffering stoically, for the current challenges are but
a twist from the players, as well as their
a test set by the Emperor. As conditions worsen on
characters, can make for a dramatic reveal.
Enoch, he grows more relentless in calls to despise the weak and faithless.
65
To his most trusted staff and bishops — often after
Though Merramar Clade can forgive much among
several glasses of amasec — Clade laments that the
capable agents, he has no stomach for overt
greatest test is to himself, that his suffering is the
blasphemy. The occasional flippant comment toward
greatest. After all, his duty is to safeguard the souls of
spiritual matters might earn only a passing rebuke,
all Enoch, indeed of all Gilead. Their tests are his own.
but disrespect for the Ministorum or the Emperor can have more permanent consequences.
Agents of the Ecclesiarchy
The Archdeacon offers his agents the greatest reward
Clade has long required the talents of skilled,
imaginable: service to the Emperor and the blessing
trustworthy and discreet agents, but since the
of the Ecclesiarchy. Still, he sees the benefit in
emergence of Cicatrix Maledictum, this need is greater
providing temporal assets to benefit agents in future
than ever before. Some agents have served Clade for
missions, and so opens up the boundless coffers of
years, and their handiwork invisibly marks the ascent
Enoch to those who serve well. In addition to Wealth,
of his career. Most have come into his service in the
Clade can provide rare Wargear and much-sought-
last few years, since the dark days of Noctis Aeterna.
after ammo secured through his allies within the
Clade prefers always to trust tasks to pious, righteous
Departmento Munitorum.
citizens, but recognises that some deeds are better left to those whose hands are already soiled. For such regrettable missions, Clade tolerates the Scum of the
Framework: Sinful Tools
There are many tasks with which Archdeacon Clade
Imperium, even, on occasion, a scavvy who shows the
cannot afford to sully the proud servants of the
proper remorse and loathing for their sinful existence.
Ministorum and its militant allies; that’s where you
Enoch’s
so
gleaming Crusaders and bombastic preachers cannot.
Archdeacon Clade has need of versatile, agile groups of
You move subtly among the masses and root out
come in. As easily deniable assets, you go where defenders
are
stretched
thin,
and
agents to secure his interests on Enoch and across the
blasphemers and heretics, perhaps by demonstrating
system. Clade assigns tasks based on the skills and,
your own sinful ways.
more importantly perhaps, reputations of his agents. Crusaders, Adepta Sororitas, and other pious warriors
Whether you subscribe to the notion or not, Clade
— even a handful of somewhat uncomfortable Adeptus
expects you to show remorse for your sinful ways,
Astartes — are tasked with defending Ministorum
treating your missions as penance. Should you be
officials or holdings across the system, or making
captured by Imperial authorities or the enemies of
public examples of heretics and traitors. More discreet
Humanity, you are expected to die for the Emperor
agents might move among Enoch’s pilgrims and
before revealing the Archdeacon’s secrets. In some
fishing communities, watching for signs of heresy and
cases, the Archdeacon prefers members of other
sedition.
Factions, partially to ensure no stain on the reputation of the Ecclesiarchy, partially to ensure he has double
For the most sensitive missions, such as spying
agents in other organisations.
on rivals and suspected blasphemers within the Imperium’s organisations, Clade needs agents he can
Example Missions:
easily disavow in the light of day. With the system isolated, it is more important than ever that Clade
u Earn the respect — and loyalty — of the reclusive
stays aware of the doings of his rivals and potential
Sanguine Rain Death Cult by participating in their
enemies within the halls of power. In particular, the
grisly rites.
Archdeacon fears that the Tech-Priests of Avachrus are taking advantage of the unrest and uncertainty in
the annual cherubim promised by ancient pact.
the delicate balance of power that has existed between
Find out what they are making instead — and
the two Adeptus for so many millennia. Of course, this
destroy it.
means Clade must fight doubly hard to suppress the blasphemous creed of the so-called Omnissiah.
66
u The Avachran Bio-Forge of Corex has not delivered
Gilead to undermine faith in the Ministorum and upset
LIMITATIONS Must not have the ADEPTUS MINISTORUM Keyword, XENOS Keyword, or CHAOS Keyword; Tier 2 or below.
BACKGROUNDS
WARGEAR
FACTIONS A prayer wafer laced with poison.
PATRONS
BONUS Increase your Determination value by +1.
CHARACTER OPTIONS
Framework: Blessed Exemplars
ENDEAVOURS
Beacons of righteousness and valour, you travel the system enacting the dictates of the Ecclesiarchy and bringing retribution to the Emperor’s enemies.
Wherever you perceive blasphemy, you have the Archdeacon’s blessing to expose and punish it —
ARCHDOMINA AXEKRA VAKUUL
within the constraints of political reality, of course. As his public agents, Archdeacon Clade expects you to
In the power vacuum left by Princeps Ultima Gol
live up to every Imperial ideal and inspire the masses
Bessor’s disappearance, Archdomina Axekra Vakuul
through your glorious deeds.
proclaimed herself regent of all Avachrus. Despite Vakuul’s assurances that she will step down in the
Example Missions:
unlikely event of Bessor’s return, this represented a drastic increase in authority for one who previously
u The blasphemous ravings of someone known as
governed a single foundry-city.
‘the Voice’ are agitating the residents of one of Enoch’s temporary encampments. Root out this
Vakuul is surprisingly young for a Magos of such
heretic and drag them to the pyre.
influence, being a scant four centuries of age. She is nonetheless overwhelmingly cybernetic, with only a
u The masses need a demonstration of Imperial
hint of desiccated skin to betray her fleshly origins. The
might to renew their faith. Travel to the Reach
reasons for this are aspirational as much as practical;
and bring back the helmet of the piratical Heretic
Vakuul knows the flesh to be weak, and she despises
Astartes called Athrakesh the Disemboweler.
weakness. For Vakuul, ambition is a drive second in strength only to the Motive Force that propels her steel
LIMITATIONS
limbs.
Must have the IMPERIUM Keyword. Must not have the SCUM Keyword. Tier 2 or above.
Even before recent events, Axekra Vakuul had a reputation for ambition among the more politically minded Tech-Priests of Avachrus. She is ruthless in
WARGEAR A cherubim or laud-hailer for the group. BONUS +1 Bonus Dice to Persuasion (Fel) Tests against characters with the IMPERIUM Keyword, unless they have the ADEPTUS MECHANICUS Keyword or ADEPTUS ASTARTES Keywords.
the drive for greater efficiency and output. The TechAdepts, and later Magos, serving below her are familiar with her driving maxim: ‘Be ever forging.’ Some fellow Magos Dominus quietly wonder if even ruling over all Avachrus and its satellites is enough to sate Vakuul.
67
With no prospect of obtaining raw materials and resources from beyond the system, Vakuul has taken actions to further secure the Adeptus Mechanicus’
Agents of the Mechanicus
The Adeptus Mechanicus is famously insular and
(and her own) iron grip on Gilead’s resources. She has
secretive. It provides its own soldiers, war machines,
quietly bolstered the numbers of Tech-Priests servicing
spiritual guidance, and expertise. In effect, the Martian
the smelters and mining equipment of Gilead’s moons
Priesthood is an empire within the Imperium — almost
Anval and Skaelas, while ‘offering’ to overtake
wholly self-sufficient. As a consequence, the Magos
administration of both satellites. Her mechadendrites
of the Mechanicus rarely turn outward from their
are also involved in the establishment of Servo-Farms
own organisation for assistance. Whether due to the
on Ostia, and other efforts to ensure the system’s food
newfound pressures of existence in the Imperium
supply rests in turn on the Adeptus Mechanicus
Nihilus or to her razor-honed ambition, Archdomina
Vakuul recognises Jakel Varonius’s influence in the
Aeterna, Vakuul has increasingly relied on a variety of
system. Perhaps more importantly, she sees that the
servants and mercenaries from outside Avachrus, or
Varonius Dynasty may represent the system’s best
outside the Mechanicus entirely, to accomplish her goals.
Vakuul is an exception. Since the days of the Noctis
chance of re-establishing contact with the Imperium. For this reason, she sees him as key to ensuring
Vakuul’s agents often undertake missions for which
her continued dominance of Avachrus should this
she cannot rely on skitarii squads or other officially
come to pass or — even less likely according to her
sanctioned Adeptus Mechanicus forces. This may be
calculations — should Gol Bessor reappear. However,
to avoid conflict with other Imperial organisations
the Archdomina is far too logical to rely on a Rogue
or even to avoid scrutiny from her fellow Magii. For
Trader’s loyalty to secure her future. Accordingly, she
such purposes, Vakuul prefers to include Tech-Priests,
has begun to covertly investigate Jekal’s activities and
unattached Skitarii, and other members of the Adeptus
the history of the Varonius Dynasty.
Mechanicus among other agents to ensure the job is done efficiently. For sensitive missions, she ensures
To gain Varonius’s favour, Vakuul makes a show
these assets cannot be officially connected to her. For
of providing whatever technological resources or
missions that do not require such clandestine measures,
expertise he requires, while asking for little in return.
Vakuul prefers to rely on proven and trusted Adeptus
It is, she says, for the good of the system. In particular,
Mechanicus’ agents. However, she is open to ‘joint
the Archdomina has gladly provided Tech-Priests and
operations’ with other Imperial operatives, particularly
servitors as part of Varonius’s overtures to the High
when she can be certain of their loyalty. Agents who
King of Nethreus. This serves Vakuul’s interests just
serve well can expect to receive rare and high-quality
as well; it is only right to foster alliance between
weapons, armour, and tools generally available only
Avachrus and the pilots of those sacred war machines
to the Mechanicus. Those who sacrifice their bodies
known as Knights. With the Legio Karuthos absent,
for the mission — or vocally share Vakuul’s views
the Knights could fill an important gap in the Adeptus
on the weakness of flesh — might receive advanced
Mechanicus’ forces in the event of open conflict with
cybernetic replacements. For agents who truly and
enemies from beyond the system — or within.
continuously impress the Archdomina, she may bestow such gifts of technological marvels as only a
Thanks to her eyes and ears across the system, it has
powerful Magos can access.
not escaped the Archdomina’s notice that these times
68
try the faith of many Imperial citizens, and in this, she
To Axekra Vakuul, her agents are tools. Like any tool,
sees opportunity. The Emperor, in his guise preached by
they may be damaged or lost in the course of their
the Ecclesiarchy, seems more distant than ever, while
use. While she may view all her agents as disposable
the sacred machines of the Omnissiah sustain the lives
to varying degrees, she is preferential to those of
of countless in Gilead each day. While Ministorum
the Adeptus Mechanicus. After all, by virtue of their
Priests laud the Emperor’s divine guidance for bringing
induction into the Martian Priesthood, they are clearly
the Varonius Flotilla safely to Gilead, Vakuul points to
superior specimens. This is not to say, however,
a more tangible divine presence — the Warp engines
that Vakuul throws away capable agents on suicide
and Geller Fields that delivered the mighty ships.
missions, or needlessly abandons them to danger. To do so would be gravely inefficient, an unforgivable sin in the Archdomina’s visual sensors.
Framework: Mechavangelists
Framework: Hammer and/ or Anvil
Archdomina Vakuul employs to achieve clandestine
efficiency, you are a team of cybernetic warriors
aims. You might spy on Adeptus Ministorum and
and specialists tasked with enforcing the will of the
other Imperial operations across the system. While
Omnissiah. Your missions might take you into hostile
the scope and details of your missions vary, your
territory to reclaim archeotech from the depths of the
underlying purpose is to subtly spread the word of the
space hulk Persephone’s Regret or to visit justice on
You are a motley team from disparate origins, which
Hand-picked
for
your
toughness
and
ruthless
Omnissiah across the system, while chipping away at
a heretek cabal of the Voidmire. Within the bounds
the population’s blind faith in the Adeptus Ministorum.
of Gilead, you may be called upon to defend Adeptus Mechanicus holdings from traitorous rebels, invading
Example Missions:
xenos, and even rival Imperial operatives.
u Archdeacon Merramar Clade relies on an anti-
Example Missions:
BACKGROUNDS FACTIONS PATRONS CHARACTER OPTIONS ENDEAVOURS
grav rostrum and a network of vox-linked laud hailers to deliver his sermons to Enoch’s faithful.
u Auspex scans of the Space Hulk Persephone’s
To remind both the diocese and the masses of
Regret have been made on behalf of the Absolvers
their reliance on the Omnissiah’s gifts, ensure the
on their mission to purge a xenos infestation. The
machine spirits of these systems refuse to provide
scans revealed a vessel from the Dark Age of
their services on the upcoming holy day known as
Technology intertwined with the Hulk. Infiltrate it
Deliverance.
whilst avoiding the Astartes purge and eliminating any xenos that stand in your path, and retrieve any
u Earn the esteem and trust of Inquisitor Tytrona
archaeotech that remains intact.
Dikaisune so that she brings you into her organisation. It is imperative that Archdomina
u The so-called Harvest Keepers of Ostia have
Vakuul is aware of the Inquisitor’s doings in the
begun chaining themselves to threshers and
system, and that they do not threaten the interests
other machines, and even sabotaging these tools
of Avachrus..
provided by the Omnissiah. Remind these heretics, and their leader, the Harvest Smith, to show
LIMITATIONS
proper reverence.
Must not have the AELDARI or ORK Keywords.
LIMITATIONS
WARGEAR
Must have the ADEPTUS MECHANICUS Keyword.
A servo-skull for the group.
WARGEAR
BONUS
A combat servitor for the group.
+1 bonus die to Persuasion (Fel) Tests against characters with the IMPERIUM Keyword.
BONUS +2 Bonus Dice to Influence Tests made when requisitioning Wargear from the Adeptus Mechanicus.
69
The Sortium-Lord is largely traditional and reliant on protocol, but he recognises the current situation is unprecedented. Still, he works to ensure operations on Ostia continue as usual as much as possible. Lorae knows full well that any perceived deviation from protocol, no matter how justified, provides a ready weapon for ambitious subordinates hoping to take advantage of the tumultuous era to unseat him.
Agents of the Administratum
Eshgar Quintus Lorae has always relied on the properly appointed Administratum personnel to undertake any task he needed. Ever a patient man, More than once
has Lorae waited years for his requests to be processed — longer, when input was needed from subsectorlevel officials. As much as he adheres to protocol,
MASTER ESHGAR QUINTUS LORAE
Without astropathic communication, certain actions
Master Lorae is a well-fed man of advanced age, his
strain of isolation, Lorae finds himself averse to even
Lorae recognises that the realities of existence in the wake of the Cicatrix Maledictum are unprecedented. simply cannot be done by the hallowed books. And as Gilead’s institutions crack ever more under the
features softened by the Rejuvenat treatment available
relying on the masters of Gilead Primus to approve
to one of his means. His skull is studded with cranial
his activities. It is in these circumstances that Lorae
plugs for interfacing with the ancient machines that
has found himself seeking assistance outside of his
record and collate data pertaining to Ostia’s crop yields.
own organisation, capable and proactive individuals
The Sortium-Lord invariably appears in the somber
who get results unencumbered by the wheels of
grey robes of a senior adept, fastidiously arranged and
bureaucracy — a notion that terrifies many hidebound
in pristine condition. As with everything Lorae does,
Administratum adepts!
this is as much for the sake of his own reputation as to set an example for subordinates.
Despite the change in his outlook in the past few years,
Although beneath the senior prefects of Gilead Primus
views protocol with the spiritual reverence endemic
within the Administratum hierarchy, the master of the
to his organisation. For this reason, he does not
Lorae’s life is dedicated to the Administratum, and he
Sortium has always commanded a remarkable level of
tolerate any violation of Imperial laws or regulations
respect and authority throughout the system due to
among. Wherever possible, he contrives a bureaucratic
the importance of Ostia’s food exports. Since the birth
loophole to allow for the ‘outsourced’ work, even
of the Imperium Nihilus, this importance has only
leaving such matters to the more legal-minded agents
grown, and with it, both the influence and scrutiny
when possible. Other missions exist in a sort of grey
drawn by Lorae.
area between the oft-contradictory regulations and protocols of the Adeptus. Lorae sleeps well having done
Master Lorae feels no pity for Ostia’s labourers. Every
due diligence by submitting a request for clarification
citizen of the Imperium has their place, and it is vital
to the subsector authorities, even if he knows such
for the function of society that each person do their
requests will never reach past the Cicatrix Maledictum.
work diligently and not question that place. To do
70
otherwise is to doubt the Emperor’s divine plan. To
Lorae’s agents primarily operate on Ostia and its
that end, Lorae treats the nobility of the Agri World
satellites, whether investigating reports of laxity
in much the same manner, as spoilt, primitive children
among agri-labourers or examining discrepancies
beholden to him. He allows them enough of their own
between crop yield and export weight. The continued
tithes to relish positions and power and ensures they
protection of the Crown of Blades is paramount, and
serve His mighty bureaucracy.
the Sortium-Lord treats even the scantest rumour of a
threat to its proper functioning as the highest priority. Because the Sortium relies so much on the Adeptus
LIMITATIONS
Ministorum and Adeptus Mechanicus for the smooth operation of Ostia’s farms, he may assign agents to
Must have the ADEPTUS ADMINISTRATUM Keyword.
see after the interests of these organisations on Ostia
WARGEAR
and abroad. As
Sortium-Lord
of
Ostia,
Eshgar
Lorae
has
considerable resources at his disposal. Loyal agents can expect to consistently dine well. Lorae’s pull within the Administratum and his contacts within the Departmento Munitorum can obtain virtually any Wargear in standard use in Gilead for agents who consistently impress him.
BACKGROUNDS
A Symbol of Authority with the ADEPTUS ADMINISTRATUM Keyword (badge depicting a quill stylised as a sword) for each individual.
FACTIONS
BONUS
PATRONS
+1 Bonus Dice to Scholar (Int) Tests pertaining to the Administratum or bureaucracy. You gain the ADEPTUS ADMINISTRATUM Keyword if you do not already have it.
Framework: Paper Punishers
Framework: Troubleshooters
charged to uncover bureaucratic heresy among the
of Master Lorae, which can take you anywhere on
Sortium and empowered to deal with the perpetrators
Ostia and beyond. These missions often fall outside
Master Lorae has deputised you as auditors extremis,
CHARACTER OPTIONS ENDEAVOURS
You undertake a variety of missions at the behest
as you see fit. This includes everything from breaches
the bounds of official Administratum business, and
of protocol to laxity. Even such crimes as theft of
just as often serve to reinforce Lorae’s personal
Imperial property are your purview, as Master Lorae
interests. This could mean gathering information on
prefers not to trouble the Adeptus Arbites with such
a rival Sortium Adept or paying tribute to a Magos
matters during these uncertain times. Though you
of Avachrus.
have the official backing of the Sortium’s master, he expects you to operate with discretion so as not
Example Missions:
to cause undue disruption among the ranks of the Administratum. You may even operate undercover,
u You
are
to
conduct
an
unscheduled
and
taking on (or continuing) a role within the bureaucracy
unannounced test of the Crown of Blades’
of the Sortium.
defenses. An unmarked, heavily armoured system
Example Missions:
course, to ensure the validity of the test, you must
patrol craft will be provided for your use. Of hold nothing back in your attempt to breach the u The long-forbidden Nonstandard Form G-33a-
perimeter. The defense crews certainly won’t!
delta Version XIII has mysteriously reentered circulation. Several scribes have already been
u Infiltrate a community under the sway of the
driven mad by its paradoxical filing instructions.
Harvest Keepers and turn them against the
Find the heretic responsible and eliminate them.
heretical ideals of the so-called Harvest Smith.
u Master Lorae has noted an increase in expenditures for common officio materiel — auto-quills, ink, parchment, parchment binders, and so on. He suspects that one or more Adepts may be engaged in the theft and sale of Administratum property. This is akin to stealing from the Emperor’s own hand, and warrants execution should you uncover the culprits.
LIMITATIONS Must have the IMPERIUM Keyword. WARGEAR A sharpened auto-quill with a reservoir of deadly toxin. BONUS +1 Bonus Dice to quen requisitioning Adeptus Administratum.
Influence Wargear
Tests from
made the
71
only fuelled the rumours, only a handful could say. To speak frankly of the Novator may earn her displeasure, however, which is enough to deter even Jakel Varonius. Those that Omincara deigns to ‘meet’ with inevitably find themselves in the company of one of her many Navigator consuls, all uniformly outfitted with a cathedral-esque vox headset of her own design so that they may relay her commands. As the mistress of House Omincara, Lady Octavia is responsible for its continued survival and success. This remains, as ever, her primary motivation. Even in this dark age, she looks always for opportunities to advance Omincara’s interests, and raise the House’s reputation and influence. In fact, she has become more conniving than ever to ensure House Omincara’s future
NOVATOR OCTAVIA OMINCARA
survival and prosperity. With every passing day the Gilead System remains cut off from the wider Imperium, the importance of Navigators shrinks in the eyes of captains, governors, and generals. With no prospect of Warp travel, it would seem there is little immediate need for Navigators. Lady Octavia is counting on these
While Jakel Varonius claims the mantle of saviour of
assumptions to keep her actions undetected.
the system, it is the Lady Octavia Eceded Omincara, Novator of House Omincara of the Navis Nobilite,
Octavia knows she could not repeat the feat of passing
whose actions allowed for the current political situation
through the Great Rift, and so is quite certain no
in Gilead. Whether any other Navigator could navigate
Navigator within the system could either. Lest they
the Straits of Andraste remains to be seen, but that
waste their lives — or worse, affirm the view that
Lady Octavia accomplished this deed is undeniable.
Navigators are no longer needed — Novator Omincara
Since the Varonius flotilla’s arrival three years ago,
has forbidden the scions of her own House from any
Novator Omincara has been largely content to remain
attempt to travel the Straits of Andraste. She can make
in the background while Jakel Varonius claims brash
no such decree to the Navigators of other Houses, and
deeds and forges alliances across the system. This
instead relies on the telling of her own harrowing
does not mean she is idle.
experience to dissuade them. Still, some Navigators seem determined to attempt the impossible. For these,
Lady Octavia is inhumanly tall and lean, possessed
Octavia must consider other methods.
of a range of motion far beyond that allowed by the
72
number of joints in the holy Human form. That is,
For Octavia, maintaining the unique privilege of the
at least, according to some stories. Others claim she
Navis Nobilite is of utmost importance, and so she
is soft and sinuous, with gills that process oxygen-
works constantly to remind the rulers of Gilead that
rich nutrient baths the way ordinary folk breathe air.
their only hope for contacting the Imperium (and
The tales all agree that Lady Octavia’s form is deeply
reestablishing the interstellar trade that is so vital to
aberrant from the Human norm, but these are all surely
their own purses and interests) lies in the Navigators.
falsehoods — as a select few members of the Varonius
At the same time, Novator Omincara seeks to elevate
household know, Omincara is certainly Human, yet
her House’s reputation among others. To both ends,
eerily different in an undefinable way. Regardless of
the fact of her successful journey through the Great
the veracity of these stories, it is undeniable that few
Rift serves as a powerful tool. The Novator is quick to
have ever stood in the Novator’s presence, and even
remind other members of the Circlet Council, but seldom
fewer have seen her outside her opaque meditation
has cause to meet with other notables of the system. As
chamber or the navigation blister that hangs above
a notoriously private Navigator, she can scarcely afford
the bridge of the Ducal Circlet. Whether this is due
to look desperate by travelling from world to world for
to her physical form, or her penchant for privacy has
social occasions. Nonetheless, Octavia considers it vital
to maintain good relations between the Navis Nobilite
organisations. For agents operating openly, missions
and the Adeptus Mechanicus and Administratum in
might include favours for other Imperial potentates
the system. The Adeptus Ministorum, unfortunately,
and organizations, whether as part of existing pacts or
she sees as a lost cause; even in the most favorable
to set the foundation for future alliances. None know
conditions, the Ecclesiarchy considers Navigators a
of her clandestine goal to craft her own simulacrum
barely tolerable necessity.
of the Astronomican, though many are engaged in capturing psykers that she might pursue this fools
The suspicion of Navigators is not, in this case,
errand. Ostensibly, she collects powerful individuals
unfounded. Be it through exposure to the malign
linked to the Empyrean both for research and to assist
influence of the Empyrean when travelling through
the Adeptus Astra Telepathica, but few are ever heard
the
to
from again after they are brought to the Navator of
discommunication from the light of the Astronomican,
House Omincara, who rewards the discretion of her
or a simple lust for power, Omincara is using the unique
psyker hunters well.
Great
Rift,
a
nervous
breakdown
due
opportunities afforded by the Gilead System’s isolation to mount a grand and arcane scheme. Omincara is
A Navigator House’s fortune is built most importantly
attempting to create a simulacrum of the Emperor’s
on its mastery of the Empyrean tides. Agents might
Astronomican to bring His light to the darkness of
be despatched to vaults secreted deep within the
the Imperium Nihilus, fabricating her own ill-fated
hives of Gilead Primus, or to derelicts trapped within
facsimile of the Golden Throne, and gathering psykers
Persephone’s Regret, to obtain ancient Warp charts
to sacrifice to improve her own psychic capabilities.
or navigational archaeotech. And rumours persist
This misguided mission is certainly doomed to fail, but
that the fabled Cosmolabe Empyrius lies somewhere
the Navigator keeps her plans secret, and wields much
beneath the black stone of Uru.
power from the shadows.
Agents of the Navigator
Framework: In Plain Sight
Omincara requires trustworthy and capable agents
Omincara, undertaking myriad visible tasks for
To safeguard the interests of her House, Novator
BACKGROUNDS FACTIONS PATRONS CHARACTER OPTIONS ENDEAVOURS
You are respectable vassals and allies of House
to enact her will beyond the confines of her Sanctum
Lady Octavia. Your missions often take you to the
Navis. As the matriarch of an ancient House of the
outskirts of the system, as Navigators begin the long,
Navis Nobilite, Lady Octavia possesses access to vast
arduous, and dangerous task of studying the Great
resources, including any number of servants, guards,
Rift or attempting to map the Straits of Andraste. You
and other official staff. Beyond this, she often requires
might be called upon to serve for a lengthy term in the
operatives for tasks both overt and discreet.
retinue of a House Omincara Navigator as bodyguards, advisors, and diplomats. Your personal reputations
Novator Omincara treats most of her agents with polite
are as important as your work, as your every action
distance. Only her most trusted agents can expect to
reflects on the Navis Nobilite.
receive their instructions from Lady Octavia directly, and even then, probably from the vox units mounted
Example Missions:
outside the velvet curtains of her isolation pod. Most agents receive their tasks from intermediaries, possibly
u Owing to a matter of honor, Argo Omincara has
scribed on dataslates or spoken in hushed voices,
challenged Caliope Taliandru to that most rare and
depending on the sensitivity of the work at hand. It is
ancient practice of the Navigator’s duel. Protect
a common belief among her servants that the Novator
Argo before the duel and ensure the duplicitous
sees much that happens outside her presence, and so
Taliandru do not try to gain any unfair advantage.
they are dutifully obedient at all times, and urge her agents to do the same.
u The Magos of Avachrus have provided House Omincara with the use of a survey vessel,
Lady Octavia calls upon her agents for all manner of
possessed of rare and ancient instruments to
missions intended to bolster House Omincara. Those
monitor the flux of the Warp. Accompany and
with a knack for stealth might be tasked with gathering
protect Hera Omincara as she probes the Straits
information on or stealing secrets from rival Navigator
of Andraste.
houses, such as Taliandru, and other Imperial
73
LIMITATIONS Any character with the IMPERIUM Keyword. WARGEAR One Rare item for each individual (the item must be something worn openly and visibly). BONUS Gain the NAVIS NOBILITE Keyword.
Framework: Third Eye, Blind
Unseen and unacknowledged, you perform the tasks
ORDO MALLEUS INQUISITOR TYTRONA DIKAISUNE Inquisitor Tytrona Dikaisune is tall and imposing, and all who meet her feel the intense weight of her presence. She has spent several lifetimes battling the archenemy, a fact that none would deny when met with her withering gaze, though extensive Rejuvenat treatments and the highest quality augmetics disguise her many scars.
She seldom appears without her
ornate, heavy carapace armour and the sacred weapon
that would sully the hands of the Omincara Navigators
that symbolises her Ordo Malleus’s membership — a
and scandalise the system. Espionage, sabotage,
mighty Nemesis Daemon Hammer.
and wetwork are your trade, and your targets range from the heights of Imperial society to the heretics
Dikaisune is an experienced daemon hunter of the
of the Voidmire. You are as likely to steal secrets
Ordo Malleus, and ranged far across the sector before
and technology from rivals as to safeguard House
her arrival in Gilead not long before the opening of the
Omincara’s secrets. Your missions often have you
Great Rift. She speaks little of the matter that originally
silencing critics of the House, or those who dismiss the
brought her to Gilead, saying only that it is resolved.
importance of Navigators in the Imperium Nihilus. The
Although some wonder if this is true or she has
Novator expects your utter loyalty and any sacrifice
unfinished business in the system, none dare question
necessary to complete your tasks.
the matter further. The worthies of the system largely treat her with (justified) apprehension, but few would
Example Missions:
deny that her presence in the system is a blessing. After all, anyone who would deny the benefit of an
u The Navigator Gravin Taliandru is set on an attempt to breach the Straights of Andraste.
Ordo Malleus Inquisitor at a time when daemons walk the galaxy is surely a heretic of the worst sort.
Deter him from this foolish course of action. If it becomes necessary to confine Taliandru to House
The Inquisitor’s attentions are focused on the Cicatrix
Omincara’s dungeons — for his own good — then
Maledictum and its consequences. Cut off from the
so be it.
support of her peers and the wider Imperium, Dikaisune cannot hope to heal this great wound in reality, only to
u Jakel Varonius has been in private talks with
staunch the bleeding. Few of the Imperium’s warriors
an emissary of House Narcissus. Whatever the
are prepared to combat the daemonic, and yet to do
content of these meetings, ensure the emissary
so has become a necessity on an unprecedented scale.
does not live to continue them.
Inquisitor Dikaisune speeds from one warzone or incursion point to another, bolstering Imperial forces
LIMITATIONS Must have the IMPERIUM Keyword, Tier 3 or above. WARGEAR Any limbs or organs you lose in the course of your duties are replaced with an augmetic enhancement at the expense of House Omincara. BONUS
74
+1 Bonus Dice to Deception (Fel) Tests against characters with the IMPERIUM Keyword.
with her abilities and leaving what wisdom she can. In times past, Dikaisune would never countenance sharing lore so freely — mere knowledge of the daemonic was grounds for execution for most citizens. In the Gilead System, on the border of the Great Rift itself, the immediacy of the threat prohibits discretion. Tytrona Dikaisune projects an air of suspicion toward all she meets, and her actions and words usually indicate the same. She is not subtle in her scrutiny, asking pointed questions and challenging motivations.
Even longstanding allies are not immune to her
With the myriad threats facing the Gilead System,
probing queries. Tytrona intends for her presence
Inquisitor Dikaisune is forced to rely on networks of
to make those around her feel nervous, in order to
agents more than ever before. Some arrived in the
cause the guilty to slip up and reveal themself. If the
system with her, but the majority she has recruited,
occasional innocent is so thrown by Dikaisune as to
whether directly or through senior agents, since the
commit a damning mistake, that is a small price to
isolation of Gilead began. Her agents are varied in their
pay. This air of fear is compounded by Dikaisune’s
origins and approaches; any Imperial who impresses
very public and ongoing presence in the system. It is
her with their capabilities and dedication is a potential
something that none of Gilead’s leaders, even Jakel
recruit. Indeed, the line between hired mercenary
Varonius, have experience with. Most Inquisitors
and acolyte is thin. Some agents might not be sure
operate in secret, revealing themselves to the local
themselves if they are a part of the Inquisition or
authorities only at the culmination of an investigation,
merely working in the employ of Inquisitor Dikaisune.
if at all. Those Inquisitors famed and feared for their public pogroms and expurgations rarely stay in one
With their access to the wider Imperium cut off, like-
place long, always moving on to terrify and purify the
minded Inquisitors of the Imperium Nihilus must
next system or sector.
share resources more than ever. Although there are
BACKGROUNDS FACTIONS PATRONS CHARACTER OPTIONS ENDEAVOURS
only a handful of Inquisitors in the system, at most,
Agents of the InquisitorLord
working with cells that report to other Inquisitors.
Dikaisune’s agents might sometimes find themselves
The Inquisitor largely operates overtly herself, but relies on discreet acolytes to pursue investigations
Inquisitor Dikaisune is staunchly Puritanical, and
unseen and unrecorded. In this way, she commands
tolerates no deviance among her agents. Even in
the awe and respect of important personages and
these desperate times, she believes that to use the
common citizens alike, encouraging them to provide
tools of the enemy is to become the enemy. However,
her with information and suspicions. At the same time,
Dikaisune draws a clear line between the heretical
covert acolytes monitor these same cooperative citizens
and the merely illicit (to the chagrin of certain allies).
for signs of treachery. Depending on the nature of the
Certain of Dikaisune’s agents use proscribed combat
threat they uncover, Dikaisune may expect her agents
chems including, according to rumour, those dreaded
to deal with it personally, alert her, or call upon local
substances believed to be the sole purview of the
forces for backup.
Officio Assassinorum. For Inquisitor Dikaisune’s agents, the ends justify any means — save those that flirt with the corruption of Chaos.
75
Framework: Shadow Warriors
Framework: Kill-Team
You are an elite Kill-Team assembled by Inquisitor
As Inquisitor Dikaisune’s agents, you undertake investigations
to
root
out
heresy
within
Dikaisune to deal with the threats that local authorities
the
and even ordinary military forces cannot. You may
Heartworlds of Gilead. How you do this is largely
have been selected for your specialised and extensive
left to your discretion, although you cannot rely on
(and likely forbidden) knowledge or for your skill
your mistress’s name or authority. When you are not
at arms. If you have been given a mission, it means
pursuing a lead at the behest of the Inquisitor or an
that the enemy is either extraordinarily powerful or
intermediary, you are expected to proactively seek
containment measures have failed — a potent Chaos
out suspicious activity. There is no rest for a servant
sorcerer, a daemonic incursion, or a xenophile cult
of the Eye That Sleepeth Not. Although Dikaisune is
supported by alien abominations.
of the Ordo Malleus, neither she nor you can afford to discriminate in the threats you pursue. Any sign
Example Missions:
of witchcraft, the daemonic, or the xenos deserves your attention.
u Acolytes have determined Deacon Horatio Vanor of the Enochian Synod is possessed by a daemon
She expects you to judge which threats you can purge
of the Warp. Banish the unholy being and destroy
on your own, and which require the support of local
all evidence, no matter the cost, lest the terrible
authorities. For truly apocalyptic threats, you know
truth unleash calamity among the masses.
the vox frequencies, astropathic ducts, and clearance ciphers to call in an Inquisition Kill-Team. You also
u An informant has revealed the presence of an
know that abusing this privilege might see you heaped
ancient weapon of great power, the Soul Lance,
on the pyre as well as your foes.
secreted within a vault on Avachrus. Retrieve this archeotech artefact or, if necessary, destroy it lest
LIMITATIONS Must not have the CHAOS or ORK Keywords, Tier 2 or below. WARGEAR None. BONUS +1 Bonus Dice on Deception (Fel) Tests against characters with the IMPERIUM Keyword.
Example Missions:
any other lay claim.
LIMITATIONS Must have the IMPERIUM Keyword, Tier 3 or above. WARGEAR A Symbol of Authority with the INQUISITION Keyword for each member of the group. BONUS +1 Bonus Dice on Tests against characters with the CHAOS Keyword
u A series of grisly deaths in the lower reaches of Hive Ammon on Gilead Primus requires investigation. The local enforcers, already stretched thin, attribute the mutilated bodies to gang war, but the consistency of the violence is the hallmark
Summon the Kill-Team
of ritual murder. Determine if some malefic cult is
The groups of Shadow Warriors Dikaisune
behind the deeds, and to what ends.
employs
are
each
gifted
the
necessary
clearance ciphers to summon one of her Kill-
76
u Rumours speak of individuals gathering at the
Teams when needed. This does not necessarily
strange xenos ruins of Ostia under the dark of
mean the GM will be running the Kill-Team as
night to enact profane rites. Discover if this is a
a group of NPCs — if your group are feeling
divergent custom of the local religion, a xenophile
creative, you might like to create an entirely
cult, or something even worse.
new party of higher Tier characters and play as the Kill-Team yourselves!
BACKGROUNDS FACTIONS PATRONS CHARACTER OPTIONS ENDEAVOURS
BREVET CAPTAIN AKAHIR
Akahir has shown a greater knack for diplomacy than many of his Battle-Brothers. He tolerates much of the politicking and debate of the Circlet Council with stony
Though he stands barely over 7-ft tall, Brevet
silence before voicing his opinion with both tact and
Captain Akahir looms large among the Astartes of
finality. Still, relations between the Absolvers and the
the Absolvers Chapter. The inscrutable ritual scarring
Varonius Dynasty are tense. Absolvers are known for
popular amongst the Absolvers intermingles with
their inflexibility, and Akahir must constantly struggle
the twisted scars Akahir earned through battling
to cope with the evanescent whims of the humans on
daemons, attesting to the violence of his three years
the Circlet Council. If he discovered that Jakel consorts
of service. His dark skin has been stretched thin over
with xenos, it would certainly end their cooperation,
his enhanced transhuman form since he became an
and may even lead to bloodshed. Akahir does find
Astartes, his only imperfection a patchwork augmetic
some common ground with the cold efficiency of
eye installed midway through the battle for Villum
Archdomina Vakuul, and the turmoil of the current
Fundus.
age has strengthened bonds between the Absolvers and Avachrus. It is vital for Akahir to maintain and
Captain Akahir and Jakel Varonius are linked by
bolster this relationship, as the Absolvers rely on
the infamous distress signal sent by the Absolvers’
the Forge World to bolster their limited supply of
missing Chapter Command. The two never discuss
ammunition. Further, Avachrus provides the only path
the matter in earshot of others, and no one can say
to properly train new Tech-Marines, whose expertise
if Varonius has shared its contents with Akahir, or if
is the only hope of maintaining the Chapter’s Wargear
the Astartes Captain already knows the truth. Other
and vehicles should their isolation continue into the
council members note a certain tension between the
future — and Akahir knows optimism is a weakness.
two, but whether the cause is a shared and unspoken burden or a deep mistrust, they could not say.
Even with the Astartes as a priority, the Forge World’s production capacity is taxed to its limits and beyond in
In the absence of the Chapter Master and with the
these times. Out of necessity — and in preparation for
anarchy of Noctis Aeterna bearing down on the
the possibility of more difficult times ahead — Akahir
system, the Absolvers within Gilead had grave need
has ordered an increased emphasis on melee combat
of leadership. It was Chaplain Heractis who took it
throughout the Chapter. This affects the training
upon himself to anoint Akahir as Brevet Captain and
regimens taught by Scout Sergeants as much as the
acting commander of the Absolvers, in recognition of
daily drills of all Battle-Brothers. This extends even to
Akahir’s early success in rallying the system’s mortal
the war machines of the Absolvers; the Tech-Marines
defenders. In privacy, Heractis spoke also of a prophecy
fit Predator tanks and Rhino transports with serrated
from the forgotten annals of the Chapter’s history, and
dozer blades, while anointing massive power fists for
the role he foresaw for Akahir.
the day that the Chapter’s Dreadnoughts rouse for war.
77
Agents of the Astartes Captain
the mortals of the council. As a result, has begun to consider the importance of staying aware of the other
Although Astartes Chapters are largely self-sufficient,
Factions’ activities, in the interest of security. Only the
they often rely on the Imperium’s intelligence and
Absolvers can be above suspicion, and it is their duty
communication networks
to punish treachery wherever it appears in the system.
to learn of prime targets
and worlds that need their defense. Although their confinement to a single system might seem to narrow
The Captain looks back with fondness on his own
the possible battlefields, in truth, the overwhelming
experience as a Scout leading a team of motley
threats facing the Gilead make it more important than
Imperial agents. Not only does he strongly support
ever for the Absolvers to deploy their limited forces
this unusual Chapter tradition, but he is more inclined
perfectly. Furthermore, the isolation of the system and
to trust the competence of hand-picked mortal agents.
turmoil within the usual chains of communication
The agents Akahir chooses must be truly dedicated
have led Akahir to pursue his own investigations of
to the protection of Gilead above all other concerns.
traitors within the system. Akahir has begun to rely
Akahir has no tolerance for failure, while viewing
on hand-picked agents, Astartes and mortal, outside
nearly any level of collateral damage and civilian
of the Codex-approved chain of command to act as his
casualties as acceptable if it gets the job done. Agents
eyes, ears, and blades across the system.
must be satisfied with the pride of serving the Emperor,
Akahir’s need for reliable, flexible non-Astartes agents
reward. While ceremonial recognition is common for
stems in part from his misgivings for the methods
Astartes, very few commendations are available to
as Akahir has little conception of wealth or personal
of many Imperial organisations. He distrusts the
Humans. The rewards he offers are eminently practical,
Inquisitors’ freedom and underhanded methods, and
such as weapons, armour, and battlefield tools.
truly looks poorly upon the Ministorum. He sees the ranking priests of the Ecclesiarchy as soft and hypocritical, exhorting their followers to sacrifice for the Emperor while they enjoy a life of relative luxury. Whereas Space Marines fight on the front lines their whole lives, no matter the rank, many clerics who attain rank step away from battle and indulge in lives
Dux Mortalium
of soft comfort. Although some Space Marines are
The Absolvers rarely stray from the teachings
critical of relying on mortals, Akahir recognises that
of the Codex Astartes, but the Chapter are
Humans can operate in ways and places where the
loath to abandon their sworn traditions. One
overtness and awe-inspiring reputation of Astartes
such oddity is the Dux Mortalium, in which
would be a hindrance. Although relatively open
an aspirational Scout is tasked with leading a
minded for a Space Marine, Akahir has absolutely no
Kill-Team of mortal Imperial warriors to prove
tolerance for mutants and xenos.
they are worthy to become a fully-fledged battle brother. The rare scholars with any
Like all Absolvers, Captain Akahir prizes his vows
knowledge of the Absolvers Chapter history
among all else, and he expects the same of his agents.
speculate that the long-forgotten Chapter
In the same vein, he despises weakness and excuses.
Master Behanzin swore an oath to improve
Undertaking a mission is a promise to succeed, and
the Astartes’ relationship with the mortals
excuses for failure only undermine the breach of this
they were bound to protect, following the
vow. Still, Akahir is aware of the difficulty he has
huge loss of life in several tragic battles with
relating to mortals, and tries to compensate for this
traitorous regiments of the Astra Militarum
with effusive praise and wilful patience. His attempts
during the Age of Apostasy. This led to the
to make Humans feel at ease can, in fact, be quite
Dux Mortalium, though weather the tradition
awkward, though Akahir has yet to realise it.
has improved relations or cemented the idea
Captain Akahir’s focus remains on defending against
Absolvers is up for debate.
that mortals are weak in the minds of fledgling the militant threats to the Imperium, but he has
78
been infected by the suspicions that run through
Framework: Eye, Ear, and Blade
Framework: Angels of Death
society of Gilead, Captain Akahir relies on trusted
despatched into warzones and other deadly locales
Humans, sometimes led by a Space Marine Scout.
to accomplish the missions no one else can. Akahir
As such a group, your missions focus on gathering
expects victory no matter the odds, even if you must
intelligence and completing covert tasks — and
sacrifice your body or life to achieve it. Whether you
fighting desperately when there is no time to wait for
are Astartes or one of the rare mortals skilled enough
To uncover threats hidden among the Imperial
Astartes reinforcements.
As proven agents of Captain Akahir, you are regularly
to fight alongside the Space Marines, few in Gilead are your equal in war.
Example Missions: Your missions are essentially special operations, in u Orks have ambushed several Astra Militarum
which Akahir tasks you to complete some vital objective
supply ships in recent months, and Captain Akahir
on the battlefield, behind enemy lines, or in the most
suspects — as unlikely as it seems — a traitor
deadly environments of Gilead. You take the fight to
within the Departmento Munitorum or the Gilead
the xenos and traitors of the Reach and the Voidmire,
Gravediggers command structure. Find out how
and turn the tide in battles on Gilead’s worlds.
BACKGROUNDS FACTIONS PATRONS CHARACTER OPTIONS ENDEAVOURS
the Orks are predicting the shipping schedules; the Absolvers face battles enough without stepping in
Example Missions:
to bolster unsupplied Guardsmen across the system. u The time has come to purge the Space Hulk u Jakel Varonius has made a number of secretive
Perephone’s Regret, and you are to fight in the
visits to a large asteroid at the boundary between
vanguard. Expect to face overwhelming numbers
the Reach and the Voidmire. Discover the reason
of Orks and Genestealers. In addition, the Space
for this, without alerting the Rogue Trader to your
Hulk’s time in the Warp has surely left it steeped
intentions or Akahir’s involvement.
in corruption; beware moral threats and anticipate the traitor-warriors of Chaos.
LIMITATIONS Must have the IMPERIUM Keyword, Tier 2 or below. WARGEAR A vox bead for each individual. BONUS +1 Bonus Dice to Resolve Tests.
u A massive force of Orks have assaulted Ostia, threatening the food supply of the entire system. Join the Absolvers strike force targeting the Warboss leading the Orks. Unconfirmed reports speak of Aeldari fighting against the Orks; as always, know that all xenos are your enemies. LIMITATIONS Must have the IMPERIUM Keyword, Tier 3 or above. WARGEAR Each member receives 1 Ammo Point at the beginning of each mission. BONUS +1 Bonus Dice to attacks targeting Mobs.
79
Jeanne Grace d’Emysa continues the Order’s centurieslong mission of monitoring the Ecclesiarchy leaders of Gilead to ensure the heresies of the Age of Apostasy never repeat. The situation on Enoch takes up much of her time and attention. Not only must she coordinate the Sororitas’ defenses of major shrines and Ministorum holdings, but she grows ever more concerned by Archdeacon Merramar Clade’s handling of the situation. In her eyes, it is the duty of the Sororitas to battle heretics and traitors, and desperate pilgrims do not these enemies make. In private, candlelit meetings with her most trusted Sisters, d’Emysa makes arrangements for the day — which she prays never comes — that she must remove the Ministorum’s leaders from their positions.
Agents of the Sororitas
CANONESS JEANNE GRACE D’EMYSA
Canoness d’Emysa has traditionally relied on
the
Sacred Shield and the nonmilitant orders present in the system to accomplish almost any mission she deems necessary under her purview. With the Sororitas stretched thin by the anarchy on Enoch, and the many other threats facing Gilead, she has had to broaden her
The Canoness Jeanne Grace d’Emysa has led the Order
approaches for the good of the system. She still prefers
of the Sanctified Shield for more than four decades,
Sororitas and proven members of the Ecclesiarchy,
and bears the scars of battle to show it. She stands
but she might accept any pious and reliable Imperial
tall on her two fully bionic legs, lost during her time as
citizen into her service.
a Veteran Sister Superior in a near-fatal battle with a Chaos Space Marine. Her cropped white hair frames a
The Canoness has little appetite for espionage and
serene but severe face.
skulduggery. Nonetheless, she accepts the need for some degree of such in order to monitor other Imperial
80
Jeanne Grace d’Emysa rose steadily through the
institutions and the noble families of the system for
ranks of the Order thanks to her skill in battle, her
signs of apostasy and heresy. It is for missions such
conviction, and the passion she inspires in the Sisters
as these that d’Emysa is particularly open to non-
under her command. As ever, her primary goal is the
Sororitas agents. After all, few Sisters outside of the
protection of the Imperium and the destruction of the
Orders Famulous are suited for such covert matters.
God-Emperor’s enemies. Her faith remains steadfast
d’Emysa fears that the isolation of the system could
as ever, and the wavering faith of those who say the
spur decadence and heresy among the various
Emperor has abandoned Gilead disgusts her. Those
branches of the Adeptus Terra in the system, and sees
citizens who have been witness to the Sanctified Shield
the utility of employing those who belong to such
in battle and the miraculous feats they accomplish on
organisations or have experience with them to monitor
the field nearly find their faith bolstered.
for signs of apostasy.
To ensure the Order stands ready to defend against or
Less subtle missions for d’Emysa’s agents are often
preempt any threat to the system, Canoness d’Emysa
more militant in nature, with a focus on defending
cultivates good relations with other Imperial Factions.
Imperial assets. These include acting as bodyguards
In the past, she has largely relied on the diplomats of the
to preachers and missionaries travelling the system, or
Ecclesiarchy and on the Sisters Dialogus of the Order
defending shrines and other holy sites from xenos and
Censura. In view of the uncertainty wrought by the
heretics. More proactive missions might find agents
Great Rift, the Canoness takes a more personal hand to
battling their way through infested ruins to recover
remind the leaders of Gilead that the Sisterhood of the
lost relics, or launching pre-emptive strikes on the
Sanctified Shield ceaselessly defends them.
traitors and xenos of the Reach.
Canoness d’Emysa tolerates no blasphemy or even
Framework: Holy Warriors
the merest whiff of heresy. Even for agents who are
Whether a soldier of the Adepta Sororitas, a battle-
not formally of the Ministorum, she expects the same
preacher of the Ministorum, or a pious volunteer,
piety as she does of any servant of the God-Emperor.
Canoness d’Emysa counts on you to battle the enemies
However, she accepts that individuals demonstrate
of the Emperor wherever they show themselves. While
their faith in different ways, and some are less overt
the bulk of the Order of the Sanctified Shield stands
than others. For potential agents who are not openly
guard over the shrines of Enoch, you undertake special
zealous, d’Emysa takes time to speak personally so as
operations across the system. You might plunge into
to gauge the depth of their devotion.
Framework: Lay Servants
the depths of Gilead Primus’s hive cities to purge rebellious mutant bands, or strike out into the Reach to destroy xenos enclaves. If you truly impress the
Although you may not have formal station within
Canoness with your deeds, she might even despatch
the Ecclesiarchy, your piety and zeal have impressed
you to battle the traitorous Heretic Astartes lurking in
Canoness d’Emysa. She trusts you to accomplish a
the Voidmire.
BACKGROUNDS FACTIONS PATRONS CHARACTER OPTIONS ENDEAVOURS
variety of missions that fall outside the militant duties of the Order of the Sanctified Shield. Your tasks include
Example Missions:
information-gathering, rooting out apostasy with the ranks of the Adeptus Terra, and bolstering the faith
u The unthinkable has happened: the prisoners of
of the countless citizens of Gilead, from the lowliest
the psyker prison Ironwatch have broken their
helot to the noble lords and ladies of the system. The
shackles. Only the most blessed and faithful of
Canoness is particularly interested in verifying and
the Emperor’s warriors can hope to prevail against
documenting alleged miracles in Gilead. The Emperor’s
such unfettered sorcerous hordes.
people must be shown He is still with them! u Tensions between Astra Militarum security forces Example Missions:
and the hungry pilgrims of the encampment known as Mercytown have come to a boil, and it seems
u Investigate rumours of gluttony, sloth, and even
a massacre is imminent. Defuse the situation or,
more sinful practices among the leading priests
failing that, determine who the faithful are and
of Theocropolis Extol. Use secrecy and stealth, for
protect them.
you shall receive no overt support, and particularly not should violence ensue. u A labourer on Gilead Primus, blinded in an industrial accident, claims that the light of the Emperor lets her see. Ingratiate yourself with this would-be prophet and determine if her claims are genuine, hoax, or even a trick of the Dark Gods. LIMITATIONS
LIMITATIONS Must have the ADEPTUS MINISTORUM Keyword, Rank 3 or above. WARGEAR Symbol of Authority MINISTORUM Keyword.
with
the
ADEPTUS
BONUS +1 Bonus Dice to Corruption Tests.
Must have the IMPERIUM Keyword. WARGEAR A purity seal for each member of the group. BONUS +1 Bonus Dice to Resolve Tests.
81
the act, and among the Craftworld’s warrior-citizens, there is much consternation and confusion regarding the alliance. Ul-Khari has isolated itself from the galaxy for many centuries, and adapting to the new situation is difficult in spite of such entrenched practices. Taranlys maintains it is necessary for the good of the Craftworld, even as he advises the Asuryani against trusting any Mon-Keigh. Ultimately, the alliance is simple pragmatism; though it breaks with tradition, the Craftworld is trapped in one place for the first time in its history. In light of this unprecedented situation, an alliance with Imperial forces — however onesided or fleeting — reduces the enemies threatening the Craftworld. Outside of the Varonius Dynasty, relations between
FARSEER LANRIEL TARANLYS
Ul-Khari and the Imperials of Gilead are all but nonexistent. With the Orks and Chaos worshipers of the region, there is only overt hostility. Taranlys has found a dedicated ally in Ferianwyr Greensteel, thanks to her oath to protect the Craftworld. Aside from these, the Craftworld seems to have nothing but enemies
Tall, graceful, and possessed of an ethereal beauty,
surrounding it in its imprisoned state. Consequently,
Lanriel Taranlys shows all the hallmarks of his species.
Taranlys is open to consider help from any corner, if he
The set of his features is permanently a display of
is certain he can trust — or use — those offering.
determination and melancholy, and his head is bare except for a single long braid. Taranlys is normally clad in rune armour in the orange of Ul-Khari when meeting on matters of import or business, particularly if non-Asuryani are present.
Agents of the Craftworld A stranded Craftworld is a singular event, and so Farseer Lanriel Taranlys has a singular need of capable agents. The Farseer’s abilities guide him to those who can help, just as they guide those individuals to him,
Farseer Taranlys carries himself with the air of
along myriad routes.
confidence and mysticism common to Aeldari following the Path of the Seer. When preparing for battle or
Taranyls readily accepts help from any Aeldari who
treating with Humans, Lanriel usually hides his visage
offers it. Rumours persist that he has even considered
behind a full helm of ornate crest. He is formal and
working with the Drukhari, though it would be a
exacting in speech; urgency leads to mistakes, which
great indiscretion to mention this in his presence. It is
Lanriel abhors.
common in these times for Ferianwyr of the Greensteel Warriors to offer her Corsairs’ services for an ongoing
As the preeminent Farseer of Ul-Khari, Taranlys feels
term, and these Corsairs might take their missions
he has failed the Craftworld by not predicting the
directly from Taranlys. The unusual nature of the
emergence of Trollius. This is a burden and sorrow
Craftworld’s situation gives rise to unusual necessities,
he bears alone, as the only way the Craftworld can
and a group of agents serving the Farseer might
survive is by relying on his abilities, and so he cannot
consist of Aeldari from several Factions, and even
admit to such a lapse. Still, his most trusted friends
Humans alongside.
and allies suspect that Taranlys blames himself for this tragic situation befalling the Craftworld
Farseer Taranlys has particular need of Humans in order to uncover the secrets of Trollius. The emotional
82
While Taranlys has the respect and esteem of all
resonance in the ice responds uniquely to the presence
Ul-Khari, there remains tension within the Craftworld
of Mon-Keigh, and Taranlys believes this must hold
owing to his decision to ally with Jakel Varonius. Not all
the key to overcoming the hostile environment and
Farseers and Warlocks on the Seer Council supported
freeing the Craftworld. Of course, Taranlys prefers
that trusted Aeldari accompany the Humans on any missions to explore the ice-world that serves as prison to Ul-Khari. While he acknowledges the necessity of relying on Humans, trust is another matter entirely. The Farseer has other uses for Humans willing to serve him — knowingly or not. As long as the Ul-Khari Craftworld remains trapped by the ice of Trollius, it behooves the Farseer to keep apprised of Imperial activities in the system. Although the Farseer’s
LIMITATIONS Must not have the CHAOS or ORK Keywords. WARGEAR None.
FACTIONS
BONUS
PATRONS +1 Bonus Dice to Insight (Fel) Tests.
oracular abilities are potent, they are not limitless — and they are often put to better use than monitoring
the Craftworld in the near future. Either ensure his
the actions of Mon-Keigh. For these reasons, Taranlys
attention is turned elsewhere or eliminate him.
employs the service of Human agents within Imperial
BACKGROUNDS
society. Some know not who they serve, perhaps
Framework: Rooks and Bishops
assuming their true employer to be a crime lord, a rebel,
The important missions to secure Ul-Khari’s future can
or even an Inquisitor. Unwitting agents receive their
only be trusted to Aeldari. Whether you are a native of
instructions via circumspect Rangers who conceal their
the Craftworld or have come to its aid in recent times,
alien features with heavy garb and decades of practice
Farseer Taranlys entrusts you with missions of utmost
moving unnoticed among Humanity. Those who
import. These often include sabotaging Imperial
willingly serve a xenos might receive psychic visions,
installations for long-term strategic purposes, and just
wraithstone tablets via deadrop, and — very rarely —
as often include attacking the servants of Chaos for
meet with the Farseer himself in some isolated location.
more direct benefits. Your overriding directive is to
The payment or rewards for those who serve depend
you to do so even in the rare event that he has not
on if they know the truth or not. Witting allies
predicted the threat you uncover.
CHARACTER OPTIONS ENDEAVOURS
defend the Craftworld at all costs, and Taranlys expects
receive Wargear of Aeldari make, or other items that have come into the Craftworld’s possession over the
Example Missions:
millennia. Deceived tools are likely to receive caches of local currency or salable valuables in line with the
u Orks of the Evil Sunz clan have begun converting
cover story used by their handlers.
a large asteroid of the Reach into a ‘Rok’ that, if
Framework: Pawns and Knights
Fight your way to its heart and sabotage the crude
Whether unwitting Human or subtle Aeldari, you
reactors in order to destroy it entirely, and ensure
serve the interests of the Ul-Khari Craftworld within
the Big Mek responsible does not survive.
finished, will one day pose a great threat to Ul-Khari.
the Imperial worlds of the Gilead System. Your missions often involve espionage or sabotage of
u Mon-Keigh looters under the leadership of Rogue
Imperial Factions and installations, with the purpose
Trader Varonius hope to profit from the Craftworld’s
of safeguarding the Craftworld and its interests. The
tragedy. Intercept the scavengers and ensure they
visions of Farseer Taranlys range over vast gulfs of
lay claim to not even a single shard of Wraithbone.
space and time, and so the reasons for your missions are seldom clear.
LIMITATIONS
Example Missions:
Must have the AELDARI Keyword.
u Sabotage Imperial facilities and sow discord on
WARGEAR
Ostia. If it is a Maiden World, the time will come soon to reclaim it.
One Rare item of Aeldari Wargear. BONUS
u Taranlys has foreseen that the Astra Militarum officer known as Colonel Felden poses a threat to
+2 Bonus Dice to Resolve Tests when defending Craftworld Ul-Khari.
83
and overtake their prey. There is no standing against the blade skill and point-blank accuracy of the Corsairs, and Ferianwyr is the best by far. The only Humans to have seen her and lived either impressed or amused her — and they are usually at a loss as to how. Although cruel and callous by human standards, Ferianwyr treats her crew well and commands their respect. She does have her own kind of honour, though it is all but indecipherable to a Human mind. Many Corsairs have served under Ferianwyr for decades, respecting her joie de vivre as much as her tactical mind and prowess with a blade.
Agents of the Coterie
The Emerald Princess welcomes Aeldari of any background to join her. Even those unwilling to forgo
FERIANWYR, THE EMERALD PRINCESS The Aeldari Ferianwyr, the Emerald Princess, has
their existing allegiance are welcome guests and she happily accepts their aid in piracy or for more unusual tasks. Humans, however, she sees as little more than animals fit only to amuse her. Alliances and truces, such as with Jakel Varonius, are transitory. When it suits her whim, Ferianwyr accepts willing
led the Corsair Coterie known, in Low Gothic, as the
Humans as agents, perhaps even concealing her
Greensteel Warriors for many centuries. She and
contempt for them for a time. Of course, she cares
her Coterie came to Gilead decades ago, and have
nothing for their safety, and might give them missions
remained after the birth of the Cicatrix Maledictum,
that almost guarantee their death, simply for her
though they could leave at any time via the Webway
entertainment and that of her crew. She has no
paths they know well. Although the Imperial Navy
tolerance for those who truck with Chaos, viewing all
and shipping interests of Gilead have come to fear her
such as enemies. Orks, she finds utterly detestable,
name for generations, the entire experience has been
though not significantly more so than Humans. In both
but a dalliance in the Aeldari lifespan.
cases, certain individuals might impress her with their vivacity, or determination. Orks that amuse her are
Ferianwyr is somewhat short for an Aeldari, though
invariably slain, though some Humans are kept alive,
she still stands above most humans. Her long, black
and manipulated to esoteric ends.
hair is often pulled back, and contrasts with her pale skin. Her large eyes are expressive, though most
Whatever form they take, agents serve the Emerald
Humans would find it difficult to get past their white-
Princess in a number of ways. She might suggest a
in-white blankness. The Emerald Princess fully lives
prime target for piracy when she is otherwise engaged
the life of a Corsair, and so her whims are as fickle
defending the Ul-Khari Craftworld. Conversely, if a
and fierce as the tempests of the Warp. To a Human,
target is simply too tempting for Ferianwyr to resist,
she seems unpredictable and erratic, but Aeldari
she may ask reliable agents to keep an eye on things
understand this transient behaviour. Ferianwyr has
on Trollius. Based on the information she learns during
sworn to protect the Ul-Khari Craftworld, a goal readily
her endeavours, the Corsair Princess tasks her agents
conceivable by both Aeldari and Human. Humans and
with hunting down and destroying the adherents of
other aliens who threaten the Craftworld can expect no
Chaos, particularly followers of She Who Thirsts.
quarter or mercy from the Greensteel Warriors.
Other missions include sabotaging Imperial defenses,
Amongst the merchant fleet and system defense
groundwork for future piracy. Ferianwyr rewards
scouting potential targets, and otherwise laying the
84
forces of Gilead, the Emerald Princess is a terrifying
successful agents with select items from her vast trove.
legend. Experienced voiders tell of her cruelty and the
At times, these seem perfectly tailored to the interests
suddenness with which the Emerald Warriors appear
of the recipient; at others, they seem entirely random.
Payment might include a bottle of vintage spirits from an extinct civilisation, an Aeldari-crafted sabre, or a trunk of corpse starch rations originating from the Armageddon system. In the case of Human agents, gifts are much more likely to seem inappropriate, but whether this is due to disdain or misunderstanding is difficult to tell. In addition to discrete rewards, the Emerald Princess permits her agents to keep most of the spoils from
LIMITATIONS Must have the AELDARI Keyword. WARGEAR An Aeldari sword inlaid with green gems for each individual.
+1 Bonus Dice to Athletics Tests made in zero gravity.
to heed this unspoken rule find themselves tasked with
Framework: A Motley Crew Perhaps you are the sole survivor of a ship that fell
— or possibly challenged to a duel, depending on
to the Greensteel Warriors, held your own against a
Ferianwyr’s mood.
Chaos onslaught, or simply said the right things to
Framework: The Elders
One way or another, you’ve impressed — or at least intrigued — the Emerald Princess, Ferianwyr, and
themselves. Regardless of your particular background,
now find yourself working for her. Your diverse group
trusted
agents
ENDEAVOURS
a mysterious stranger in a voidport watering hole. Aeldari
most
PATRONS CHARACTER OPTIONS
increasingly dangerous and foolhardy assignments
Ferianwyr’s
FACTIONS
BONUS
their own missions. Of course, she expects appropriate tribute in recognition of her authority. Agents who fail
BACKGROUNDS
are
this shared heritage earns some measure of esteem
performs tasks independently of the bulk of the Corsair
and camaraderie. Your missions often mean fighting
fleet. The missions are often rather bizarre, and the
alongside Ferianwyr, and you are effectively an
reasons for them unclear. At times, they seem almost
honorary Greensteel Warrior even if your first allegiance
designed to test your abilities and limits rather than
is to your Craftworld, Cabal, or otherwise. In addition
to achieve any real benefit for the Greensteel Warriors.
to boarding actions and void battles, Ferianwyr relies on you to uncover or assault the bastions of Chaos in
Example Missions:
the Voidmire. Your missions may be dangerous, but the Emerald Princess respects and values you enough
u The Human captain Jakel Varonius has not been
to provide every scrap of information she can, and
showing the proper respect to the Emerald Princess.
even the tools you need to prepare.
Leave this green-steel dagger on his pillow as a ‘gift,’ to remind him of Ferianwyr’s generosity.
Example Missions:
Do what you need to for success, but do not harm Varonius.
u On Gilead Primus’s moon of Imperia, a group of Human nobility engage in worship of She Who
u This armsman from the merchant vessel Beneficent
Thirsts. Since the Mon-Keigh have not kept their
Tide fought well enough to impress Ferianwyr —
own house clean, you shall demonstrate how the
and died valiantly. Deliver his corpse to his family,
Greensteel Warriors deal with those who would
whoever and wherever they are, as a show of the
succor our Great Enemy. Of course, kill any other
Emerald Princess’s mercy.
Humans who get in your way. u The time draws near (Has it really been a century already?) for the Steel Circus, that event in which
LIMITATIONS Must not have the CHAOS Keyword.
the Greensteel Warriors compete to prove who is the best swordmaster — other than Ferianwyr herself. The Emerald Princess invites you to fight with her favour, and to turn down such an honor would be unthinkable.
WARGEAR None. BONUS +1 Bonus Dice to Awareness (Int) Tests you make while in an enclosed space (such as the corridors of a ship or hive city).
85
Orkness based on this practice, but only time will tell if Vazdrok’s ideas are too radical. He thinks this will give him exactly the edge he needs to smash Kaptin Goldteef and unite all the Blood Axes of Gilead under his banner. As part of his plan to isolate Goldteef, Vazdrok works to forge his own alliances with mercenaries, pirates, and other scum of the Reach — at the cost of their business with Goldteef, when possible. Indeed, Vazdrok has something of a knack for negotiating with Humans.
Agents of the WAAAGH!
Like any Ork Warboss, Vazdrok Spikey-Smasha is
utterly self-reliant and doesn’t need any help — he just delegates a lot of things that he can’t be bothered to
WARBOSS VAZDROK SPIKEY-SMASHA
do himself. Considering Vazdrok’s particularly kunnin’ approach to warfare, this means he actually has quite a lot of work for subordinates, and even for non-Orks willing to take the job. Orks make up the vast majority of the Warboss’ forces,
The Warboss known as Vazdrok Spikey-Smasha is a
and though he has occasionally forced ‘Humies’ to
particularly ‘kunning’ Ork of the Blood Axes Clan. He
do his violent bidding, he doesn’t trust Aeldari for
makes his warcamp on a drifting asteroid in the Reach,
anything, seeing them as weak, cowardly, deceitful,
from which he launches raids across the system. While
and treacherous. The rare and exceptional Humans
Kaptin Goldteef and his fleet carve a bloody path
Vazdrok chooses to tyrannise rather than kill either
across the void, Vazdrok plays a longer game and not-
die swiftly, or become hardened by their experiences,
so-silently commends himself for his shrewdness.
making them absolute outcasts amongst Imperial society, and even more satisfying foes for the Warboss
Though stooped as any Orkoid, Vazdrok is taller and
to crush when the time comes.
leaner than the typical specimen of his body mass. His (relatively) wiry muscles pack tremendous strength,
Vazdrok earned the moniker ‘Spikey-Smasha’ for
and he has gotten where he is by crumping plenty of
targeting the toughest of Chaos Space Marines, and
challengers who underestimated him. Vazdrok views
growing in strength through defeating many of their
Kaptin Goldteef as another such rival, knowing that
number in hard-fought (and thoroughly enjoyed)
ultimately only one Ork can claim dominion over the
battles across the Gilead System. Though the Warboss
united Blood Axes of this system. In anticipation of
has an Orky knack for identifying the strong, Vazdrok
the inevitable conflict, Vazdrok seeks to undermine
cares little for the fineries of philosophical beliefs.
the alliances that have bolstered Goldteef’s power,
Vazdrok can’t distinguish between run-of-the-mill
including those with Imperials such as Jakel Varonius.
Scum and Chaos-worshipping heretics. He draws Human agents from the ranks of Reach pirates, hive
Vazdrok’s most innovative and unusual practice was
gangers, Astra Militarum deserters, and others with
adopting the humie concept of ‘inteli-gitz.’ As he
no loyalty to the Imperium. In the case of Chaos
explains to his underlings, ‘dem’s da gitz wot got
adherents, they are likely using Vazdrok for their own
all da intelz. And da intelz is knowin’ where da best
ends as well.Vazdrok uses his agents to gather intel,
smashin’ and fightin’ is.’ Put into practice, this has
sabotage enemies, and undermine rival bosses. As one
entailed extensive use of Kommandos to reconnoitre
might expect, all of these tasks tend to involve a lot
enemy sites and movements, but Vazdrok has even
of violence.
gone far enough as to employ non-Ork spies. So far,
86
Vazdrok has brutally and decisively dealt with any underlings who question his leadership or general
Although Vazdrok has a certain amount of subtlety
u Infiltrate the Ducal Circlet and find out where Jakel
in mind when he recruits any Human agent, he really
Varonius keeps his best ‘jet,’ then steal it and bring
doesn’t care how a group gets the job done, as long as
it back for the Warboss’s Meks to improve on.
they do. Vazdrok has no patience for failure, weakness, or anything that requires much patience, really. Despite
LIMITATIONS
all his cunning, Vazdrok, like all Orks, is focused on
Must not have the AELDARI Keyword (or at least must wear something that hides the ears).
the here-and-now, and the visceral. Vazdrok figured out early in his dealings with Humans that they have little interest in Teef, for some reason. Happy to keep those for himself anyway, Vazdrok instead rewards Humie agents with weapons, vehicles, and the chance to live another day. Minor rewards consist of Wargear looted directly from the battlefield, while those who impress the Warboss receive kustom jobs. Unfortunately, these ‘Orkified’ items tend to
BACKGROUNDS FACTIONS
WARGEAR A ‘suicide capsule’ that is actually just a bullet. BONUS +1 Bonus Dice to Stealth (A) Tests when the action is clearly a risky idea.
PATRONS CHARACTER OPTIONS ENDEAVOURS
Framework: Da ’Ard Boyz
malfunction or simply fall apart once in the hands of
Oi! You’s a ded ’ard Boy workin’ for da Warboss
Humans, and so Vazdrok’s favourite Human agents
Vazdrok Spikey-Smasha. ’E’s da toughest boss in
often end up with little to show for their deeds. For
dis ’ol Gillad place, an’ he wants you smashin’ and
Orks, the benefits of Vazdrok’s patronage also include
krumpin’ right dere wif ’im.
a degree of protection from their rivals. In Ork society, the value of even one less rival trying to bash you
Unless he wants ya smashin’ and krumpin’ somewhere
cannot be overestimated.
else. ’E’s got lotsa plans, ’cause he’s real kunnin’, so
Framework: Da Inteli-Gitz
you gotta fight allover da place. Just be ready’d krump, OK?
Somehow, you’ve gotten mixed up with an Ork Warboss. Whether or not you have met Vazdrok personally,
Ezample Mishunns:
he’s got the idea that he can rely on you to conduct clandestine business. Regardless of your agreement
u Oi! Dere’s a new kinda Beakie wot’s bigger an’
to this arrangement, you understand that failure to
’arder’n before, an’ ain’t got no beak! Da Boss
complete his missions will result in ‘a good krumpin’
wantzta know if dey’s really so tuff. Go find some
for you. Your group likely receives its instructions
an’ have a right good rumble! An’ bring back dere
from an intermediary, probably one of the diminutive
’elmuts for da Boss Pole.
Orkoids known as Gretchin. Vazdrok figures that to be less intimidating than a proper Ork Boy. And if he
u ’Ere we go! It’s da time wot send dat Kaptin Goldteef
wants to conceal from your group that you are working
a message! You’ze gotta draw up a fake treasure
for an Ork, your handler might instead be two Gretchin
map and slip it to ‘is boyz. Den when dey get to da
wearing a long coat and hat.
place, ya jump ’em! HA!
Your mission briefs tend to be blunt and confusing, but mostly entail information-gathering or sabotage. The targets range from Imperial institutions to pirates and criminals to Ork rivals of the Warboss. Vazdrok clearly gives little thought to the feasibility of your missions, and the difficulty ranges from laughably trivial to suicidal, if not downright impossible. Example Missions: u Take this small(ish) Squig and hide it in the personal offices of Lord-Militant Taleria Fylamon. Don’t let it eat you first!
LIMITATIONS Must not have the CHAOS Keyword. WARGEAR None. BONUS +1 Bonus Dice to Awareness (Int) Tests you make while in an enclosed space (such as the corridors of a ship or hive city).
87
CHAOS LORD MALOQUENCE
dramatically since the opening of the Great Rift. Just
Heavily altered by the Gifts of the Gods and clad in
Daemons of all kinds gladly answer Maloquence’s
ancient and baroque Power Armor, the Dark Apostle
summons, and easily pass into the bodies of the
known as Maloquence is held in awe by the Human
willing, walking among the worlds of Gilead until such
renegades of the Voidmire and fearful respect by his
time as their physical host is destroyed.
of Possessed within The Faithful Writ have grown as daemons can walk manifest from the Cicatrix Maledictum and cavort along its borders, the frayed and weakened veil is more porous than it was before.
fellow Traitor Marines. Most believe him to hail from the time of the Great Heresy, yet each time he speaks
While his greatest contempt is for the Imperium that
of that period, the details differ. Whether this is due to
wronged him, Maloquence has no shortage of hate
Warp-addled memory or deceit, few dare to question.
for the xenos to be found in the Gilead System. He despises the weak and decadent Aeldari, and views
Maloquence’s ultimate goal is nothing less than the
their destruction as an ideal means to grow his favour
utter destruction of Imperial order within Gilead. He
with the Dark Prince. He showed little surprise at
will not rest until every Human in the system sings
the fate of Craftworld Ul-Khari, and has made it his
the praises of the Chaos Gods or lies dead. Equally
personal mission to wrench forth the souls within
important, however, is that the Gods, his followers,
its Infinity Circuit. The Orks, Maloquence sees as a
and his victims recognise Maloquence as the architect
dangerous vermin. He loathes their stupidity, and sees
of these great deeds. Faith without glory, so he says,
little for them to offer the Dark Gods, even as their
is for the weak.
unpredictable blundering around the system has the potential to upset the best laid plans.
The Dark Apostle leads the warband known as The Faithful Writ. This distressingly large Chaos warband seems to consist of those originally from the Word Bearers, but no doubt contains defectors from other
88
Agents of the Traitor
The Heretic Astartes are mighty, but Maloquence sees great utility in cultivating mortal followers throughout
traitor Legions or worse, renegade members of formally
the system. It is impractical for a being of his dark
loyal chapters. A high number of the Chaos Marines
magnificence to visit Imperial worlds without good
in the warband are daemonically possessed, thanks
cause, so instructions are often carried through a chain
in no small part to Maloquence’s gift for summoning
of intermediaries, received in dreams and visions, or in
the denizens of the Warp. This gift and the number
other esoteric ways.
Some agents may not even realise the true nature of their patron or the full extent of the heresy, at least
LIMITATIONS
at first. For these agents, whom Maloquence views
None — Maloquence uses any tool that might serve his Dark Gods.
as useful, if not ready or dedicated enough for the truth, missions are more likely to appear simply illegal. The details of the tasks, as well as the personas of the intermediaries providing instruction, give the appearance of merely committing illicit acts for an ordinary criminal cartel. Only the most favoured agents see firsthand the fastness of the Faithful Writ, concealed within
WARGEAR None — make do with what you have to prove yourself.
+1 Bonus Dice on Deception (F) Tests to conceal your heretical ways from Imperials.
PATRONS CHARACTER OPTIONS
Framework: Slaves to Darkness
true purpose is lost to time, the facility is certainly
You are among Dark Apostle Maloquence’s favored
ancient beyond Administratum records. The decay of
servants. Whether Astartes, mortal, or mutated
millennia has damaged much of the facility and its
beyond definition, you have proved yourself as a true
contents beyond use or even recognition, yet a number
enemy of the Imperium and a devoted vassal of Chaos.
of marvels remain. So far, Maloquence’s hereteks have
Maloquence often tasks you to act as a vanguard for
secured the use of the teleportation platform and its
the Faithful Writ, clearing landing zones, assassinating
child devices scattered throughout the system. This
prime targets, and otherwise preparing the way for a
is a huge boon for the warband, allowing it to strike
full assault. At other times, you fight by his side in
deep in the heart of Gilead. Should they unlock further
the thick of battle, whether on the Imperial worlds
archeotech secrets, it could spell doom for the system.
of Gilead or against other traitors of the Voidmire, in
Maloquence fosters numerous covens, cells, and cabals
FACTIONS
BONUS
an asteroid deep within the Reach. Although its
Framework: Lost and Damned
BACKGROUNDS
ENDEAVOURS
order to prove the supremacy of The Faithful Writ. Example Missions:
across the system in order to extend his reach. These consist of true devotees, useful maniacs, and whoever
u The so-called Archdeacon Merramar Clade leads
else can be trusted to further the aims of the Faithful
the church of the Corpse-Emperor in this system.
Writ without compunction or remorse. Little more
Cast his corpse down from the highest spire on
than disposable pawns at first, who might not know
Enoch to show these fools that their dead Emperor
whom they truly serve, these agents nonetheless have
offers no protection.
the opportunity to grow in power and favour should they succeed in their appointed tasks. Typical missions
u An ancient weapon of great power, known as the
include sabotaging Imperial organisations, laying the
Soul Lance, lies in the vaults of Avachrus. Retrieve
groundwork for summoning rituals, and gathering
it for your master, and slaughter any fool Tech-
intel on prime targets for the warband. Many of these
Priests who oppose you.
missions are a virtual death sentence, but those who defy death certainly have the favour of the Dark Gods.
LIMITATIONS
Example Missions:
Must not have the AELDARI or ORK Keywords, Tier 3 or above.
u Assassinate Subprefect Kels Morchid of the Adeptus Administratum on Gilead Primus and bring back a flask of his blood. Dare not ask why. u Travel to Gilead Primaris and infiltrate the hive city of Ramoth. At each of the four cardinal points of
WARGEAR An icon of the eight-pointed star, hammered from corroded metal or fashioned from human bone. BONUS Gain +1 Bonus Dice to Corruption Tests.
the hive, inscribe a ritual summoning glyph. Then travel to the centre of the hive and perform the ritual to call forth our allies from the Warp.
89
CHARACTER OPTIONS The Gilead System is a microcosm of the 41st
Ogryns and Ratlings are essentially mutated strains
Millennium’s brutal and diverse galaxy. Xenos,
of the Human Species. As they are genetically stable,
daemons, and the bold heroes of the Imperium that
they are known as abhumans, and their existence is
battle against them are found in an endlessly diverse
not illegal in the Imperium. Despite differing from the
variety. This Chapter presents three playable Species
purity of the Human form, their specific biologies can
and twenty Archetypes for you to use when creating
serve the Emperor’s will in uniquely useful ways.
characters. The Wargear employed by these Archetypes and the Librarius Psychic Discipline are detailed at the
Because abhumans exist in a grey area between
end of this Chapter.
mutants and true Humanity, their treatment in the Imperium is as varied as its population. Staunch
SPECIES
puritans of the Ecclesiarchy preach the adage ‘suffer not the mutant to live’, and though they may not be actively violent against them, the Death Cults that listen to them take those words literally. In contrast,
When you make your character, you may choose to
the Astra Militarum troopers that frequently fight
play an Ogryn, a Ratling, or a Kroot. Archetypes for
alongside Ogryns and Ratlings know the value of
these Species are available on page 92.
Abhuman allies that may have saved their lives.
Species & Communication
90
By default, abhumans suffer a +1 DN penalty to any
As a Xenos Species, the Kroot are feared and hated by
social Test with a Human target, modified by the
almost all Imperials. Because of this, they suffer the
target’s Keywords.
usual minimum penalty of +2 DN to any social Test with a target of another Species.
Psychic Species
by other Species. Though Kroot Shapers would prefer
There are no recorded instances of either Ratlings or
to evolve a tougher, scalier hide through consuming
Ogryns with psychic abilities. Ratlings and Ogyrns
resilient foes than design some new form of protection,
cannot have the PSYKER Keyword.
many Kroot Mercenaries wear makeshift armour plating that affords some small defence from arms fire
Species & Equipment
without prohibiting movement.
lauded almost as much as all other Species are reviled.
Kroot cannot wear armour that they do not share a
In the Imperium, the purity of the Human form is
FACTIONS
This creates problems when abnormal — or abhuman
Keyword with. Additionally, if a Kroot wears armour
— biologies try to acquire equipment. Most Imperial
with an AR of 4 or more, the DN of all Tests using the
equipment is mass produced to fit a range of average
Strength, Agility, or Initiative Attribute increase by an
Human body types, and though the Astra Militarum and
amount equal to the AR of the armour.
the Inquisition know the effectiveness of occasionally
BACKGROUNDS
PATRONS CHARACTER OPTIONS ENDEAVOURS
employing abhumans and Xenos, acquiring custom
Weapons for Kroot
equipment for them is a difficult (and sometimes
For melee combat, the Kroot prefer their own brand
politically dangerous) task. The Adeptus Mechanicus
of primitive firearms festooned with blades, but can
and the Administratum sneer at squandering material
adapt to almost any kind of weaponry given enough
on these forces, ensuring they are low in availability
time.
and often customised to fit, but still available to those who look hard enough.
Kroot can wield any weapon, but if the weapon does
Armour for Abhumans
with the Kroot, the weapon is treated as having the
For abhumans such as Ratlings and Ogryns, the Rarity
Unwieldy (2) Weapon Trait.
not have the PRIMITIVE Keyword or share a Keyword
of any Armour is increased by +1.
Weapons for Ogryns The prodigious size of an Ogryn’s hands and digits
ATTRIBUTE RATING MAXIMUMS BY SPECIES
means they are unable to wield most ranged weapons
Attritbute
Human
Ogryn
Ratling
Kroot
as they cannot pull the trigger. This does not preclude
Strength
8
12
6
12
Toughness
8
12
6
12
Agility
8
7
10
12
Initiative
8
4
10
12
conceivably hold, though they treat any weapon
Willpower
8
8
8
10
designed for someone of a smaller size as having the
Intellect
8
1
8
6
Fellowship
8
4
10
6
Speed
8
8
7
10
them from using any ranged weapon as a club, which deals the same damage as an Unarmed Strike (page 183 of the Wrath & Glory Rulebook) +2 ED. An Ogryn can wield any melee weapon they can
Unwieldy (3) Weapon Trait.
Weapons for Ratlings The dextrous Ratlings can wield most Human-sized weapons without too much difficulty, though the size and weight of such bulky technology may cause them to have the Unwieldy (2) Weapon Trait at the GM’s discretion.
Armour for Kroot Kroot biology is anathema to most forms of armour. Their strange proportions and digitigrade legs make sizing difficult, and their reliance on fieldcraft forces them to eschew the bulky protective plates employed
91
OGRYN Standing larger even than the Adeptus Astartes with
Employed on the frontlines — often simply to shield the troopers behind them — Ogryns ignore wounds
gargantuan, overly-muscled frames, Ogryns are a
that would slay most other mortals. Many Ogryns
mutant subspecies of Humanity. Thought to be a result
desire above all else to become a Bone’ead, promoted
of adaptation to harsh, high-gravity worlds, Ogryns
through displays of uncharacteristic intelligence and
are incredibly strong, highly resilient, and instinctively
augmented to further raise their brain function.
violent. This adaptation came at a cost — Ogryn physiology is so focused on strength their minds have
Ogryn populations considered too far from Astra
simplified over millennia, resulting in a universally
Militarum recruitment stations or too dull-witted to
unintelligent Species bright enough only to ensure
serve are employed as heavy laborers and bodyguards.
they can focus their primeval violence on threats
Their powerful frames make them prime candidates
to their survival. However, small minds are easier
for lobotomization and transformation into servitors,
to mold, and the Imperum has found the ignorant
negating the impact of their low intelligence. Of course,
Ogryns take simple orders well, making them excellent
the Imperium is rife with ignorance, and many zealous
shock troops. Ogryns are easily filled with faith in the
souls view Ogryns as oversized monsters — some are
Emperor and happily wage war in His name.
murdered by mobs, others ostracised and driven into the welcoming arms of the archenemy.
Though mutants are unsanctioned in the Imperium, exceptions are made for abhumans such as Ogryns
The Gilead System has long accepted the Ogryn
due to their usefulness in fighting the Emperor’s
communities of Skealas and vat-grown on Avachrus,
uncountable wars. The Militarum Auxilla employ them
supplementing guards on the prison moon and proving
as brutally efficient shock troops; their commanders
effective warriors in the Gilead Gravediggers. Though
simply point them toward the enemy and watch as
many particularly zealous priests on holy Enoch
they are obliterated by an avalanche of dumb muscle.
preach the destruction of Ogryns, multiple high priests take to the Theocropolis streets on planquains borne by pious abhumans.
Ogryn Names Ogryn
names
are
invariably
short
and
easily pronounced in the broken Low Gothic characteristic of the dull-witted abhumans. Harsh, plosive-filled, monosyllabic names that can be yelled over the din of battle are common in the Gilead System and beyond: Ank, Brok, Berta, Chukka, Dent, Frug, Grok, Hak, Igor, Jab, Karg, Kront, Lokk, Munt, Nork, Okka, Orod, Punt, Rakka, Smasha, Tock, Tug, Urok, Vohn, Wakka, Yarp.
92
OGRYN SPECIES XP Cost
Atributes
Skills
Speed
Size
Special Abilities
76
Strength 5
Survival 2
6
Large
Avalanche of Muscle
Toughness 5
When you Charge you gain an additional +Rank Bonus Dice to your melee attack Test.
BACKGROUNDS
Claustrophobic Whenever you enter an enclosed area you must make a Fear Test (default DN 2). Additionally, whenever you roll a Complication in an enclosed space, the GM can spend 1 Ruin to force you to repeat this Fear Test.
FACTIONS PATRONS
Simple Loyalty Whenever an ally with the IMPERIUM Keyword makes a Leadership Test targeting an Ogryn they gain Bonus Dice equal to the Ogryn’s Rank.
CHARACTER OPTIONS ENDEAVOURS
OGRYN BACKGROUNDS d3
Origin
Gain +1
1
Cloned: You are a vat-grown replicae, created to serve the Imperium. Your conscious life may have only begun very recently, and you are eager to fulfill your purpose.
Max Shock
2
High Gravity: World A harsh life of survival is all you have known, and you’ve fought for everything you’ve ever had. Imperial society is a strange but not unwelcome world.
Determination
3
Legion Born: War in the Emperor’s name is an Ogryn’s purpose — that’s what everyone tells you, and you have no reason to disagree. The Militarum Auxilla is your home, and the Emperor protects!
Resolve
d3
Accomplishment
Gain +1
1
Followed Orders: You executed a series of suicidal orders with unflinching loyalty, surviving against the odds. Your mental and physical fortitude are unquestionable.
Conviction
2
Body Shield: Your tremendous bulk protected a superior officer from a deadly blow (this may have been accidental). Your reputation for being almost impenetrable to bullets is well earned.
Max Wounds
3
Sanctioned Creativity: Shocking your peers and superiors, you experienced a rare moment of creativity. The strange story of your brief higher function has spread and precedes you.
Influence
d3
Goal
1
Promotion: You want to get to the top — be it status, proof of your prowess, or to earn a Bone’ead augmetic, your goal is to be promoted.
Influence
2
Medal: You’ve seen other soldiers get shiny medals, and you want one too! Accruing wealth and other shiny things in the pursuit of commendation has become your obsession.
Wealth
3
Ward-bound: There is someone you must protect, an individual you value above all others. You may not even have met them yet, but you know your life’s purpose is to defend your ward.
Conviction
Gain +1
OGRYN OBJECTIVES d6 Roll
Objective
1
Follow a superior’s orders to the letter.
2
Use your tremendous bulk to dominate a social situation.
3
Display the strength found in ignorance.
4
Apply your unique understanding of the Emperor’s will to the current situation.
5
Solve a problem through the judicious application of brute force.
6
Charge the enemies of the Imperium!
93
RATLING
Ratlings have gained a reputation for a rapacious
Diminutive, dextrous, and duplicitous, Ratlings do
hunger that far exceeds their size, and are well
not differ dramatically from their baseline Human
known for exploiting their naturally sly movement
counterparts.
to steal food supplies. Though Imperial society sees
Ratlings
hail
from
the
miniscule
percentage of Agri Worlds that are free from horrific
them as greedy, Ratlings claim the Administratum
danger, and fully suitable for Human habitation.
have simply never allocated them enough food, either
According to the propagandists that spread anti-
due to their small size or the widespread rejection
abhuman rhetoric, the Ratling form adapted to these
of abhuman subspecies. Magos Biologis that have
conditions. Over time, their forms supposedly strayed
studied the abhuman strain simply state they have a
from the ideal Human due to the safety of their
high propensity to kleptomania. The fact that many
environment, becoming short, squat, and indolent,
Imperials will simply ignore the presence of their
living social lives where all their needs were met. The
Ratling lessers makes thievery even easier.
soft, loamy soil of their homeworlds even removed the necessity of footwear, leaving Ratlings with large,
Ratlings work wherever nimble-fingered skill is
overly hairy, toughened feet. These worlds have all
needed more than raw strength. Many are employed
been lost, destroyed, or systematically stripped of their
in manufactorums or on Forge Worlds to crawl into
resources, but the ever-fertile Ratlings have spread
sewers or the inner workings of machinery, and expire
across the galaxy.
in industrial accidents or are simply forgotten in these inaccessible places. Others lean into the guileful fast-
Though weaker and less resilient than Humans,
talk that comes so naturally to their Species, assisting
Ratlings have well established places in Imperial
traders or thriving in shady underworlds.
society as sharpshooters and skilled stealth experts. The greatest of their ilk serve in the Militarum Auxilla, formed into close-knit units of Ratling Snipers that strike unseen at the enemies of the Imperium from almost impossible distances. Their small size has
Ratling Names
helped them perfect the art of stealth, a necessity as they cannot hope to face the horrors of close combat.
Ratling names are as diverse as, and often derived from, Human names. Most collect names
during
their
lifetimes,
switching
between them depending on their company or the crimes of which they are accused. The following names are common amongst Ratlings in the Gilead System. Arble, Bigby, Chansey, Doc, Edegar, Fingers, Gormo,
Helli,
Irma,
Jolli,
Kelli,
Kurds,
Lobe, Malgoy, Merrin, Norm, Obbs, Pietra, Rally, Stumper, Talia, Ulto, Vinn, Wanda, Wisp, Yanush.
94
RATLING SPECIES XP Cost
Atributes
Skills
Speed
Size
Special Abilities
30
Agility 2
Awareness 2 Ballistic Skill 1
5
Small
Gourmand
Fel 2
+Double Rank Bonus Dice to any Test made to prepare food.
Cunning 1 Deception 2
BACKGROUNDS
Prepared food can be used during a Regroup to recover +Rank Shock.
Stealth 2
FACTIONS
RATLING BACKGROUNDS
PATRONS
d3
Origin
Gain +1
1
Penal Legionnaire: Your sharp eye and sly movements served you well as a thief, but now — after only a modicum of torture — they will serve you as a soldier.
Max Shock
2
Miniature Technician: You used to spend days at a time trapped in coffin-like chambers to ensure machinery you didn’t understand kept working. You proved your value and got out — now you’re eager to see the galaxy.
Resolve
3
Fast Talker: You’ve talked, tricked, and bamboozled your way out of (and into) more scrapes than you care to count. You’ve earned a reputation for charm and deviousness, and are eager to put it to good use.
Influence
d3
Accomplishment
1
Big Score: Be it a cache of armaments, a prized collection of relics, or the stock of an entire manufactorum, you managed to liquidate someone else’s assets — let’s hope it never comes back to haunt you.
Wealth
2
Sharp Shot: You assassinated an important enemy at improbable range or under difficult conditions. News of a deadeye Ratling spread quickly, and you’re likely to be in high demand.
Influence
3
Unnoticeable: You managed to survive a hopeless mission that martyred the remainder of your regiment — you managed to hide and survive. Some laud you as a hero, others a coward.
Conviction
d3
Goal
1
Fame & Fortune: You’ve got the skills to be a hero of the Imperium, and you intend to be well rewarded for using them. Rise through the ranks and take what is due.
Determination
2
The Good Life: Land, food, and friendship — what else could you possibly want? You intend to survive everything the galaxy has to throw at you, then find a way to discreetly abandon your post and get back to basics.
Conviction
3
Acceptance: You’re sick of Humans looking down on you. You want to ensure Ratlings are accepted, building elite units and industrial efforts that serve the Emperor and prove your peoples’ worth.
Resolve
CHARACTER OPTIONS ENDEAVOURS
Gain +1
Gain +1
RATLING OBJECTIVES d6 Roll
Objective
1
Fill your stomach with some high-quality grub.
2
Redirect imperial resources to your own advantage.
3
Loot supplies from your ignoble enemies.
4
Show the advantages of a smaller size.
5
Avoid danger using your natural stealth.
6
Use your precise eyesight to aid the party (or yourself).
95
KROOT Strange and savage xenos hailing from the fringes
The warrior culture of the Kroot revolves around their unique physiology. Every Kroot belongs to a tribal
of the galaxy, the inscrutable Kroot are known for
kindred of carnivores led by a Shaper, a shamanic leader
serving many Species as mercenaries. Their primitive
who instinctively senses which prey are suitable to their
warrior culture is intertwined with a unique quirk of
kin. Shapers lead their kindred, directing them to battle
their biology — the Kroot devour the corpses of their
and devour creatures to spontaneously guide their
defeated foes and absorb their genetic traits, evolving
evolutionary path. Kindreds have spread far from their
through consumption. Kroot that fight and feast on
homeworld of Pech, a primitive backwater subsumed
the brutish Orks have enhanced muscle mass, whilst
into the technologically advanced T’au Empire. Some
those that devour the elegant Aeldari become more
elder Shapers have sworn to fight exclusively for the
lithe and agile. Because of this, one Kroot can differ
T’au, but the Kroot do not hold themselves beholden to
wildly in appearance and ability to another depending
this agreement as a Species — each Shaper is focused
on the creatures they have consumed, with differing
only on empowering their kindred, with many leaving
muscle mass, limb structure, and biological quirks, but
Pech on ancient voidships known as warspheres to
their forms are stable enough to ensure the Species
pursue mercenary engagements.
can be easily identified. Believed to be descended from the avian creatures of their homeworld Pech, the wiry,
There are but a handful of kindreds of Kroot in the
muscular frame of a Kroot is typically far taller than
Gilead System, each operating individually in search
a Human. Their appearance is undeniably alien, with
of strong prey. Some have already lost their Shaper to
beaked jaws and long, sensitive quills instead of hair.
insurgent daemons or wars against the other fearful Species of the System, but none can deny that strong foes to fight and eat abound.
Kroot Names As only the Kroot are physically capable of speaking their language they adopt Low Gothic names when negotiating mercenary contracts with other Species. These names are usually little more than a few easily recognisable guttural sounds strung together. Kroot in the Gilead System are known to have used the following names: Anghkor, Braztyk, Cechkala, Dahyak, Enghok, Fenya, Gorok, Harbyx, Ixilla, Jiynko, Khort, Lucu, Meyzek, Nhatalla, Ortazk, Pechallai, Quon, Razick, Senghak, Tovrick, Ula, Vhey, Wihn, Xala, Yulu, Zhorick.
96
KROOT SPECIES XP Cost Kroot
Atributes
Skills
22
Athletics 1
Speed
Awareness 1 Stealth 2 Survival 2
7
Size
Special Abilities
Average
Kroot Mutations You have a number of Kroot Mutations equal to your Tier, and may gain additional Kroot Mutations as part of Ascension.
BACKGROUNDS FACTIONS
Weapon Skill 2
PATRONS KROOT BACKGROUNDS
CHARACTER OPTIONS
d3
Origin
Gain +1
1
Pech Native: Raised amongst the jungles of the Kroot homeworld Pech, you are accustomed to a primitive life, and may have fought alongside the enigmatic T’au.
Max Wounds
2
Void Born: Born aboard a warsphere, your nomadic life has been one of constant excursions on strange worlds and bizarre meals. You have met (and devoured) many minor Species, and now little surprises you.
Max Shock
3
Prodigal Carnivore: Mercenary work has been lucrative and has offered many opportunities to improve yourself, though you long for the day you can return to your kindred and pass on the rich genetic traits you have gained.
Wealth
d3
Accomplishment
1
Primitive Victor: Relying on your mutations, you managed to defeat a more technologically advanced foe. You are staunch in your beliefs that biological strength far outweighs any mechanical advantage.
Determination
2
Sole Survivor: Through caution, courage, cowardice, or simple luck, you survived when the rest of your kindred was slain. You have been made strong by survival and are now free to consume any prey you find.
Resolve
3
Contract Secured: Through shrewd diplomacy (and likely a little intimidation) you negotiated a deal that allowed you to fight alongside another Species against powerful foes.
Influence
d3
Goal
1
Return Home: Though you have learned much and consumed many foes on your sojourn from your homeworld, you long to return to Pech, and will stop at nothing to do so.
Conviction
2
Become Strong: You have the utmost respect for the goals of your Species. You will journey to any location and fight any foe in your quest to become stronger.
Max Wounds
3
Discovery: You have had a small taste of the vastness of the galaxy, and believe that there are secrets still hidden that could further advance the Kroot — you will be the one to discover them.
Determination
ENDEAVOURS
Gain +1
Gain +1
KROOT OBJECTIVES d6 Roll
Objective
1
Speculate on how you could evolve to better cope with the current situation.
2
Point out how the advanced technology of another Species has made them weak.
3
Relate the wisdom of your Shaper to the current situation.
4
Use the environment to put yourself in a more advantageous situation.
5
Make an evaluation on how someone you meet would taste.
6
Consume the flesh of the strong.
97
Kroot Mutations
The Kroot are unique amongst the Species of the galaxy in that they can advance their evolution individually
Kroot Language
by absorbing the traits of the living creatures they eat. This practice is tied to the primitive spirituality of each Kroot kindred, ‘burying’ the warrior spirits they defeat
The multi-faceted biology of the Kroot has led
by consuming them and inheriting their powers, but is
to them developing many different methods
functionally a biological occurrence — when a Kroot
of communication. Xenobiologists speculate
eats the strong, they become stronger.
that the pervasive, shifting scent of the viscous sweat that covers a Kroot’s body can
A Kroot character starts play with a number of Kroot
be controlled, allowing them to clandestinely
Mutations equal to their Tier, so if you start playing
communicate through scent. When the Kroot
at Tier 1 with a Kroot character, you may select a
communicate audibly, they do so with a
single Kroot Mutation to represent the prey they have
rattling of their quills and a system of whistles
consumed before your adventures begin. Some Kroot
and clicks through their beaked mouths.
Mutations may not be suitable for starting characters, and are marked with an asterisk. You may gain an
The few who have had non-combative contact
additional Kroot Mutation as part of Ascension —
with the Species have noted that they tend
work with your GM to determine which Mutation is
to mimic other Species, capable of discerning
most applicable based on the prey you have consumed
meaning through tone, posture, and possibly
in the course of your adventures.
even pheromones. As a possible side effect of their own mutable nature, Kroot pick up new
A Matter of Taste
languages quickly and easily.
A Kroot cannot consume any target with the CHAOS or TYRANID Keywords. The reality-mutating powers
Whenever a Kroot makes a Test to understand
of the Warp and the ever-shifting, extra-galactic
a spoken language, they gain +Rank Bonus
molecular makeup of Tyranid bioforms are both too
Dice.
unstable for a Kroot’s strange genetic osmosis. Kroot also can’t eat mechanical constructs, such as Necrons, Wraithguard, or the augmetics of Skitarii.
KROOT MUTATIONS Kroot Mutation
98
Prey Consumed
Description
Effect
Maneater
Humans
Humans offer little evolutionary benefit to the Kroot.
+1 to your lowest Attribute (your choice if the Attributes are equal).
Astartes Eater*
Astartes
Astartes are genetically enhanced to be greater than other mortal Species in almost every way. Their amplified DNA can offer many benefits to Kroot biology.
+2 to any Attribute of your choice.
Aeldari Eater
Aeldari
Kroot that consume the lithe and psychically attuned Aeldari either adopt their otherworldly grace and agility or steel their minds.
+1 to Agility or Willpower.
KROOT MUTATIONS Kroot Mutation Ork Eater
Prey Consumed
Description
Effect
Orks
Kroot that consume the brutal Orks are more suited for brazen battle, becoming larger, tougher, stronger, and greener.
+1 to Strength or Toughness.
BACKGROUNDS
Armoured Hide
Any creature with toughened skin (such as Ambull or Grox).
The number of sturdy quills in your skin steadily increases as your flesh thickens into a rugged hide.
You gain +Rank to your Base Resilience.
Bioluminescence
Any bioluminescent creature.
Light-emitting molecules bloom in the quills that cover your body, allowing you to glow with bioluminescence at will.
You may cause any part of your body to glow with light. If your entire body is emitting light, it sheds enough light to see in a 10m radius.
Camouflage
Any creature with the ability to manipulate its appearance.
You gain a measure of control over the pigmentation of your skin, allowing you to blend into your environment.
As a Simple Action you can control the appearance of your hide, with the same effects as a Cameleoline Cloak (Wrath & Glory Rulebook page 237).
Facultative
Any quadruped.
Your body lengthens and hunches, exploiting your digitigrade legs and extended arms to allow you to run like a quadruped when needed.
You may Sprint twice as fast as normal and make Athletics (S) Tests to jump or climb with +Double Rank Bonus Dice.
Any creature with enhanced senses (such as Clawed Fiends or Ambulls).
The sensitive quills emerging from your skull become even more receptive to movement in your environment, sensing subtle vibrations and disturbances in the air.
Your quills act as an Auspex (page 236 of the Wrath & Glory Rulebook) with a range of 30 metres.
Wings
Any winged creature (such as Razorwings or Wyvach).
Over many months of agonising pain your biology transforms, recalling the ancestral morphology of the ancient Kroothawk to produce a pair of light, leathery wings.
You can Fly at Speed 7.
Weaponised
Any creature with natural weapons (such as Clawed Fiends or Catachan Devils).
Your four-fingered claws evolve into fully fledged weapons. Depending on the savage creature you have consumed they may harden, sharpen, secrete venom, or extend into functional blades.
Your Unarmed Strikes deal (S)+4 Damage / +3 ED, and have one of the following Traits:
Bipedalism
Hypersensitive Quills
Biology
FACTIONS PATRONS CHARACTER OPTIONS ENDEAVOURS
Brutal Rending (Rank) Inflict (Poison (Rank)) Parry
99
SISTER REPENTIA See me and do not see me. Know me and know fear, for I have no face but this Adepta Sororitas
one. I stand before you a Sister Repentia, until absolution finds me. —Excerpt from the Oath of the Penitent
You are a self-flagellating zealot, condemned by
Sisters from any Militant or non-Militant Order can
your sins to seek a martyr’s death or exoneration
become Repentia, and some even volunteer. They are
upon the field of battle.
guilt-ridden figures, obsessing over the failings that
The vows of the Adepta Sororitas are numerous and
Though outcasts to their fellow Sisters, they are also
condemned them in masochistic rituals of purgation. inviolable, so it is easy for even pious Sisters to lapse.
figures of awe, the ultimate expression of devoted
Grievous sins, such as cowardice, disobedience, or
self-sacrifice.
failure, are only forgiven by swearing the Oath of the Penitent. Unarmoured, and armed only with her
Though Repentia usually serve beside a Superior tasked
ceremonial eviscerator, the Sister Repentia seeks death
with her spiritual rehabilitation, she may be moved by
in battle to atone for her transgressions.
the Emperor’s Will to seek her own absolution. Many Repentia find martyrdom in the darkest corners of the Gilead System, with a rare few even returning with sins washed clean.
SISTER REPENTIA TIER
2
SPECIES Human
XP Cost
70
KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, [ORDER]
ATTRIBUTES: Strength 3, Toughness 3, Agility 3, Willpower 3
SKILLS: Ballistic Skill 2, Scholar 1, Weapon Skill 3 ABILITY: Solace in Anguish You crave redemption or martyrdom, fighting harder when closest to death. You ignore DN penalties for being Wounded, and instead gain +Rank Bonus Dice to all melee Attack Tests whilst Wounded. When you are Dying, this bonus applies for all Tests — you do not fall Prone, and are not restricted in which actions you can take. You gain +Double Rank bonus dice to any Test to resist the effects of a Psychic Power.
WARGEAR: Eviscerator, Rags, Purity Seals, copy of the Rule of the Sororitas
SUGGESTED ATTRIBUTES
XP Cost
44
ATTRIBUTE
S
T
A
I
Wil
Int
Fel
RATING
3
4
3
4
4
2
1
SUGGESTED SKILLS
XP Cost
Athletics 2, Ballistic Skill 2, Intimidation 1, Scholar 3, Weapon Skill 5
SUGGESTED TALENTS
100
Flagellant, Frenzy, Furious Charge
36
DIALOGUS Assuming I couldn’t speak Aeldari? Your first mistake. Insulting the pure form Adepta Sororitas
of Humanity? Your second mistake. I assure you, ambassador, that allowing this ‘Mon-Keigh’ within striking range shall be your final error. —Dialogus-Superior Malintzin, Order of the Blessed Texts
BACKGROUNDS A master of language and translation, you
Though typically reclusive and scholarly, Sisters
are a codebreaker, public speaker and stirring
Dialogus understand well the power of the spoken
religious orator.
word and may transform themselves into charismatic speakers. Religious scripture is their specialty, but
After ten thousand years ruling a million worlds, the
assistance in negotiations, interrogations and decoding
Imperium has seen billions of local dialects rise and fall,
enemy communications is equally valuable. Often their
with no single language adopted by all its subjects. The
duties take them to the battlefield, where they inspire
Sisters of the Order Dialogus study all of these tongues,
their comrades with litanies of faith — punctuated
along with manufactured ciphers, oral histories,
precisely with shots from their bolt pistol.
FACTIONS PATRONS CHARACTER OPTIONS ENDEAVOURS
rhetorical techniques, and even xenos languages. The Order of the Blessed Texts, a small Dialogus Order, is based on the Shrine World of Enoch, its
SISTER DIALOGUS TIER
3
SPECIES Human
XP Cost
146
Archive Sanctorum of translated texts protected by the Militant Order of the Sanctified Shield. As more missions require the Sisters Dialogus to travel far from
KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, [ORDER]
their Archive, they are increasingly responsible for
ATTRIBUTES: Strength 3, Toughness 3,
protecting themselves.
Agility 3, Willpower 4 Intellect 4
SKILLS: Ballistic Skill 2, Investigation 3, Leadership 2, Persuasion 2, Scholar 4, Weapon Skill 2
ABILITY: Polyglot Superior You are a master of written and spoken language, recording your companions’ speeches and interesting discoveries for later recital. When you speak aloud another person’s words (for example, translating xenos text, distributing an officer’s orders, repeating another agent’s inspiring oration, reciting scripture), gain +Rank Bonus Dice to any corresponding Test. Half any DN penalties for interacting with an unfamiliar species or culture.
WARGEAR: Sororitas Power Armour, Bolt Pistol, Dialogus Staff, Laud Hailer, a copy of the Rule of the Sororitas, numerous books on linguistics and the Imperial Creed.
INFLUENCE: +2
SUGGESTED ATTRIBUTES
XP Cost
50
ATTRIBUTE
S
T
A
I
Wil
Int
Fel
RATING
3
3
3
3
5
5
3
SUGGESTED SKILLS
XP Cost
54
Athletics 2, Awareness 2, Ballistic Skill 4, Insight 2, Investigation 4, Leadership 2, Persuasion 4, Scholar 4, Weapon Skill 2
SUGGESTED TALENTS Deductive, Lip Reader, Repent!
101
IMAGIFIER Saint Coretta was the inspiration, not me. Adepta Sororitas
—Battle-Sister Emmeline, heroine of the Battle of Iphor Beta, Imagifier of Saint Coretta
You bear the image of a martyred Sister as a
An Imagifier must prove herself worthy of this honour,
battle standard, loudly extolling her virtues as an
not only with martial prowess and faith, but with
inspiration to follow.
encyclopaedic knowledge of her patron saint’s life, death, and greatest miracles. Imagifiers are bombastic
When a Sister dies a martyr’s death imbued with
figures, loudly extolling their heroine’s virtues,
extraordinary religious significance, she is honoured
whether on the battlefield or not. All would rather die
by the Orders Pronatus with a holy relic crafted in her
than permit the loss of their sacred artefact.
likeness. This Simulacrum Imperialis is affixed to a tall stanchion, and borne to war by an Imagifier, a veteran Sister who acts as exponent for the martyr’s deeds.
The Great Rift has tested the faith of all citizens of the Gilead System, but where Imagifiers are dispatched to shore up that faith, beacons of devotion are ignited, and new victories of the Adepta Sororitas are mythologised.
SISTER IMAGIFIER TIER
3
SPECIES Human
XP Cost
146
KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, [ORDER]
ATTRIBUTES: Strength 3, Toughness 3, Agility 3, Willpower 4 Fellowship 4
SKILLS: Ballistic Skill 2, Intimidation 2, Leadership 4, Persuasion 3, Scholar 2, Weapon Skill 2
ABILITY: Litany of Deeds When you carry or are adjacent to your Simulacrum Imperialis, you and any allies faithful to the Imperial Cult within hearing distance gain +1 Strength. In addition, as a Combat Action, you can plant your Simulacrum in place. Until you next move, you and any allies faithful to the Imperial Cult within 5m gain +Rank Determination.
WARGEAR: Sororitas Power Armour, Bolt Pistol, Boltgun, 3 Frag Grenades, 3 Krak Grenades, Simulacrum Imperialis, complete records of your martyr, a copy of the Rule of the Sororitas.
INFLUENCE: +2
SUGGESTED ATTRIBUTES
XP Cost
44
ATTRIBUTE
S
T
A
I
Wil
Int
Fel
RATING
3
3
3
3
5
2
5
SUGGESTED SKILLS
XP Cost
46
Athletics 2, Awareness 3, Ballistic Skill 4, Intimidation 2, Leadership 4, Persuasion 4, Scholar 3, Weapon Skill 2
SUGGESTED TALENTS
102
Orthopraxy, Bolstering Purity, In His Name
SERAPHIM Heretics, look to the sky and rejoice! Your deliverance has arrived. Adepta Sororitas
—Sister Vesperia, Order of the Sacred Rose
Borne upon angelic wings of fire, you provide
The Seraphim’s reputation for rescuing beleaguered
salvation to your allies with aerial hit-and-
units, before departing as swiftly as they arrived,
run attacks.
has earned them the undying adoration of Imperial allies.
Some
Sisters
disclaim
this
honour
for
Seraphim are the Orders Militant’s elite strike teams,
the sake of modesty, whilst others master their
descending from above upon San Leor-patten jump
influence over others, galvanising devotees to acts of
packs stylised as angel wings. Unlike most Imperial
battlefield heroism.
jump pack troops, Seraphim specialise in short-range firefights over sustained melee assaults, devastating
As rapid-response specialists, the Order of the
enemy formations with paired-pistol fusillades, before
Sanctified Shield’s Seraphim are often the first Sisters
withdrawing to the next engagement.
deployed from Enoch to new fronts. These fierce Sisters
BACKGROUNDS FACTIONS PATRONS CHARACTER OPTIONS ENDEAVOURS
are a sight to behold as they flare up in the Gilead System. With the visage of an avenging angel and the combat instincts of a veteran Sister, Seraphim provide both urgent reinforcement and divine inspiration.
SERAPHIM TIER
3
SPECIES Human
XP Cost
118
KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, [ORDER]
ATTRIBUTES: Strength 3, Toughness 3, Agility 4, Willpower 3 Intellect 3
SKILLS: Ballistic Skill 3, Pilot 3, Scholar 1, Weapon Skill 3
ABILITY: Angelic Presence You and any allies within 15m faithful to the Imperial Cult gain +Rank Bonus Dice to Resolve Tests. In addition, when you use a jump pack to move away from Engagement, enemies cannot make Reflexive Attacks against you.
WARGEAR: Sororitas Power Armour, San Leor-patten jump pack, 3 Frag Grenades, 3 Krak Grenades, a copy of the Rule of the Sororitas. 2 Bolt Pistols or 2 Hand Flamers or 2 Inferno Pistols
INFLUENCE: +2
SUGGESTED ATTRIBUTES
XP Cost
79
ATTRIBUTE
S
T
A
I
Wil
Int
Fel
RATING
3
4
6
4
4
3
2
SUGGESTED SKILLS
XP Cost
40
Athletics 2, Awareness 1, Ballistic Skill 4, Insight 1, Leadership 1, Pilot 4, Scholar 2, Weapon Skill 4
SUGGESTED TALENTS Dual Wield, Inspired Blessing, Shield of Faith
103
CANONESS Your weapon is your boltgun. My weapon is my Sisterhood. Adepta Sororitas
You are a senior officer of the Orders Militant,
—Canoness Jeanne Grace D’Emysa
Only experienced and fearless warriors achieve this
leading the faithful by example in acts of worship
rank, required to master military strategy and issue
and warfare.
orders without doubt. Wielding supreme authority often isolates a Canoness from the Sisters whose
A Sister of Battle who excels as a commander
lives she expends, and many can depend only on the
and beacon of piety will eventually be promoted
Emperor as their confidante.
to Canoness, a position bestowing authority over hundreds of Sisters. These living legends coordinate
Canoness always lead from the front, and whilst they
the Ministorum’s Wars of Faith, and mastermind the
usually command armies of Battle Sisters, adversity
defence of an Order’s convent and parish.
within the Gilead System has forged more diverse coalitions, united by faith. Whether pledged to the service of the Ordo Hereticus, or bound by honour pacts with the Adeptus Astartes, duty may force a Canoness to sometimes rely less on her Order’s resources, and more on personal skill-at-arms. CANONESS TIER
4
SPECIES Human
XP Cost
249
KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, [ORDER]
ATTRIBUTES: Strength 3, Toughness 4, Agility 4, Initiative 4, Willpower 6, Intellect 3, Fellowship 4
SKILLS: Ballistic Skill 3, Leadership 4, Scholar 4, Weapon Skill 3
ABILITY: Lead the Righteous You are an inspiring warleader and walking miracle both. You gain +Rank Faith (see page142 of Wrath & Glory Rulebook). Whenever you deal a Wound, you may spend 1 Faith to gain +1 Glory as a Free Action.
WARGEAR: Sororitas Power Armour, Rosarius, Chaplet Ecclesiasticus, Sororitas Vestments, a copy of the Rule of the Sororitas. A Condemnor Boltgun, or a Boltgun with the Combi Weapon upgrade combined with a Flamer, Meltagun or Plasma Gun. A Blessed Blade or a Chainsword or an Eviscerator or a Power Sword. A Bolt Pistol or a Plasma Pistol or an Inferno Pistol. A Brazier of Holy Fire or a Null Rod.
INFLUENCE: +3
SUGGESTED SKILLS
XP Cost
Athletics 2, Awareness 3, Ballistic Skill 5, Insight 3, Intimidation 2, Investigation 2, Leadership 4, Persuasion 3, Scholar 4, Weapon Skill 5
SUGGESTED TALENTS
104
Bolstering Purity, Repent!, Righteous Wrath
90
ASTARTES APOTHECARY Son of Russ, I will mend you without regard to your Chapter. I am not bound Adeptus Astartes
to inherit the grievances of the past. I serve only our future. —Brother Malabiel, Dark Angels Apothecary
You are an expert combat medic specialising in
There are few Apothecaries in the Gilead System, and
Astartes physiology and the retrieval of precious
without hope of reinforcement, the Absolvers Chapter
genetic material.
are desperate enough to call upon Apothecaries in
BACKGROUNDS FACTIONS
other Chapters to help replenish their ranks with new Astartes with an instinct for scientific inquiry receive
Astartes. Other Apothecaries pursue cures for the
medical instruction from their Chapter’s Apothecarion,
plagues emanating from Vulkaris, for if anyone has
studying the hallowed secrets of Astartes gene-seed
the ingenuity and superhuman physique to combat the
implantation, and monitoring other Brothers for
gifts of Nurgle, it is they.
genetic deviances. In combat, Apothecaries restore wounded comrades to fighting strength, and recover
PATRONS CHARACTER OPTIONS ENDEAVOURS
deceased Astartes’ progenoid glands — the implant that reproduces gene-seed for the next generation of Neophytes. Though more academically-minded then their brethren, Apothecaries are no less gifted warriors. Some are haunted by personally attending the deaths of so many Battle-Brothers, whilst others are buoyed by their direct role in preserving the future of their Chapter.
ASTARTES APOTHECARY TIER
4
SPECIES Adeptus Astartes XP Cost
357
KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, [CHAPTER]
ATTRIBUTES: Strength 5, Toughness 5, Agility 5, Initiative 5, Willpower 4, Intellect 5
SKILLS: Athletics 3, Awareness 3, Ballistic Skill 5, Leadership 1, Medicae 5, Scholar 1, Stealth 3, Survival 1, Weapon Skill 5
ABILITY: Prime Helix Your duty to your injured battle brothers is second only to your duty to the fallen. When you succeed on a Medicae Test to heal a target’s Wounds, they recover +Rank additional Wounds.
WARGEAR: Mark VII Power Armour, Bolt Pistol, Chainsword, 3 Frag Grenades, 3 Krak Grenades, Narthecium, Reductor.
INFLUENCE: +2
105
ASTARTES CHAPLAIN ‘The Emperor Protects’? Well, that’s one theory. But, as a counterpoint, let me paraphrase Adeptus Astartes
the creed of the sons of Leman Russ — ‘The best protection is sustained aggression.’ —Absolvers Chaplain Kydomios
You are the mouthpiece of your Chapter’s spiritual
Most Space Marines Chapters do not recognise the
beliefs, tending to the psychological well-being of
Emperor as a god, but instead subscribe to ideology
your comrades.
combining pre-Heresy Imperial Truth, teachings of their founding Primarch, and the culture of their homeworld. This cult is embodied by the Chapter’s Chaplains, zealous skull-masked preachers who inspire their Brothers to greater acts of valour. Chaplains are mentors, counselling troubled Astartes, overseeing Neophyte training, and leading departed Brothers’ funerary rites. Their duties may also include protecting the secrets of their Chapter’s history, and sometimes monitoring physical as well as mental health. The Absolvers Chaplains are a walking record of their Chapter’s most sacred vows, ensuring their fulfilment — no matter the cost. In a system as beleaguered as Gilead, the Chaplains are pillars of conviction, rousing their charges with the stirring rhetoric of a warrior’s creed. Indeed, Enoch’s jealous theocrats are increasingly paranoid that those mortals that swear themselves to the Astartes might emerge as a challenge to their power…
ASTARTES CHAPLAIN TIER
4
SPECIES Adeptus Astartes XP Cost
392
KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, [CHAPTER]
ATTRIBUTES: Strength 5, Toughness 5, Agility 5, Initiative 5, Willpower 5, Intellect 3, Fellowship 5
SKILLS: Athletics 3, Awareness 3, Ballistic Skill 5, Insight 3, Leadership 3, Scholar 4, Stealth 3, Survival 1, Weapon Skill 5
ABILITY: Chapter Cult You gain 1 Faith, and can purchase Faith Talents available to characters with the ADEPTUS MINISTORUM Keyword. As a Combat Action, you may spend 1 Faith to give an ally within hearing distance your [CHAPTER] Keyword for the rest of the scene, with all corresponding effects except those with the Tradition or Gene-seed title, or that provide equipment. In addition, any allies within 5xRank metres who share your [CHAPTER] Keyword gain +Rank to Resolve Tests.
WARGEAR: Mark VII Power Armour, Skull Helm, Crozius Arcanum, Bolt Pistol, Rosarius, 3 Frag Grenades, 3 Frak Grenades
106
INFLUENCE: +2
ASTARTES LIBRARIAN I don’t need powers of astral divination to foresee your complete eradication. Adeptus Astartes
—Codicier Pandemos of the Flesh Tearers Chapter
You are a battle-psyker of the Adeptus Astartes,
Amongst the many powers of an Absolvers Librarian
a terrifying combination of inhuman might and
is the crafting of unbreakable vows that destroy any
Warp-endowed power.
who attempt to violate their promise. This assurance of allegiance has helped forge unity throughout
If an Astartes aspirant is discovered to possess psychic
the Gilead System, albeit through the threat of
potential, they are seconded to their Chapter’s Librarius,
psychic obliteration.
where they undergo even more gruelling instruction. Those who overcome the trials with their mind, body and soul intact become Librarians. They prophecise future conflicts, facilitate the Chapter’s astrotelepathic communications, and unleash deadly magics against
BACKGROUNDS FACTIONS PATRONS CHARACTER OPTIONS ENDEAVOURS
enemy formations. The Warp’s constant temptations transform Librarians into somber, even sinister, figures. As chroniclers of their Chapter’s history, their powers often manifest in sympathy with their brotherhood’s traditions — for example, the psychic blast of a Salamanders Librarian might appear as the fiery breath of a dragon from Nocturne, the Salamanders’ homeworld.
ASTARTES LIBRARIAN TIER
4
SPECIES Adeptus Astartes XP Cost
359
KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, [CHAPTER]
ATTRIBUTES: Strength 5, Toughness 5, Agility 5, Initiative 5, Willpower 6, Intellect 3
SKILLS: Athletics 3, Awareness 3, Ballistic Skill 5, Psychic Mastery 4, Scholar 2, Stealth 3, Survival 1, Weapon Skill 5
ABILITY: Chapter Cult You have the PSYKER Keyword, and are a psyker. You know the Universal Psyker Abilities Wrath & Glory Rulebook, p.267, and the Smite psychic power. You know the Librarius Discipline and one power from that Discipline of your choice, and may choose one other Psychic Discipline to learn powers from as described in Chapter 11 of the Rulebook.
WARGEAR: Mk VII Astartes Power Armour, Psychic Hood, Bolt Pistol, Force Stave, 3 Frag Grenades, 3 Krak Grenades.
INFLUENCE: +2
107
PRIMARIS REIVER Do not be deterred by resistance. We are here whether our Chapter accepts us or Adeptus Astartes
not. We do our best work when the target is kicking and screaming. —Battle-Brother Hardan, Reiver of the Absolvers Chapter
You are an infiltrator, saboteur and guerilla fighter,
A Reiver’s commitment to mastering psychological
unleashing your full Primaris strength in carefully
warfare
coordinated terror attacks.
personalities. Away from a warzone, they may be
breeds
unpleasant,
sometimes
unstable,
withdrawn and sullen, only enlivened by the discovery As
systems
across
the
Dark
Imperium
are
of a new target to utterly dismantle.
overwhelmed, elite warriors are needed who can excel whilst operating behind enemy lines. Primaris Reivers
Whilst Primaris Absolvers have struggled to find
fulfil this niche, utilising silent Mark X Phobos Power
acceptance amongst their Firstborn Astartes Battle-
Armour, and other stealth technology to dismantle
Brothers, the Reivers of the Absolvers seem least
whole armies without a return shot fired. When the
troubled by this ostracisation. They care less for the
Reivers finally reveal their presence, a shocking
observing Chapter rites on the Vow of Absolution than
display of unstoppable force crushes panicked enemies
they do for terrorising the Imperium’s enemies. The
with contemptuous ease.
Gilead System offers plenty of opportunities to satisfy this obsession.
PRIMARIS REIVER TIER
4
SPECIES Primaris Astartes XP Cost
288
KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, PRIMARIS, [CHAPTER]
ATTRIBUTES: Strength 5, Toughness 5, Agility 4, Initiative 5, Willpower 5, Intellect 3
SKILLS: Athletics 3, Awareness 3, Ballistic Skill 4, Intimidation 3, Stealth 3, Weapon Skill 4
ABILITY: Terror Tactics When your Stealth Score is reduced to 0 or you Ambush a Threat, you can choose for all enemies who can see or hear you to take a Terror Test, with a DN equal to 1 + Rank.
WARGEAR: Mark X Phobos Reiver Power Armour, Bolt Carbine, Heavy Bolt Pistol, Astartes Combat Knife, 3 Frag Grenades, 3 Krak Grenades, 3 Shock Grenades
INFLUENCE: +1
SUGGESTED ATTRIBUTES
55
ATTRIBUTE
S
T
A
I
Wil
Int
Fel
RATING
6
5
4
6
5
3
1
SUGGESTED SKILLS
108
XP Cost
Athletics 3, Awareness 3, Ballistic Skill 4, Intimidation 5, Stealth 4, Weapon Skill 4
XP Cost
44
TECH-ADEPT Have you attempted the Rituals of Slumber and Reanimation? Adeptus Mechanicus
—Tech-Adept Servilia, attendant to Inquisitor Lord Atlar
You are a technical operator in service of the
The essential role Tech-Adepts play in maintaining
Priesthood of Mars, skilled at navigating and
Imperial technology is easily overlooked, and many
compiling digital systems.
find this invisibility a useful asset when enacting personal ambitions. Their agendas may be petty, or in
The gargantuan industry of the Adeptus Mechanicus
service of a higher power, but are invariably coloured
is fuelled by physical labour of indentured workers
by the indoctrination of the Cult Mechanicus.
and Servitors, the incomprehensible calculations of Machine Spirits, and the judgement of Tech-Adepts
As the Gilead System’s resources dwindle, Tech-Adepts
overseeing both. Whilst a Tech-Adept’s duties are often
are forced to rely on increasingly creative solutions
highly specialised — monitoring a single machine, or
to fulfil their duties. Adaptation is not their order’s
recording a single data output — all ultimately play a
strongest suit, but the most gifted Tech-Adepts have
small role in furthering the Quest for Knowledge.
distinguished themselves with an unusual flair for
BACKGROUNDS FACTIONS PATRONS CHARACTER OPTIONS ENDEAVOURS
initiative, and in rarer cases, invention, skirting the border of tech-heresy.
TECH ADEPT TIER
1
SPECIES Human
XP Cost
22
KEYWORDS: IMPERIUM, ADEPTUS MECHANICUS, [FORGE WORLD]
ATTRIBUTES: Intellect 2 SKILLS: Scholar 2, Tech 3 ABILITY: Admin Access Your purpose is to commune with Machine Spirits and catalogue their wisdom, to further the Quest for Knowledge. When you commune with a Machine Spirit as part of a Test, you gain Icons equal to your Rank.
WARGEAR: Laspistol, Adepts Robes (Clothing), Combi-Tool, DataSlate, Sacred Machine Oil, any Augmetic Enhancement.
SUGGESTED ATTRIBUTES
XP Cost
20
ATTRIBUTE
S
T
A
I
Wil
Int
Fel
RATING
1
2
1
1
1
4
1
SUGGESTED SKILLS
XP Cost
28
Awareness 2, Ballistic Skill 1, Investigation 2, Medicae 1, Pilot 1, Scholar 2, Tech 4, Weapon Skill 1
SUGGESTED TALENTS Augmetic, Binary Chatter, Deductive
109
SICARIAN INFILTRATOR If he doesn’t want to talk to me or my Excruciator, he can have a conversation with Adeptus Mechanicus
my dome-headed friend instead. Just give me a few minutes to find my earbuds. —Interrogator Caprice Valentino
You are a mechanical soldier broadcasting a wavelength
of
neurostatic,
inducing
sensory
overload in all creatures nearby.
With such awesome power at their command, it is tempting for Sicarian Infiltrators to employ their neurostatic off the battlefield, against uncooperative Imperial citizens. This escalation often leads to
Sicarians
are
barely-human
warrior
constructs,
unnecessary complications, and Infiltrators must
painfully fabricated from the critically injured remains
struggle to reconnect with their dwindling shreds of
of the Machine Cult’s living soldiers. The Sicarian
Humanity and discover less direct ways to achieve
Infiltrators are specialist hunter units, penetrating
their aims.
enemy lines with direct sensory assault. Their domehelms emit a noise that overwhelms sight, hearing,
The Tech-Priests of Avachrus despatch Infiltrators
and other senses with agonising static. Though
to gather intelligence and retrieve valuable cargo in
sentries know they are under attack, identifying their
the best-guarded, least-accessible parts of the Gilead
enemy is impossible, as their eyes, ears, and mouth all
System. Cooperating agents equip themselves with
fill with blood.
implanted or removable broadcasters that counteract the Infiltrator’s neurostatic effects.
SICARIAN INFILTRATOR TIER
3
SPECIES Human
XP Cost
76
KEYWORDS: IMPERIUM, ADEPTUS MECHANICUS, [FORGE WORLD]
ATTRIBUTES: Toughness 3, Agility 3, Intellect 2 SKILLS: Ballistic Skill 4, Intimidation 2, Weapon Skill 2 ABILITY: Neurostatic Aura You are immune to Bleeding. As a Combat Action, you may choose a number up to your Rank, and inflict that many Hindered Conditions on all characters within 10m that don’t have this ability or null-code audio inputs.
WARGEAR: Sicarian Battle Armour, Augmetic Legs, Infiltrator Headpiece. Flechette Blaster and Taser Goad or Stubcarbine and Power Sword
SUGGESTED ATTRIBUTES
XP Cost
91
ATTRIBUTE
S
T
A
I
Wil
Int
Fel
RATING
3
4
5
4
3
4
1
SUGGESTED SKILLS
XP Cost
Athletics 2, Awareness 3, Ballistic Skill 4, Insight 2, Intimidation 4, Investigation 1, Leadership 1, Medicae 1, Stealth 2, Survival 2, Tech 3, Weapon Skill 2
SUGGESTED TALENTS
110
Augmetic, Disturbing Voice, Lobotomised Efficiency
68
SICARIAN RUSTSTALKER An error has been detected. Activating countermeasures. Error purge Adeptus Mechanicus
in process. Error purge in process. Error purge in process. —Princeps Omicron-900 at the Battle of Kran’s Blunder
You are a mechanical assassin, carving through the
Most Sicarians are constructed from fallen Skitarii’s
defences of your target with a flurry of shrieking
mortally wounded bodies. It’s a traumatic and
transonic blades.
painful transformation that unravels the recipient’s
BACKGROUNDS FACTIONS
psychological stability. Ruststalkers are often chosen Sicarian Ruststalkers are cyber-commandos employed
from those who recovered worst — lost and desperate
to execute the fleeing enemies of Mars. Surgical
souls, grateful for sanction to unleash their violent
instruments of the Tech-Priesthood’s vengeance,
rage in service of the Machine God.
their distinctive transonic weapons hum and shiver as they reverberate from armoured defences, before
No corner of the Gilead System is beyond the reach
their frequency adjusts to phase through protections
of a Sicarian Ruststalker, once the Tech-Priests of
with a follow-up attack. To tune their blades quickly,
Avachrus have authorised their use. Invariably, their
Ruststalkers attack in a murderous frenzy, paying
mission is to assassinate a priority target, with any
little regard to their own protection.
other parametres a secondary concern.
PATRONS CHARACTER OPTIONS ENDEAVOURS
SICARIAN RUSTSTALKER TIER
3
SPECIES Human
XP Cost
76
KEYWORDS: IMPERIUM, ADEPTUS MECHANICUS, [FORGE WORLD]
ATTRIBUTES: Toughness 3, Agility 3, Initiative 2 SKILLS: Athletics 2, Stealth 2, Weapon Skill 4 ABILITY: Transonic Assassin You are a hunter-killer operative, delivering a hail of transonic blows until you find the perfect armour-shredding frequency. You are immune to BLEEDING. In addition, you gain +Rank bonus dice when Charging or making All-Out Attacks whilst wielding a weapon with the TRANSONIC Keyword.
WARGEAR: Sicarian Battle Armour, Augmetic Legs, 2 Transonic Blades or a Transonic Razor and a Chordclaw
SUGGESTED ATTRIBUTES
XP Cost
116
ATTRIBUTE
S
T
A
I
Wil
Int
Fel
RATING
3
4
5
6
3
3
1
SUGGESTED SKILLS
XP Cost
52
Athletics 2, Awareness 3, Ballistic Skill 1, Deception 2, Intimidation 1, Investigation 1, Medicae 1, Stealth 4, Tech 3, Weapon Skill 4
SUGGESTED TALENTS Armourbane, Augmetic, Eliminator
111
TECH-PRIEST DOMINUS I am Skitarius. I am Sicarian. I am the data-tether that connects them. The gunsights they
Adeptus Mechanicus
aim down. The eyes and ears of every unit in this Battle Congregation. The orbital lances that precede their advance. My name is legion, and I am the destroyer of worlds. —Coaltadel the Omnipresent, Tech-Priest Dominus
You are a commander of the Adeptus Mechanicus’
politics often force Domini to depend upon their own
military
skills and firepower first and foremost.
forces,
effortlessly
splitting
your
consciousness between multiple technical interfaces. Since the departure of the Legio Karuthos and its Tech-Priests with a gift for waging war will eventually
Fabricator General, the ruling Domini of each foundry-
attain the rank of Dominus, receiving the deadliest
forge on Avachrus have jockeyed for pre-eminence.
weapons of the Forge Worlds, and command over an
Currently, Archdomina Aexekra Vakuul of Belaxia has
army of the Machine God. They devour masses of data
emerged as successor, but without support from other
transmitted by subordinates, processing optimum
Domini she will not remain so for long.
solutions, and relaying instructions with instinctive pulses of thought-dissemination. To the laity, they seem in multiple places at once.
TECH-PRIEST DOMINUS TIER
4
SPECIES Human
XP Cost
The obsessive creed of the Cult Mechanicus nurtures
KEYWORDS: IMPERIUM, ADEPTUS
bizarre ‘special interests’ amongst its Priesthood.
MECHANICUS, [FORGE WORLD]
Domini are no exception: most do not hesitate to abuse their position, directing whole legions to satisfy their Quest for Knowledge. But cut-throat Mechanicus
113
ATTRIBUTES: Intellect 5 SKILLS: Ballistic Skill 2, Scholar 2, Tech 5, Weapon Skill 2
ABILITY: Lord of the Machine Cult You are unbound by the tethers of your biological form, automatically interfacing with nearby technology. As a Simple Action, you can Help all allies within 10m that have the ADEPTUS MECHANICUS Keyword, or are utilising equipment with a Machine Spirit (including guns and non-basic melee weapons), granting +Rank Bonus Dice to their Tests.
WARGEAR: Omnissian Axe, Volkite Blaster or Eradication Ray, Macrostubber or Phosphor Serpenta. Light Power Armour, Refractor Field, One Mechadendrite Any 3 Augmetics Combi-Tool Omnissian Sigil (Symbol of Authority) Sacred Machine Oil
INFLUENCE: +2
SUGGESTED ATTRIBUTES
XP Cost
119
ATTRIBUTE
S
T
A
I
Wil
Int
Fel
RATING
3
3
3
4
4
7
2
SUGGESTED SKILLS
XP Cost
98
Awareness 3, Ballistic Skill 5, Investigation 3, Leadership 2, Medicae 1, Pilot 3, Scholar 3, Tech 5, Weapons Skill 5
SUGGESTED TALENTS
112
Devotees, Rite of Magnometrics, Rite of Pure Thought
CONFESSOR Your sins have condemned you. The price of His forgiveness is your life. Rejoice! Adepta Ministorum
Upon this battlefield, you shall not wait long for your return to grace. —Confessor Gerrich Tharagard
You are a firebrand preacher of the Imperial Cult,
Confessors are irrepressible and bellicose, rarely
compelling your flock to admit their failings with
inclined to temper their zealotry. Most feel responsible
force of personality alone.
for their followers, even if their stay in a parish is brief.
BACKGROUNDS FACTIONS
Encouraging believers to inform on their neighbours Every Imperial citizen is guilty of something —
is an excellent source of local knowledge. In times of
from mortal vices of treachery and heresy, to
need, fanatical militia can be incensed to visit mob
unacceptable love of family above one’s love to His
justice upon the Emperor’s enemies.
Imperium. Confessors root out these secrets with fire-and-brimstone sermons that terrify superstitious
Confessors are found pronouncing His word wherever
congregations into pleading forgiveness. By devising
they sense the faith of His servants is lacking. In practice,
an appropriate (and often painful) punishment, a
this is everywhere, and Confessors have become
Confessor can direct the rededicated faithful however
common sights across the Gilead System, defying the
they choose.
corruption of the Great Rift with their passion.
PATRONS CHARACTER OPTIONS ENDEAVOURS
CONFESSOR TIER
2
SPECIES Human
XP Cost
90
KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM
ATTRIBUTES: Willpower 4, Intellect 3 SKILLS: Insight 2, Intimidation 2, Medicae 3, Scholar 4, Weapon Skill 2
ABILITY: Spiritual Administration When you Test to discover the sins of another character (by coercion, investigation, or instinct), gain +Rank Bonus Dice. In addition, during a Regroup, you can choose one character faithful to the Imperial Cult to regain all Shock.
WARGEAR: Ministorum Robes, Rosarius, Missionary Kit, Power Maul, Laspistol, Torture Kit, Ministorum Tomes, Portable Lectern.
INFLUENCE: +1
SUGGESTED ATTRIBUTES
XP Cost
26
ATTRIBUTE
S
T
A
I
Wil
Int
Fel
RATING
2
2
2
2
4
3
3
SUGGESTED SKILLS
XP Cost
24
Awareness 1, Insight 4, Intimidation 2, Investigation 2, Medicae 3, Scholar 4, Tech 1, Weapon Skill 2
SUGGESTED TALENTS In His Name, Repent!, The Passion
113
RATLING SNIPER Never heard of a ‘Sarvus Veknironth’, Colonel. But if I see him, or your Astra Militarum
vintage amasec, I promise you’ll be the first to know. —Sarvus Veknironth, Ratling Sniper
You are small and elusive, enlisted in the Astra
Militarum
as
a
sharpshooter
and
an
Experience on the battlefield sharpens a Ratling’s natural stealth and sticky-fingered survivalist skills.
infiltration specialist.
Troopers who treat their shorter comrades with respect
Though Ratlings are not renowned for their strength or
wargear. Those who insult the Ratlings’ stature instead
discipline, their accuracy and keen instincts for good
find their personal effects mysteriously disappear.
can acquire extra rations, intoxicants, and specialist
hiding places makes them excellent snipers. They usually deploy at long range, eliminating targets of
Ratlings are native to the Agri World of Ostia. They are
opportunity whilst minimising return fire. Occasionally
specifically targeted by the Lord-Militant’s press-gangs
they are retasked as saboteurs, breaking in and out of
over the planet’s taller, more agriculturally-productive
supposedly impenetrable defences undetected.
Human population. Many of these conscripts desert, fleeing to the Reach and other lawless places where they adapt to a criminal lifestyle.
RATLING TIER
1
SPECIES Ratling
XP Cost
54
KEYWORDS: IMPERIUM, ASTRA MILITARUM, [REGIMENT], ABHUMAN, MILITARUM AUXILLA
ATTRIBUTES: Toughness 2, Agility 2, Fellowship 2 SKILLS: Awareness 2, Ballistic Skill 3, Cunning 2, Deception 2, Stealth 3
ABILITY: Shoot Sharp and Scarper When using a weapon with the Sniper Weapon Trait, increase the weapon’s Sniper rating by +Rank. In addition, when you make a successful ranged Attack Test, you may immediately move up to your Speed as a Reflexive Action.
WARGEAR: Ratling Rifle or Sniper Rifle or Long Las, Knife, Flak Armour, 5 Rations (2 stolen), Ratling Keepsakes
SUGGESTED ATTRIBUTES
XP Cost
16
ATTRIBUTE
S
T
A
I
Wil
Int
Fel
RATING
1
2
3
1
1
2
3
SUGGESTED SKILLS
XP Cost
Awareness 2, Ballistic Skill 3, Cunning 2, Deception 2, Insight 1, Persuasion 1, Stealth 3
SUGGESTED TALENTS
114
Deadshot, Eliminator, Silent
4
OGRYN WARRIOR Der mishunn is to run across dat field and make all dem green fings dead. Any kweschuns? Astra Militarum
—Bone’ead Kopp, Ogryn tactician
You are a muscular titan of war, unleashed by the
includes most structures designed for smaller Humans.
Astra Militarum as a blunt instrument.
Devotion to the Emperor comes easily, their faith seldom
BACKGROUNDS
complicated by doubts or other conflicting thoughts. Ogryns’ incredible bulk and physical strength make them ideal shock troops for the Astra Militarum.
FACTIONS Ogryns were the original inhabitants of Skaelas, Gilead
Their simple minds favour the most direct route to
Primus’s high-gravity prison moon. Ogryn communities
destroying their enemies. The Militarum Auxilla
have served as penal guards there for centuries, but
equips them with robust weaponry, designed to hold
as the Astra Militarum’s need for overwhelming brute
up no matter how many times it’s swung as a club into
force grows, their numbers dwindle.
armoured enemies.
PATRONS CHARACTER OPTIONS ENDEAVOURS
Ogryns are loyal and warm-hearted by inclination, though they struggle to calm once enraged. All have an instinctive phobia of confined spaces, which
OGRYN WARRIOR TIER
2
SPECIES Ogryn
XP Cost
98
KEYWORDS: IMPERIUM, ASTRA MILITARUM, MILITARUM AUXILLA, [REGIMENT],
ABHUMAN ATTRIBUTES: Strength 5, Toughness 5, Willpower 2 SKILLS: Ballistic Skill 1, Survival 2, Weapon Skill 2 ABILITY: Let It Rip Your approach to combat is simple, direct, and expends plenty of ammunition. When you Charge and have a ranged weapon, you can fire it wildly as a Free Action. This is treated as a Salvo Option that awards Bonus Dice to your Melee Attack Test equal to your weapon’s Salvo rating.
WARGEAR: Flak Armour, Ripper Gun (with bayonet), 3 Frag Bombs
SUGGESTED ATTRIBUTES
XP Cost
8
ATTRIBUTE
S
T
A
I
Wil
Int
Fel
RATING
5
5
2
2
2
1
1
SUGGESTED SKILLS
XP Cost
44
Athletics 2, Awareness 1, Ballistic Skill 2, Intimidation 1, Survival 3, Weapon Skill 5
SUGGESTED TALENTS Augmetic, Brutalist, Duty Until Death
115
BULLGRYN A shrieker cannon? Throne damn those Aeldari scum! Send in the Bullgryn, Astra Militarum
either they’ll run out of ammo or he’ll smash them to dust. —Astra Militarum Sergeant Mathilde Gorr
You are a walking wall of heavy armour and close-
BULLGRYN
assault weaponry, first into battle, with an army of comrades sheltering behind you. When Ogryn muscle is insufficient to bulldoze an enemy defence, Astra Militarum commanders instruct their charges to armour themselves with tank treads and heavy shields, and exchange their guns for close assault weaponry. The result is unsubtle even by Ogryn standards — a slow but unstoppable charge, bludgeoning through any opposition, a living shield
TIER
3
SPECIES Ogryn
172
KEYWORDS: IMPERIUM, ASTRA MILITARUM, MILITARUM AUXILLA, [REGIMENT],
ABHUMAN ATTRIBUTES: Strength 6, Toughness 6, Agility 2, Initiative 2, Willpower 2
SKILLS: Athletics 2, Ballistic Skill 2, Survival 2, Weapon Skill 3
for the second wave advancing behind them.
ABILITY: Shieldwall
Bullgryns understand smaller friends depend on
You provide your allies with a mobile defence line formed of carapace, tank tracks and Abhuman muscle. If an attack is made against an ally within 3m, that ally can add your Shield’s Armour Rating to their Armour Rating.
them for protection, a duty they take extremely seriously. They constantly rehearse marching at a pace shorter-legged companions can keep up with, until remembering to hold their shields up becomes second nature. The miserable thought of failing to defend their allies troubles them far more than dying, resulting in incredible courage under fire. Bullgryns are selected from veteran warriors, emerging wherever the Astra Militarum’s progress has faltered. Lord-Militant Fylamon is marshalling them for a strike against the Voidmire and Membrane Worlds, a potent reminder of the incredible power at the Imperium’s disposal.
WARGEAR: Bullgryn Plate, 3 Frag Bombs, A Slabshield and Grenadier Gauntlet or a Bullgryn Maul and Brute Shield
SUGGESTED ATTRIBUTES
XP Cost
12
ATTRIBUTE
S
T
A
I
Wil
Int
Fel
RATING
6
6
3
3
2
1
1
SUGGESTED SKILLS
XP Cost
Athletics 2, Awareness 3, Ballistic Skill 3, Leadership 1, Survival 3, Weapon Skill 6
SUGGESTED TALENTS Brutalist, Die Hard, Fear
116
XP Cost
56
LEXMECHANIC 86,403 confirmed casualties. Success rate decreased to 16%. I will Inquisition
calculate a new plan, and Omnissiah willing, we shall prevail. —Lexmechanic Shohreh the Exacting
You are a walking source of information and
Lexmechanics tend to be humourless and literally-
calculation, devising mathematical solutions for
minded, always precise in their work, and hungry for
any problems you encounter.
more information. Unlike their Tech-Priest masters,
BACKGROUNDS FACTIONS
they naturally defer to a supporting role. They are The forges of the Adeptus Mechanicus contain
often seconded to other organisations, especially the
vast halls of cogitator-banks, their Machine Spirits
Ordos of the Inquisition, who find their polymathic
processing production quotas, statistical analysis
knowledge exceptionally useful in their investigations.
and battle reports. When more mobile evaluation is required, the Tech-Priests dispatch the Lexmechanics,
Though Lexmechanics are found anywhere in the
their advanced mechanical brains providing in-the-
Gilead System where there is confounding data to
field instructions on topics as diverse as body-language
interpret, most return to Avachrus when they can.
interpretation and artillery trajectories.
Ostensibly, this is to upgrade processing capacity with
PATRONS CHARACTER OPTIONS ENDEAVOURS
additional augmetics, but mostly it is an opportunity to download their experiences to the Mechanicus’ cogitators, preserving a back-up in event of their untimely demise. LEXMECHANIC TIER
2
SPECIES Human
XP Cost
44
KEYWORDS: IMPERIUM, INQUISITION, [ORDO], ADEPTUS MECHANICUS, [FORGE WORLD]
ATTRIBUTES: Intellect 3 SKILLS: 3 ABILITY: Statistical Certainty The assistance you provide your allies comes with the benefit of exacting mathematical analysis, to remove all possibility of ill-fortune or doubt. When you Help an ally, you may reduce the amount of Bonus Dice you provide by an amount equal up to your Rank. For every die removed, your ally gains an extra Icon on their Test result.
WARGEAR: Laspistol, Adepts Robes (Clothing), Auspex, Auto-Quill, Combi-Tool, Data Slate, any 2 Augmetics, Sacred Machine Oil, Symbol of Authority (Adeptus Mechanicus and Inquisition)
INFLUENCE: +1
SUGGESTED ATTRIBUTES
XP Cost
63
ATTRIBUTE
S
T
A
I
Wil
Int
Fel
RATING
1
2
3
2
3
5
3
SUGGESTED SKILLS
XP Cost
34
Awareness 2, Ballistic Skill 1, Cunning 1, Insight 2, Investigation 2, Medicae 1, Persuasion 1, Pilot 1, Scholar 3, Tech 3, Weapon Skill 1
SUGGESTED TALENTS Augmetic, Deductive, Rite of Pure Thought
117
INTERROGATOR Why should you help me, General? In five years’ time, I’ll be an Inquisitor, and you won’t. Inquisition
You are an apprentice Inquisitor, beginning your
—Interrogator Caprice Valentino
To be accepted as an Interrogator, an acolyte must
training by learning to coerce information from
catch an Inquisitor’s eye by being exceptional in some
unwilling subjects.
way, but their training always involves diversifying
Any Inquisitor undergoes a lengthy apprenticeship
emphasised skill — including torture — but cultivating
their
capabilities.
Interrogation
is
the
most
before they are worthy to receive the title, learning to
a network of informants across Imperial Factions is
unravel conspiracies, and testing their soul against
equally important.
Humanity’s most perilous enemies. By intention, many Interrogators do not survive these trials, ensuring only
Interrogators sometimes enjoy direct tuition at their
the most hardened and iron-willed are bestowed an
master’s side, but since the coming of the Great Rift,
Inquisitorial Rosette.
most have been stranded in the Gilead System and forced to rely on their own instincts. They engage with the manifold adversities forsaking the System with relish, believing each catastrophe is another chance to prove readiness for high office.
INTERROGATOR TIER
2
SPECIES Human
XP Cost
64
KEYWORDS: IMPERIUM, INQUISITION, [ORDO], [ANY]
ATTRIBUTES: Willpower 3, Intellect 4 SKILLS: Insight 2, Medicae 3, Scholar 1, Tech 1, Weapon Skill 1
ABILITY: Extract the Truth To earn an Inquisitorial Rosette, the first skill you must master is to lay bare the sinful hearts of Human and xenos. When you succeed on a Test to acquire information from an individual, you gain free Shifts equal to your Rank.
WARGEAR: Symbol of Authority, Excruciator, Neural Whip. Any three pieces of Wargear with the IMPERIUM Keyword of a rarity or Rare or less.
INFLUENCE: +1
SUGGESTED ATTRIBUTES
XP Cost
48
ATTRIBUTE
S
T
A
I
Wil
Int
Fel
RATING
2
3
2
3
3
4
4
SUGGESTED SKILLS
XP Cost
Awareness 2, Ballistic Skill 1, Cunning 1, Insight 3, Intimidation 2, Investigation 2, Medicae 3, Scholar 2, Survival 1, Scholar Tech 2, Weapon Skill 2
SUGGESTED TALENTS
118
Deductive, Ever Vigilant, Fear
42
KROOT MERCENARY You have nothing to fear from me, Sergeant. I only eat the strong. T’au Empire
—Trokah the Scaleskin, Kroot Mercenary
You are an alien sell-sword, seeking out mighty
KROOT MERCENARY
foes to devour, absorbing their strength. TIER
Kroot are notoriously unconcerned who or what they fight for. Their true reward is the flesh of powerful enemies they defeat in battle — though they demand payment in local currency, exchanging it for specialist wargear and basic survival needs. This is why the Kroot secretly defy their exclusivity contract with the
1
SPECIES Kroot
BACKGROUNDS XP Cost
FACTIONS
KEYWORDS: KROOT ATTRIBUTES: Strength 3,
PATRONS
Toughness 2, Agility 3, Initiative 2
SKILLS: Athletics 1, Awareness 1,
CHARACTER OPTIONS
Stealth 2, Survival 3, Weapon Skill 3
T’au Empire. Only by battling beyond T’au spheres of
ABILITY: Adaptive Loyalty
influence can their species sample sufficient genetic
You scour the galaxy seeking strong prey to consume, working as a mercenary to fund your travels.
diversity to truly thrive. A Kroot Mercenary’s personality is coloured by their employment history and diet, but in general they are pragmatic and unemotional. They practise the tribal customs of their homeworld Pech wherever they go, and adapt easily to new technology and languages as they travel the breadth of the galaxy in search of strong foes to slay and consume. Despite the Imperium’s notorious hatred of xenos species, small groups of Kroot Mercenaries have
62
ENDEAVOURS
You gain the [ANY] Keyword, which should be substituted for the Faction that currently commands your allegiance. At the GM’s discretion, you may swap this Keyword out for a different one when your loyalties shift in play.
WARGEAR: Kroot Rifle, Kroot Armour
SUGGESTED ATTRIBUTES
XP Cost
4
ATTRIBUTE
S
T
A
I
Wil
Int
Fel
RATING
3
2
3
2
2
1
1
SUGGESTED SKILLS
XP Cost
14
secretly operated in the Gilead System for generations. The Kroot Warsphere Howl Maroak, hidden within the Voidmire, acts as their headquarters, offering services
Athletics 1, Awareness 1, Ballistic Skill 1, Insight 3, Stealth 2, Survival 3, Weapon Skill 3
to the Varonius Flotilla, Greensteel Warriors, and other paying parties without discrimination.
119
WEAPON TRAITS
A Dialogus Staff functions as a weapon, a Symbol of
Blessed (X)
Laud-Hailer (p.126).
Anointed by the priests of the Ecclesiarchy, or
Authority (p.240, Wrath & Glory Rulebook), and a
hexagrammicly warded against the foul forces of the
Power Maul
archenemy, these weapons are particularly effective
A simple mace enhanced by a power field, these weapons
against the foul beings spawned by the Immaterium,
are valued for their utility. As the power field covers a
and those tainted by its power. Blessed weapons gain
smaller area of the weapon, its intensity can be adjusted,
+ED equal to their rating when you use them to attack
allowing it to deliver blows that can impact power armour
a target with the PSYKER or DAEMON Keywords.
or non-lethal warning taps to a Human skull.
MELEE WEAPONS
Adeptus Mechanicus Melee Weapons
Kroot Rifle (Melee)
Taser Goad
All Kroot weapons have incorporated blades, an echo
A Taser Goad is a long, sword-like weapon that
of the fighting staves of their ancestors. Most favor
crackles with the Motive Force it steals from the air.
long-barrelled slug throwers customized with blades
When a Taser Goad impacts its target it releases the
scavenged from mercenary engagements, allowing
caged electricity in a precise paroxysm, imparting the
them to charge their foes with the bestial fury and
Omnissah’s deadly wrath.
swift, two-handed blows their Species are known for.
Imperium Melee Weapons Blessed Blade
Transonic Blade These resonant blades hum with a hostile sonic field, churning the stomachs of all that hear it. When adjusted to the correct resonance, a transonic blade
Rarely, an Imperial Saint will bless a weapon, imbuing
cuts through air and armour alike with the same
it with a modicum of the holy power of unshakable
disturbing swiftness.
faith in the God-Emperor. These weapons are closely guarded relics of the Ecclesiarchy, valued for their
Transonic Razor
ability to strike down daemonic foes and granted only
Shorter and easier to wield than a transonic blade,
to its greatest warriors.
a transonic razor is perfect for slipping through an
Crozius Arcanum
with their eyeball-rattling sonic field.
To an Astartes Chaplain, the purest method of worshipping the Emperor is through slaying His foes in glorious battle. Fittingly, the Crozius Arcanum wielded by each Chaplain is both a badge of office and
enemies’ defenses and slicing through their armour
Ogryn Melee Weapons Bullgryn Maul
a deadly weapon: a mace with a head shaped into a
Little more than a huge slab of metal shaped into a
sacred symbol, crackling with the energy of a lethal
crude club and fitted with an oversized, Ogryn-suited
power field.
handle, a Bullgryn Maul is as blunt and efficient. Almost as tall as a Human, the monstrous size and
A Crozius Arcanum functions as both a weapon and a Symbol of Authority (p.240, Wrath & Glory
120
weight of a Bullgryn Maul are its only boons in combat.
Rulebook).
Ripper Gun Bayonet
Dialogus Staff
bayonets were originally installed on Ogryn ripper
These solidly built staves serve three purposes: the
guns so that their slow-witted wielders would know
uniquely carved shape marks its bearer as a Sister
which part of the weapon to point at the enemy. In
Members of the Departmento Munitorum joke that
Dialogus, the built in Laud-Hailer carries her stirring
truth, an Ogryn charge is made that much more lethal
rhetoric over the din of battle, and its sturdy build
by these large sharpened slabs of metal.
makes it a potent melee weapon when paired with strength or Sororitas Power Armour.
MELEE WEAPONS Name
Damage
ED
AP
Range
Kroot Rifle (melee)
(S) +4
+5
–
–
Traits
Value
Rarity
3
3
Keywords 2-HANDED, BLADE, KROOT, PRIMITIVE
BACKGROUNDS
IMPERIUM MELEE WEAPONS Name Blessed Blade
Crozius
Damage
ED
AP
(S) +5
+5
-3
(S) +5
+4
-2
Range –
–
Traits
Value
Blessed (3), Parry, Rending (1)
8
Brutal
6
Rarity 3
FACTIONS
BLADE, IMPERIUM, ADEPTUS MINISTORUM
PATRONS
ADEPTA SORORITAS 3
EXOTIC, ADEPTA
CHARACTER OPTIONS
SORORITAS
Arcanum Dialogus
Keywords
(S) +3
+3
–
–
Reliable
5
2
ADEPTA SORORITAS
(S) +5
+4
–
–
Brutal
6
3
POWER FIELD, IMPERIUM, ADEPTUS ASTARTES, ADEPTUS MINISTORUM
ENDEAVOURS
Staff Power Maul
ADEPTUS MECHANICUS MELEE WEAPONS Name
Damage
ED
AP
Range
Taser Goad
(S) +5
5
–
–
Agonising
4
2
ADEPTUS MECHANICUS
Transonic
(S) +5
5
–
–
Parry, Rending (5)
6
3
BLADE, TRANSONIC, ADEPTUS MECHANICUS
(S) +3
4
–
–
Rending (4)
5
3
BLADE, TRANSONIC, ADEPTUS MECHANICUS
Blade Transonic
Traits
Value
Rarity
Razor
Keywords
OGRYN MELEE WEAPONS Name Bullgryn
Damage
ED
AP
Range
Traits
Value
Rarity
(S) +4
4
-1
–
Brutal
3
1
IMPERIUM, ASTRA MILITARUM, MILITARUM AUXILLA
(S) +3
3
-1
–
Reliable
3
1
BLADE, IMPERIUM, ASTRA MILITARUM, MILITARUM AUXILLA
Maul Ripper Gun Bayonet
Keywords
121
RANGED WEAPONS
Militarum Auxilla Ranged Weapons
Kroot Rifle The Kroot created primitive, chemically-propelled slug-
Grenadier Gauntlet
throwers centuries ago, and since being exposed to the
These Ogryn-sized grenade launchers are built to be
T’au and other advanced Species they have altered and
incredibly stable, and can be safely used as massive
improved their weapons much as they modify their
bludgeons without risking accidental detonations.
own biology.
Using the same simple firing mechanism as the Ripper Gun, Bullgryns use Grenadier Gauntlets to assault
Adeptus Mechanicus Ranged Weapons
slabshield walls.
Eradication Ray
Ratling Rifle
Rare relics of the Dark Age of Technology, the merciless
Though built to a slightly smaller scale to other
machinery that powers the Eradication Ray is little
Imperial weaponry, the long barrel of these sniper
foes with mass explosives from behind impenetrable
understood in the 41st Millennium, though its effects
rifles stretches beyond a Ratling’s height. Though
are undeniable. Anything caught in the sickly beam
Ratling Rifles are almost universally simple slug
produced by an Eradication Ray is disassembled atom
throwers, they are deadly in the hands of their sharp-
by atom and unwritten from reality.
eyed Species.
Flechette Blaster
Ripper Gun
Spewing a fusillade of micro-darts at short range,
Big, sturdy, and basic, the Ripper Gun is purpose-built
Flechette Blasters are the standard sidearm of Sicarian
to be wielded by Ogryns. Because of this, its size and
Infiltrators, easily wielded in one hand whilst stalking
solid construction ensure it is as useful as a club as
prey. The flechette ammunition utilises advanced
a firearm. The typical stupidity and inaccuracy of an
bioelectric technology to hone in on the wielder’s
Ogryn shaped the design of the Ripper Gun, resulting
target, ensuring those struck by a single bolt are then
in a custom trigger mechanism activated by squeezing
felled by a thousand more cuts.
the handle to fire a burst of shot. A burst limiter is hard wired into every Ripper Gun to ensure an excited
Macrostubber Far
removed
from
Ogryn does not expend an entire clip the first time they simpler
slug-throwers,
each
Macrostubber is a highly advanced relic capable of unleashing a hail of bullets. Macrostubbers utilise auto-loading and cooling technologies to ensure the
Bolt Weapons
firearm does not buckle or melt despite the intense
Bolt Carbine
heat generated by the withering torrent of bullets.
A compact variant of the Primaris Bolt Rifle, the Bolt
Phosphor Serpenta A chemical sidearm of antique design, a Phosphex Serpenta fires searing incendiary bolts that cause
Carbine has an additional hand-grip mounted at the front of the weapon for enhanced close combat accuracy.
toxic conflagrations. Those struck by a slavo of vile
Condemnor Boltgun
phosphor burn quickly as it sizzles through flesh and
A rare weapon that combines the raw power of a Bolter
armour, and those that survive soon find the bright
with the Warp-repulsing theurgy of the Emperor’s
explosive burst makes them an easier target for
faithful, a Boltgun is combined with an archaic
follow-up shots.
Stubcarbine Combining the advanced machinery of the Mechanicus with the reliability of traditional slug-throwing firearms, the Stubcarbine can unleash a torrent of
122
squeeze the weapon’s handle.
bullets comparable to a Heavy Stubber despite being small enough to be wielded by a Skitarii.
crossbow which fires silver stakes inscribed with sacred sigils of Warp disruption that twist a psyker’s vile gifts against them to inflict perilous wounds.
RANGED WEAPONS Name Kroot Rifle
Bolt
Damage
ED
AP
8
1
—
12
1
—
Range S
M
L
12
24
36
12
24
36
Salv 2
2
Carbine
Traits Rapid Fire (1)
Assault,
Value Rarity Keywords 3
6
3
3
Brutal, Rapid Fire (2)
Condemnor
10
1
—
12
24
36
2
Boltgun
Assault,
6
4
Brutal,
2 HANDED, PROJECTILE, KROOT BOLT, IMPERIUM, ADEPTUS ASTARTES, PRIMARIS BOLT, IMPERIUM, ADEPTA SORORITAS
BACKGROUNDS FACTIONS PATRONS CHARACTER OPTIONS
Rapid Fire (2)
ENDEAVOURS
ADEPTUS MECHANICUS RANGED WEAPONS Name Eradication
Damage 13
ED
AP
1
—2
Range S
M
L
12
24
36
Salv 1
Ray Flechette
8
2
—
6
12
18
2
Blaster Macrostubber
Phosphor
9
12
2
2
—1
6
9
12
18
18
27
3
1
Serpenta Stubcarbine
Traits
Value Rarity Keywords
Heavy (5), Rending (3)
8
Pistol, Rapid Fire (4)
4
Pistol, Rapid Fire (3)
6
Assault,
7
3
MECHANICUS 1
1
—
9
18
27
1
Pistol
PROJECTILE, ADEPTUS, MECHANICUS
3
PROJECTILE, ADEPTUS, MECHANICUS
3
PHOSPHEX, ADEPTUS, MECHANICUS
Melta 10
ADEPTUS
6
2
PROJECTILE, ADEPTUS, MECHANICUS
MILITARUM AUXILLA RANGED WEAPONS Name Grenadier
Damage
ED
AP
11
3
—
Range S
M
L
6
12
18
Salv 1
Gauntlet
Traits Assault, Blast (2), Heavy (5)
Value Rarity Keywords 6
3
EXPLOSIVE, ASTRA MILITARUM, MILITARUM AUXILLA
Ratling Rifle
9
1
—
18
36
54
Sniper (3),
6
1
PROJECTILE, IMPERIUM, ASTRA MILITARUM,
Reliable
MILITARUM AUXILLA Ripper Gun
11
2
—
6
12
18
2
Assault, Brutal, Heavy (5)
5
3
PROJECTILE, IMPERIUM, ASTRA MILITARUM, MILITARUM AUXILLA
123
GRENADES Name
Damage
ED
AP
12
4
-
Frag Bomb
16
Melta Bomb
10
Mindscrambler
4 4
-4 -
Grenade Shock Grenade
3 (Shock)
-
-
Range S
M
L
Salv
S) x2m or as Launcher
-
(S) x2m or as Launcher
-
(S) x4m or as Launcher
-
(S) x4m or as Launcher
Traits
Value
Blast (8)
Rarity
5
1
Keywords EXPLOSIVE, IMPERIUM
Blast (4)
5
3
EXPLOSIVE, IMPERIUM
-
Agonising, Arc (4), Blast (6)
5
Blast (6), Inflict (Blinded 1,
2
2
EXPLOSIVE, ADEPTUS MECHANICUS
1
EXPLOSIVE, IMPERIUM
Vulnerable 1)
Grenades
A Shock Grenade deals Shock Damage to targets
Frag Bomb
target suffers any Shock Damage, they also suffer
caught in the Blast radius instead of Wounds. If the
Purpose-built for the oversized hands of Ogryns, Frag
the Blinded and Vulnerable Conditions. Targets in
Bombs are simply upscaled frag grenades simplified
the Blast radius of a Shock Grenade can attempt to
for use by blunt minds. A Frag Bomb causes a larger,
use the normal rules for dodging area effect attacks
more deadly explosion of shrapnel, though pressure
(W&G Rulebook page186).
plates must be engineered into every bomb in the eventuality that an Ogryn forgets to throw after pulling the pin.
ARMOUR
Melta Bombs
Kroot Armour
By compressing sub-molecular technology, a Melta
Little more than scraps of metal strung together to
Bomb provides the sunburst intensity of a Melta in a
protect the few vulnerable parts of Kroot biology, this
horrifying hand thrown explosion. These explosives
armour is cobbled together with care to ensure it does
can reduce even the thickest of voidship hulls to
not inhibit movement.
melting slag in seconds.
Mindscrambler Grenade
A variant of Mark 10 Tacticus Power Armour optimised
Discharging wild surges of bio-electricity into circuitry
for stealth and mobility, Phobos Armour features
and nervous systems alike, Mindscrambler Grenades
reengineered servo-motors to ensure silent movement.
are equally deadly when used against organic or
Through use of smaller ceramite plates, Phobos
mechanical foes. A rare instance of ancient Biologis
Armour maximises the wearer’s mobility but sacrifices
studies being applied directly to weaponry, each
a small amount of protection.
grenade contains the replicae organs of a xenos creature capable of producing high current electrical
Sicarian Battle Armour
discharges.
Installed onto the heavily augmented bodies of
Shock Grenade
the few biological parts of a killcade without limiting
Bursting in a deafening explosion of blinding light,
their crucial mobility.
Shock Grenades are used to disorient and terrify the unfortunate targets of Primaris Reivers to ensure a
124
Mark X Phobos Power Armour
devastating charge.
Sicarians, this thin, flexible armour perfectly protects
ARMOUR Name
AR
Traits
Value
Kroot Armour
2
—
1
Mk X Phobos Power Armour
4
Powered (3)
Sicarian Battle Armour
4
Power Field
Rarity 1
Keywords
BACKGROUNDS
LIGHT, PRIMITIVE, KROOT
FACTIONS 9 6
3 2
POWERED, IMPERIUM, ADEPTUS ASTARTES, PRIMARIS IMPERIUM, ADEPTUS MECHANICUS, SKITARII
MILITARUM AUXILLA ARMOUR Name
Traits
Value
Bullgryn Plate
4
—
5
1
HEAVY, IMPERIUM, ASTRA MILITARUM, MILITARUM AUXILLA
Brute Shield
*3
Shield
5
2
HEAVY, IMPERIUM, ASTRA MILITARUM, MILITARUM AUXILLA
Slabshield
4
Cumbersome,
5
2
HEAVY, IMPERIUM, ASTRA MILITARUM, MILITARUM AUXILLA
Keywords
Militarum Auxilla Armour
EQUIPMENT
This armour is designed for Ogryns. Average-sized
Brazier of Holy Fire
characters cannot wear Ogryn armour, and treat Ogryn
Value: 5
shields as having the Bulk (2) Trait.
Keywords:
Brute Shield
Rarity: 4 IMPERIUM ADEPTUS
MINISTORUMADEPTA SORORITAS Effect: Anyone can attempt to light a Brazier of Holy
Bullgryns most suited to close combat are equipped
Fire as a Combat Action. When lit, the Brazier sheds
with Brute Shields, thick slabs of plasteel incorporating
bright light for 6 metres. If a character with at least
a refractor field to ensure they reach the frontlines
one Faith point wields the Brazier of Holy Fire, any
even under heavy artillery fire.
character with the DAEMON Keyword touched by its
Bullgryn Plate
light is Hindered. A character wielding a Brazier of Holy Fire can spend 1 Faith point to unleash the holy
The Departmento Munitorum discovered long ago that
flames as a Reflexive Action. This attack functions
Ogryns were strong enough to wear recycled vehicle
in the same way as a Hand Flamer (Wrath & Glory
armour, and have since used any surplus to outfit
Rulebook, p.219) but has +3 ED. If the target of this
Bullgryns in what is known as Bullgryn Plate.
attack has the DAEMON Keyword, the attack has +6
Slabshield
CHARACTER OPTIONS ENDEAVOURS
AR
Shield
Rarity
PATRONS
ED instead.
These thick slabs of reinforced plasteel require the
The blazing zeal of the Ecclesiarchy rendered real
strength of an Ogryn to lift, and are used by Bullgryns
in sacred flame, ensconced in iron wrought with the
to form impassible shield walls. The bottom is spiked
aches of priests, a Brazier of Holy Fire can only be lit
to be planted in the ground, and the sides are notched
by a true devotee of the Emperor, and its light bears
so that they can slot together. The viewport at the
a modicum of His magnificent power.
front is a design necessity, as most Ogryns lack the coordination required to walk forward whilst blocking their own vision.
125
Diagnostor Helmet
Grapnel Launcher
Value: 5
Value: 4
Keywords:
Rarity: 3 IMPERIUM, ADEPTUS ASTARTES
Keywords:
Rarity: 1 IMPERIUM, ADEPTUS ASTARTES,
Effect: +1 Bonus Dice to Medicae (Int) Tests to
PRIMARIS
detect and diagnose diseases, injuries, and ailments,
Effect: The grapnel launcher has a medium range of
and to determine cause of death. If your target is the
30 metres, and can be fired as a Combat Action like
Adeptus Astartes or Primaris Astartes Species, this
a normal Ranged Weapon into any surface with a
bonus increases to +2 Bonus Dice.
default DN of 3. If successfully fired into a surface, the grapnel latches on, and can be retracted to pull
The auto-senses installed in a suit of Astartes
you up to that surface as a Free Action.
Power Armour are perfectly optimised for battle, but those worn by Apothecaries are retuned to focus on
A simple tool utilised by deep-striking Primaris
medical aid.
forces, a grapnel launcher can quietly pull the full weight of a Primaris Astartes to an advantageous
Excrutiator Value: 3 Keywords:
vertical position in seconds. Rarity: 2
ADEPTUS MINISTORUM
Infravisor
INQUISITION
Value: 5
Effect: You may apply an Excrutiator to a target
Keywords:
Rarity: 3
as a Combat Action. If the target is capable of
Effect: An Infravisor functions as Preysense
resisting and chooses to do so, you must succeed
Goggles (Wrath & Glory Rulebook, p.239), and
on an Opposed Test (typically Strength, Agility or
also allows you to detect high levels of radiation in
Initiative) to inflict the Excrutiator on them. The
your immediate environment.
IMPERIUM, ADEPTUS MECHANICUS
Excrutiator deals 1 Shock Damage and Hindered 1 when applied to a target. The Excrutiator may be
An advanced technological visor often installed
applied repeatedly, dealing an additional 1 Shock
into the augers and augmetic eyes of the Adeptus
Damage and increasing the Hindered Condition by
Mechanicus, the Infravisor allows its user to see into
+1 every time it is used. At the GM’s discretion, it
a wide range of spectra simultaneously, including
may also alter the target’s emotions.
several the Mechanicus do not truly understand.
Hundreds of wires labelled with the inscrutable hexagrammic symbols of the Inquisition protrude from this compact black cube. Each wire, when correctly applied to the flesh of an individual, infiltrates their nervous system and manipulates their synaptic responses, triggering emotions, mood, and crucially, pain. The Inquisition and Confessors
Hearing Range
of the Ecclesiarchy use these portable torture
Some Talents and Abilities in Wrath & Glory
devices when they are away from their more well-
use a character’s voice, and so are limited by
equipped facilities.
how far the sound can carry. If you want to measure this with more specificity, you can
Laud-Hailer Value: 3 Keywords:
Rarity: 0 [ANY]
Effect: A portable Laud-Hailer makes your voice audible at double the normal range. If you have a Talent or Ability that uses your voice, its range is doubled.
use this optional rule. Audio Conditions Perfect Conditions
80m
A hive tunnel-street, a mega-acreage
40m
being farmed, the deck of a voidship. The din of battle, a loud manufactorum
Using modified vox technology, a Laud-Hailer can
126
amplify a voice to make it audible to an entire crowd.
Range
floor, the sea in a storm.
20m
Narthecium Value: 5 Keywords:
Psychic Hood Rarity: 2
IMPERIUM ADEPTUS ASTARTES
Value: 5 Keywords:
Rarity: 3 IMPERIUM, ADEPTUS ASTARTES
Effect: You can make Medicae (Int) Tests to perform
Effect: +1 bonus dice to Psychic Master (Wil) Tests.
surgeries and heal others without suffering any DN
Whenever you use the Deny the Witch psychic
penalties related to the current situation. When you
power, the DN is equal to 1 + the DN of the psychic
make a Medicae (Int) Test using a Narthecium as
power you are trying to deny.
part of a Multi-Action in combat, the DN penalty is decreased by 2. Most Nartheciums incorporate a
Often incorporated into an Astartes Librarian’s
Reductor, which allows gene-seed to be recovered
power armour, a Psychic Hood is wired directly into
from a dead Astartes with a Simple Action.
the masterful mind of its wearer. Utilising arcane psychoactive crystalline technology, the Psychic
Performing first aid on a power-armoured Space
Hood enhances the wearer’s ability to exert their
Marine in the heat of battle is difficult even for
influence over the Warp without exposing unduly
the gifted Astartes Apothecaries. To this end, each
them to its myriad evils, even improving their ability
Apothecary customizes their own Narthecium,
to nullify the warpcraft of others.
BACKGROUNDS FACTIONS PATRONS CHARACTER OPTIONS ENDEAVOURS
a wrist-mounted array of medical tools. Though each is unique, most Nartheciums share certain tools: a biometric link to the user’s auto-senses, a
Simulacrum Imperialis
set of telescoping syringes, and the twin terrors of
Value: 5
chainblade and Apothecarian drill to pierce armour,
Keywords:
flesh, and bone. Most crucial of all is the Reductor,
ADEPTA SORORITAS
a device that can quickly recover gene-seed from a
Effect:As long as you heft the Simulacrum Imperialis
fallen Astartes and safely store it in stasis, ensuring
with at least one hand, you and any allies that are
the perpetuation of that Chapter’s numbers.
faithful to the Imperial Cult within 15 metres gain +2
Rarity: 4 IMPERIUM, ADEPTUS MINISTORUM,
Bonus Dice to any Corruption Tests.
Null Rod Value: 5 Keywords:
Often incorporating the bones of saints or carved Rarity: 2
statues of their hallowed likeness, a Simulacrum
IMPERIUM, ADEPTUS ASTARTES
Imperialis is held aloft over the field of battle,
Effect: Whilst you wield a Null Rod in one hand, any
inspiring the devout to feats of heroism.
Psychic Mastery (Wil) Tests made within 18 metres of you suffer a DN penalty of +3.
Skull Helm
Forged from inscrutable obsidian, a Null Rod has the
Value: 4
highly prized ability to limit the insidious influence
Keywords:
of the Warp in a small area.
Effect: Whilst wearing a Skull Helm you gain +1 Bonus Dice to all Leadership (Wil) Tests made against
Purity Seal Value: 2 Keywords:
Rarity: 3 IMPERIUM, ADEPTUS ASTARTES
targets with the ADEPTUS ASTARTES Keyword. Rarity: 2
IMPERIUM
The leering Skull Helm of a Chaplain is a fearsome
Effect: As long as you do not have any points of
memento memori, striking fear into the hearts of
Corruption, you gain +1 bonus dice to any Corruption
the hapless enemies of the Adeptus Astartes and
Test for each Purity Seal you have.
reminding those faithful to the Imperium of both the Emperor’s divine sacrifice and their own mortality
The prayers and litanies of the Imperial Cult are
owed to Him.
written on simple vellum, then sealed with wax onto the holy weapons and armour of His warriors. These purity seals are awarded to heroic warriors and the purest of the faithful, protecting their bearer from the foul taint of Chaos.
127
AUGMETICS Abeyant
The scalpel fingers of a Chordclaw are known to
Value: 8 Keywords:
Rarity: 4
disassemble a body with the soulless efficiency typical
ADEPTUS MECHANICUS
to the Adeptus Mechanicus. The three needle-sharp
Requirements: Four other Augmetics.
digits of a Chordclaw move with unnerving speed,
Effect: Allows you to hover up to 3 metres off the
quickened further by the stomach-turning sonic
ground and move at your Speed. If you are falling,
resonance of all transonic weapons.
the Abeyant slows your fall so that you land safely.
Enhanced Ballistic Mechadendrite
Taking the form of an ornate throne, pulpit, or
Value: 5 + Weapon Value
lectern, an Abeyant is directly integrated into its
Keywords:
owner’s augmetics and uses anti-gravitic levitation
Requirements: The weapon you want to integrate
technology to convey them over battlefields to
into the Enhanced Ballistic Mechadendrite.
survey the troops they command. Merging machine
Effect: When you fire your Enhanced Ballistic
and body in such an extensive way is a sign of
Mechadendrite as part of a Multi-Action or Multi-
status as much as a representative of dedication to
Attack, the DN penalty is decreased by 2. The
the Machine Cult.
weapon never needs to be reloaded, but when you use a Salvo Option with your Enhanced Ballistic
B.O.N.E
Mechadendrite you suffer Shock equal to the
Value: 4 Keywords:
Rarity: 3
IMPERIUM ADEPTUS MECHANICUS
Rarity: 1
weapon’s Salvo rating.
IMPERIUM MILITARUM AUXILLA
Requirements: Ogryn Species, Leadership 1, Rank 3
Tech-Priests that serve the Omnissiah through
Effect: Raises your Maximum Intellect to 3 and
glorious
increases your Intellect by 1.
often incorporate advanced weaponry into their
combat
against
ignorant
enemies
mechadendrites, allowing them to simultaneously Though Ogryns are undeniably unintelligent as a
lead their forces, perform righteous rites of repair,
Species, some are smarter than others. These few
and blast their enemies with arane technology.
bright sparks that can count above three, display consistent object permanence, or can even handle
Infiltrator Headpiece
basic problem solving, are marked out as suitable
Value:
for the Biochemical Ogryn Neural Enhancement
Keywords:
procedure, further improving their intelligence.
Effect: Your Passive Awareness is increased by
These Ogryns are known as Bone’eads, utilising
+Rank.
Rarity:
3
1
IMPERIUM ADEPTUS MECHANICUS
the boosted intelligence afforded by their cerebral implants to lead others in battle.
Originally designed to amplify the neurostatic aura of a Sicarian Infiltrator, the auto-senses of these
Chordclaw
domed headpieces are prized amongst scouts and
Value: 5 Keywords:
Rarity: 3
sentries for extending their vision across multiple
IMPERIUM ADEPTUS MECHANICUS
spectra.
Effect: Your hand is replaced by a Chordclaw. Your Chordclaw hand functions as a normal hand, but also replaces your Unarmed Strike with the weapon profile below.
CHORDCLAW Name Chordclaw
128
Damage
ED
AP
Range
(S) +3
3
-
-
Traits Agonising, Rending (6)
Value
Rarity
5
3
Keywords BLADE, TRANSONIC, ADEPTUS MECHANICUS
LIBRARIUS DISCIPLINE
Multiple Mechadendrites The high Magos of the Adeptus Mechanicus
Millennia of research into the esoteric madness of
BACKGROUNDS
the Emperuean are contained in every Librarius. Amongst the thousands of scrolls recording battles
FACTIONS
with daemons and mutant cleansing rituals are
are amongst the most intelligent individuals
tomes detailing the safest and most stable ways to
in the Imperium, capable of splitting their
manipulate the nightmarish tides of the Warp to best
focus and consciousness between multiple
serve the Emperor in battle. This is the purpose of the
Mechadendrites, abandoning their flawed
Librarius Discipline: empowering an Astartes without
biology to fully remake themselves in the
unduly risking exposure to Chaos, and ensuring they
image of their multi-limbed Machine God.
fulfill their duty to battle His enemies.
If you choose to use this optional rule, the
The Librarius Discipline can only be mastered by
number of Mechadendrites you can install and
psykers with the ADEPTUS ASTARTES Keyword.
PATRONS CHARACTER OPTIONS ENDEAVOURS
efficiently manage is determined by your Tech (Int)dicepool:
Veil of Time
Tech (Int)
Maximum Number
XP Cost: 20
Dice Pool
of Mechadendrites
Activation:
Action
Range:
Duration:
Sustained
Multi-target: Yes
1-10
1
Keywords:
DN: 8 20m
PSYCHIC
Effect: You channel the Warp to twist the flow of 11-14
2
time, unnaturally stretching a single moment.
17-18
3
For as long as you Sustain this power, your target may take two Turns in each Round.
19-20
4
Might of Heroes XP Cost: 15 Activation:
Princeps Limb Rig Value: 5 Keywords:
Rarity: 3
Duration: Keywords:
DN: 7 Action
Range:
Sustained
Multi-target: No
15m
PSYCHIC
Effect: Summoning the labyrinthine lore of your
IMPERIUM ADEPTUS MECHANICUS
Librarius, you bestow the martial might of ancestral
Effect: You gain an additional limb that can operate
Astartes brethren unto your ally, siphoning the
simple equipment or wield a melee weapon. During
Warp to empower their form.
combat, you can use your additional limb to make
Potency: [3] Your target gains an additional +1
a Tech (Int) Test, use a piece of Wargear, or make
Strength, Toughness, and Initiative.
a melee attack if you have a spare melee weapon. When you use your additional limb as part of a
Your target gains +1 Strength, Toughness, and
Multi-Action or Multi-Attack, the DN penalty is
Initiative until the start of your next Turn.
decreased by 1. Awarded to the most logically ruthless and callously effective leaders of Sicarian killcades, a Princeps Limb Rig further enhances its beneficiary’s combat abilities whilst allowing their Mechanicus masters to track them closely.
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Psychic Scourge XP Cost: 20
Psychic Fortress
DN: Target’s Willpower
Activation:
Action
Range:
Duration:
Instant
Multi-target: Yes
Keywords:
PSYCHIC
20m
XP Cost: 15
DN: 6
Activation:
Sustained
Range:
Duration:
Instant
Multi-target: Yes
Keywords:
PSYCHIC
20m
Effect: You perforate your target’s mind, stripping
Effect: You fortify your target’s mind with multiple
it of information in an incredibly painful and
mental hexagrammic wards, protecting it from the
frightening way.
predations of the Warp and bolstering their bravery.
Potency: [3]+1 Mortal Wound Your target becomes immune to the Fear and Terror To activate this power, you must win an Opposed
Conditions for as long as you Sustain this power.
Willpower Test with your target. If you succeed, you
Your target also gains Bonus Dice equal to your
deal 1d3 Mortal Wounds and the target suffers the
Willpower Attribute when they roll Determination
Fear Condition.
against damage caused by a Psychic Power, and may roll Determination against Mortal Wounds caused
Fury of the Ancients XP Cost: 15
by Psychic Powers for as long as you sustain this DN: 10
power.
Activation:
Action
Range:
Duration:
Instant
Multi-target: No
Keywords:
PSYCHIC
14m
Null Zone XP Cost: 15
DN: 7
Effect: Consulting the legendarium of your Librarius,
Activation:
Action
Range:
you manifest a monstrosity fought in your Chapter’s history and unleash the Warp-borne terror on your
Duration:
Instant
Multi-target: No
Keywords:
PSYCHIC
enemies.
Effect: Drawing on the Emperor’s own purity, you
Potency: [1] +7m Range. [2] +1 Mortal Wound.
twist the power of the Warp to temporarily expel its
20m
malign influence from a specific area. If you successfully activate this power, the Fury of
Potency: [1] +10m Range. [2] Double the radius of
the Ancients travels in a straight line for 14m in a
the null zone.
direction you choose. All enemies on that line suffer 2d3 Mortal Wounds.
When you successfully activate this power, select a point or target in range. You create a null zone with a 6m radius centered on that point or target until the start of your next Turn. The DN of all Psychic Mastery (Wil) Tests made within the null zone is increased by your Willpower Rating. The Invulnerable Armour Trait has no effect inside the null zone.
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ENDEAVOURS Your character may live in a galaxy rife with horrors and unending conflict, but the perilous scenarios they face will eventually come to an end. This chapter provides tools to quickly detail what happens in the downtime before your next adventure. You may take Endeavours between adventures, activities that may help to further your character’s goals or provide mechanical bonuses to use in your next adventure. If you have downtime, you can always take one Endeavour, and your GM may allow you to take a maximum of three Endeavours depending on the length of your downtime. The Endeavours presented here are broken down into General Endeavours, which can be attempted by any character, and Faction Endeavours, which can only be instigated if you belong to the specified Faction. The Endeavours presented here are only intended for characters with the IMPERIUM Keyword.
Optional Rule: Personal Time What your character does between their adventures is entirely up to you and your GM. All of the rules in this chapter are optional — some may enjoy the bonuses, or the simple explanations for what happens to their characters between adventures. Others may see these as inspiration for player-driven adventures in themselves. As always, it’s your game, so play it your way!
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PERFORMING ENDEAVOURS Endeavours can be performed in three ways:
Verdis-80’s group are called upon to investigate the source of mass dissent amongst the workers of Hive Sano on Gilead Primus. After purging the ringleaders, Verdis-80 decides to attempt the Discovery Endeavour to find an expert on Genestealer Cults, believing the vile xenos were the true source of the insurrection.
Skill Tests
Verdis-80’s research embroils their group in another
Most Endeavours can be completed with a Skill Test.
adventure tracking down and destroying a Genestealer
Endeavours that can be completed with a Skill Test
Patriarch.
list associated Skills that can be used to perform that Endeavour. The DN for these Skill Tests is typically
After their successful campaign, Verdis-80 has more
assumed to be DN 5, unless otherwise determined
downtime, and returns to Avachrus to complete work
by your GM based on the conditions. As Endeavours
on their Meltagun. They make another Tech (Int) Test
occur outside of adventuring, you cannot use Wrath or
as part of the Multi-Stage Endeavour and roll 5 Icons.
Glory on these Tests.
As the DN for the Multi-Stage Endeavour was 4 after
Multi-Stage Endeavours
Meltagun.
than one Text, or have a DN that may seem impossible
Simple Tests
Some Endeavours might require you to make more
to achieve with a single Test. These are known as Multi-Stage Endeavours, which can’t be completed
the first Test, they have successfully completed their
Some Endeavours can be completed using a Simple
Test, which represents leaving the Endeavour to fate,
using a Simple Test and often require specific Skills
faith, or blind luck. To make a Simple Test, roll 1d6.
to complete.
A 1 is a Complication, a 2-5 is a success, and a 6 is a Wrath Critical.
To attempt a Multi-Stage Endeavour, make the associated Skill Test. Regardless of the result, you do not fail, and every Icon you roll reduces the DN of the Multi-Stage Endeavour by 1. When the DN reaches 0, the Multi-Stage Endeavour is complete. This will likely take more than one Skill Test across several Endeavours. Unless otherwise stated, a Multi-Stage Endeavour can be put on hold while you undertake other Endeavours.
Multi-Session Adventures These rules are designed to be used at the table before or after an adventure, or between gaming sessions. Some sessions might end
Example: Verdis-80 the Lexmechanic is tired of the
at a point that doesn’t naturally transition
Munitorum denying their requests for a Meltagun,
into downtime or Endeavours. If a session
and has resolved to construct their own. After an
ends whilst your group are exploring an Ork-
adventure battling the Faceless Creed, Verdis-80
infested Space Hulk, there isn’t much chance
has some downtime and decides to start the Craft
you’d be able to socialise with another Faction
Equipment Endeavour, using his connections with the
or engage in some meditation. In these
Machine Cults of Avachrus to acquire the necessary
situations, the GM may allow you to continue
raw materials and equipment.
your next session with the benefit gained
As a Meltagun is Uncommon, the DN of the Test to
ongoing effect. If your selected Endeavour is
from your last Endeavour if it provides an create a Meltagun is 10. Verdis-80 makes a Tech (Int) Test and rolls 6 Icons, reducing the DN of the MultiStage Endeavour to 4. The GM rules that Verdis-80 has completed most of the firing mechanism of the Meltagun, but there is still much work left to be done.
132
a one-time bonus that you’ve already used, or reliant on a Test you previously failed, then you continue without the bonuses of that Endeavour.
EVENTS
21-22: Recruitment Drive
At the start of downtime, the GM will decide if an event
of the Imperial Creed, or a vile cult of heretics opposed
Be it an Astra Militarum Regiment, a derivative sect
occurs. Either:
to the Imperium, a specific group is recruiting. This interferes with the day-to-day operations of the local
u The GM determines a single event that will affect
area in obvious or subtle ways.
the entire party. The event will be of their own
FACTIONS
invention, or determined by rolling d66 and
If you succeed at a DN 4 Deception (Fel), Intimidation
consulting the list below.
(Wil), or Persuasion (Fel) Skill Test, you manage to evade the predations of whichever organisation
u Each player determines a single event that affects
attempting to inculcate you. Otherwise, you lose your
their character by rolling d66 and consulting the
Endeavour escaping the machinations or ministrations
list below.
of their indoctrination.
11-12: Haunted Past
23-24: The Emperor’s Due
An event or person from your past appears to complicate
The tithes of the Administratum are as undeniable as
your life. This comes at the most inopportune moment,
a violent death in the 41st Millenium, and none know
possibly
when either will come for them.
preventing
you
from
completing
your
BACKGROUNDS
PATRONS CHARACTER OPTIONS ENDEAVOURS
Endeavour. The prodigal acquaintance may be friendly, or have dishonest intentions.
The Administratum request a tithe of Wealth equal
If you choose to take a Simple Test, then you subtract 1
of equal or greater value. If you do not want to pay
from the result of your d6 roll. If you make a Skill Test,
the tithe, you are free to try to negotiate with the
it results in a Complication regardless of the result on
Administratum, perhaps assisting them in their tithe
to your Tier. You may also pay the tithe with Wargear
the Wrath Die.
13-14: Atmospheric Pressure
collection — how this plays out is up to you and your GM.
You encounter a bout of bad weather typical to the
25-26: Returning Heroes
41st Millenium. Acrid acid rain falls, industrial effluent
A proud parade of military might is held in honour of
fills city streets with smog, or the void itself roils with
heroes — or what remains of them — returning from
Warp Storms.
the frontlines. The populace flock to this procession of somber coffins and powerful war machines.
The DN of any social Tests to complete Endeavours increases by +1, as everyone is either in a foul mood
You have been summoned for mandatory attendance,
or sheltering from the weather. The GM may determine
but this does not interfere with your Endeavours. It
that these environmental conditions persist into your
is up to your group if they are inspired by the bravery
next adventure.
15-16: Ghost in the Machine Be it through sabotage, mechanical complication, a machine curse, or an aggressive string of scrapcode,
of these heroes of the Imperium, or enraged by the damage wrought by the foul foes of Humanity. u Inspired: +1 Glory for the group at the start of your next adventure.
your technology — and all technology around you — is malfunctioning.
u Enraged: +1 Wrath for each character at the start of your next adventure.
Unless you take the Maintain Equipment Endeavour, you suffer a Complication the next time you make a
31-32: Under Suspicion
Ballistic Skill (A), Pilot (A), or Tech (Int) Test. This
Someone is taking notice of you. Be it the Confessors
event may have additional narrative effects as
of the Ecclesiarchy monitoring your piety, the local
determined by the GM.
Hive Enforcers cracking down on crime, or even an Inquisitor suspicious of your motives, your higher-ups have cast their sight down.
133
You cannot select the Irregular Acquisition Endeavour
If you are travelling in a voidship, you cannot attempt
and the DN for the Antagonise Endeavour increases by
an Endeavour due to the empyric disturbances. If
2. If you have the SCUM Keyword, you can ignore his
you are a psyker, you must perform the Puritanical
effect as you’ve learned how to evade the law.
Conditioning Endeavour, otherwise you must manifest
33-34: Space Hulk
Transcendent level. The GM may decide that a number
Without warning a Space Hulk emerges from the Great
of NPCs become psykers due to Warp exposure, and
all your psychic powers in the next adventure at the
Rift. This new arrival causes a scramble of action as all
allow players to hunt them down using the Toil
Factions make hasty preparations to investigate.
Endeavour.
To ensure that their agents can reach the site first,
44-46: Rampant Illness
the Duties & Responsibilities for all Factions are
Sickness has overrun whatever place you find yourself
temporarily rescinded, and you can choose to perform
in. The masses are plagued by this affliction, making
any General Endeavour without suffering a Faction-
accessing resources difficult.
based penalty. Exactly what is on the Space Hulk is left to the GM, and may become the focal point for a
You must make a DN 1 Toughness Test to resist the
new adventure.
sickness, otherwise you lose one Endeavour whilst
35-36: Pious Parade
increases by 3 due to the spreading sickness, and
recovering. The DN of all Endeavour Skill Tests
The Ecclesiarchy has stoked the faith of the populace,
the rolled result of any Simple Test is reduced by 2.
prompting them into extended celebrations that fill
You can counteract these effects by succeeding at a
streets and voidships with throngs of faithful. Whether
DN 5 Medicae (Int) Test, with success earning you 1
they are united in hymn, in penitent flagellation, or
Influence for your noble actions.
blazing the trail of a witch hunt is up to the GM.
51-52: Arguing Allies
Increase the DN of all Endeavour-related Skill Tests by
Though unrelated to your current activities, two of
2 due to these disruptions. If you belong to the Adepta
your acquaintances have had a falling out. The GM
Sororitas or Adeptus Ministorum you find yourself
decides which two NPCs (possibly important to your
swept up in these events and lose one Endeavour. If
ongoing adventures, potentially even your Patrons!)
you have any Faith Talents, the first Faith Talent you
have come to dislike one another.
use in your next adventure costs no Faith points.
41-42: Labors Lost
You can choose to forgo your Endeavour to attempt a DN 5 Deception (Fel) or Persuasion (Fel) Skill Test
Be it through mass deaths in an industrial accident,
to repair the relationship. If you decide not to do this
the collapse of a colossal worker’s hab unit, or an
or fail in the attempt, then the relationship falls apart
aggressive recruitment drive by the penal legions of
entirely and the ramifications are left up to the GM.
the Astra Militarum, there are simply less laborers to fulfill the needs of the Imperium.
53-54: Unexpected Rage Blood boils, aggression rages, and tensions run high.
Due to reduced personnel, all Skill Tests as part of an
Whether through the malign influence of the Blood
Endeavour suffer a +1 DN penalty. If you choose to
God seeping through the Warp, or the simple stress of
make a Simple Test on an Endeavour, you roll 2d6 and
everyday life in the harsh Imperium, you feel yourself
use the lowest result.
become agitated and irritable.
42-43: Psychic Awakening
You can calm this rage by performing either the Hone
The Empyrean churns with the cackling of primordial
Skill or Toil Endeavour using a Skill based on Strength,
powers that seek to break their way into the Materium.
Toughness, Agility or Initiative. If you do not complete
Thousands of mortals cry out in pain as the Warp
either of these Endeavours, the GM may spend 1 Ruin
infects their souls.
to cause you to become Frenzied whenever you roll a Complication in your next adventure.
134
55-56: Beset On All Sides
Every Faction has a list of Duty-Bound Endeavours. If
The myriad enemies of the Humanity strike jealously
you perform an Endeavour outside of your Faction’s
at the mighty Imperium; raiding Orks or Aeldari
prescribed list of Duty-Bound Endeavours, you lose 1
attack outposts and undefended voidships, while cults
Influence. Additionally, the DN of any social Skill Tests
devoted to Chaos or Genestealer masters emerge from
made against other members of your Faction increases
the shadowy corners of hive cities.
by +1 until you succeed on a Toil Endeavour.
Your GM will decide what form this minor threat to the
Adepta Sororitas
Imperium takes. You can choose to engage this threat head on, or ignore it entirely.
FACTIONS
Raised through the Schola Progenium to serve the Emperor with every aspect of their lives, the Adepta Sororitas spend every moment away from the
u If you choose to engage, decide with the GM how you can assist in eliminating your enemies; this
battlefield in prayer or preparation for war.
could involve simply fighting the threat, or could
Duty-Bound Endeavours
be researching, setting up a trap, or sniping a key
u Devotional Worship
enemy leader.
u Hone Skill
BACKGROUNDS
PATRONS CHARACTER OPTIONS ENDEAVOURS
u Maintain Equipment u If you choose to ignore this call to action, you lose 1 Influence, but gain an additional Endeavour as
u Preach u Toil
other Imperials scramble to rebuff the threat. Toil Examples: Tending to the spiritual and faithful
61-62: Thieving Scum!
wounds of the unwashed masses. Laboring to construct
Something has been stolen from you! You may
a church, shrine, cathedral, or other structure of the
choose to lose 1 Wealth, 1 Ammo, or a random piece
faithful. Time spent in penance for the sins of others.
of Wargear. You can use the Discovery Endeavour to to find the thief and confront them.
Adeptus Astra Telepathica
63-64: The Emperor Protects
expected to perform any duties beyond their specific
make a DN 3 Cunning (Fel) or Investigation (Int) Test
Psykers of the Adeptus Astra Telepathica are not
He who sits resplendent on the Golden Throne has
calling, provided they submit to regular examinations
seen your exploits even through the darkness of the
by a local governing power to ensure they maintain
Great Rift, and has judged you a worthy servant of His will. If you choose a Simple Test on an Endeavour, you count as having rolled a Wrath Critical. If you choose a Skill Test you can re-roll it as though you had spent a Wrath Die.
Beyond The Imperium Aeldari, Orks and the Renegades of Chaos
DUTIES & RESPONSIBILITIES
don’t have the same duties or responsibilities as those in the Imperium, but also can’t take Endeavours. Aeldari commonly spend their downtime returning to their people. Orks never let-up in their ‘adventuring’, and what
The Factions of the Imperium are demanding — every
would be considered downtime for an Ork
Imperial owes their life to the Emperor, and His realm
would be strenuous activities for Imperial
is sustained through labor and bloodshed. Certain
servants. Finally, the servants of the Ruinous
Factions expect their members to perform certain acts
Powers often retreat into their Warp-sheathed
even when they aren’t serving them on the battlefield
strongholds to perform profane acts. Future
or on missions.
products
will
detail
alternative
available to these groups.
options
135
the appropriate levels of faith in the Emperor and
Duty-Bound Endeavours
control of their powers.
u Antagonise u Hone Skill
Adeptus Mechanicus
u Discovery
Every member of the Adeptus Mechanicus must uphold
u Socialise
both their sacred duties to the Omnissiah and preserve
u Proscribed Studies
their link between the Tech-Priesthood of Mars and
u Toil
the Imperium of Mankind. Its members spend their time away from the battlefield collecting and collating
Toil Examples: File in-depth and exacting reports
the holy knowledge of the Machine God, repairing and
on your findings to your Ordo. Perform surveillance
building the technology of the Imperium, and ensuring
on suspicious targets. Attend to the needs of a higher
the sacred Machine Spirits are appeased.
ranking member of your Ordo. Organise the purging of an unthreatening cell. Recruit new members to your
Duty-Bound Endeavours
Ordo.
u Discovery
Rogue Trader Dynasties
u Maintain Equipment u Craft Equipment
Perhaps the most free of all Imperial citizens, Rogue
u Toil
Traders may do whatever they like in their downtime — though those that are part of Dynasties may find
Toil
Examples:
Maintaining
and
fixing
local
keeping up with the family a profitable diversion.
technology. Performing rites for nearby Machine Spirits. Ensuring a manufactorum is operating at peak
A Rogue Trader always rolls for an Event when
efficiency.
performing an Endeavour, regardless of the Endeavour
Adeptus Ministorum
The priests of the Ecclesiarchy exult the Emperor with
they select.
Scum
their every breath, their very existence devoted to His
The lowest level of the Imperial Bureaucracy has no
worship. That said, their labyrinthine organisation
duties or responsibilities beyond themselves.
hold such power and prestige that its members are largely left to pursue their own goals, provided they serve the God-Emperor in some way.
Adeptus Astartes
The Emperor’s Angels of Death are utterly dedicated to battle in his name, and spend their elongated lives
Astra Militarum
either waging, studying, or preparing for war.
conscripted to battle the myriad foes of the Imperium,
Duty-Bound Endeavours
they fulfill most of their duties naturally, though both
u Astartes Meditation
the Militarum and Munitorum demand regular reports
u Maintain Equipment
on their activities and that every soldier maintains their
u Toil
As most members of the Astra Militarum are
training — their dangerous life means they would be foolish not to.
Toil Examples: Perform the rites and initiations on
The Inquisition
and Initiates. Write and review combat reports to
The hidden work of the Holy Ordos of the Inquisition is never done. Humanity is assailed at every corner, and in the Gilead System, there are no reinforcements. Each member of the Inquisition is only as powerful as their information and their reputation, and so each individual must contribute to both to fuel their endless shadow war.
136
the behalf of their Chapter. Instruct and train Serfs bolster the Chapter’s knowledge of warfare.
GENERAL ENDEAVOURS The following list details the Endeavours any character
tithes from businesses you’re affiliated with, or it could represent you taking part in smaller activities between missions that earn you some form of commendation from communities.
BACKGROUNDS
may undertake between adventures. Despite their
Simple Test
accessible nature, your Faction may still frown on
On a Complication, your efforts are in vain and you
you selecting one of these Endeavours (see Duties &
gain no additional Wealth through your actions. On a
Responsibilities). Unless otherwise stated, all General
success, you manage to increase your Wealth by 1. On
Endeavours last until they are expended, or until the
a Wrath Critical, you instead increase your Wealth by
next time you can undertake an Endeavour.
1 + Rank.
Skill Test You can typically use the Skills listed below for this
Complications Endeavours are intended to be narrative tools
FACTIONS PATRONS CHARACTER OPTIONS ENDEAVOURS
Endeavour. On a success you increase your Wealth by 1. u Athletics (S) to profit from physical labor.
that provide a minor mechanical bonus by either making a Simple Test or a standard Skill Test.
u Cunning (Fel) to exploit your underworld contacts.
Simple Tests already include a default failure mechanic if you roll a 1, but what happens if
u Deception (Fel) to swindle resources from others.
you make a Skill Test and roll a Complication on the Wrath Die? The answer is to work with
u Intimidation (Wil) to extort with threats.
your GM to figure out a compelling narrative! u Investigation (Int) to track down items of value. Depending on the Endeavour, a Complication could mean that you end up having to spend
u Leadership (Wil) to command a workforce.
Wealth in order to get all the benefits. A particularly dangerous Endeavour that results
u Medicae (Int) to work as a doctor or augmeticist.
in a Complication could even result in you losing Influence for making a scene, angering
u Persuasion (Fel) to make business deals.
a Faction who could hold a grudge, or even finding some forbidden knowledge that might
u Pilot (A) to transport goods or people.
result in a Corruption Test. Work with your GM to determine exactly what works best for your
u Scholar (Int) to aid others with your knowledge.
ongoing story. u Tech (Int) to perform private repairs or maintenance.
Accrue Wealth
Antagonise
You can spend your downtime working to undermine
You’ve established means of gaining material wealth
and/or upset an organization or group, possibly even
from numerous sources. This may be based on your
antagonizing one group against another. When you
ability to help locals with trade skills or through your
use this Endeavour, select a single target NPC, a group,
ability to make deals or call in favours with other
or a Keyword to antagonise. You may also decide on
elements. The Accrue Wealth Endeavour allows you
a target for that group’s ire, which, if you succeed
to gain more Wealth from whatever narrative elements
on the Skill Test, the GM may work into the ongoing
you wish to pull from. This could involve exacting
narrative of the campaign. If you select a group or Keyword to antagonise, then this becomes a MultiStage Endeavour.
137
Simple Test
daemonic tome. Depending on the specific target or
On a Complication, your efforts backfire and the GM
goal of your research, the GM may determine this to
gains 1 Ruin at the start of the next adventure. On a
be a Multi-Stage Endeavour. Discerning the hierarchy
success, you succeed and the GM must spend 2 Ruin
in a local gang and how to exploit it would be the goal
points for any Ruin action taken by the target of this
of a single Endeavour, while uncovering the most
Endeavour. On a Wrath Critical, your efforts disrupt
basic information on a sector-wide conspiracy may
your foes and reduce the GM’s total Ruin by 1 at the
require several different Skill Tests as part of a Multi-
start of the next adventure.
Stage Endeavour.
Skill Test
Simple Test
You can typically use Cunning (F), Deception (F),
On a Complication, your research fails. On a success,
Intimidation (Wil), Leadership (Wil) or Persuasion (F)
you manage to consult with an expert or find some
for this Endeavour. On a success the GM must spend
piece of important information that relates to the
2 Ruin points for any Ruin action taken by the target
goal of your discovery. On a Wrath Critical, you not
of this Endeavour.
only learn a piece of important information, but you
Multi-Stage
subject of your discovery that is not specific to what
If you decide to target a group or Keyword with this
you were investigating.
also learn a useful piece of information related to the
Endeavour, then the DN increases to 8 for a specific group and 15 for a specific Keyword. Once you
Skill Test
complete this Multi-Stage Endeavour, you’ve set-up
You can typically use Cunning (F), Investigation (Int),
a network of contacts and contingencies that you can
or Scholar (Int) for this Endeavour. On a success, you
easily activate to assist you against your chosen target.
find some piece of important information that relates
As a result, you can activate it at the start of any scene
to the goal of your discovery.
involving your targeted group. For the remainder of the adventure, the GM must spend 2 Ruin points for
Multi-Stage
any Ruin action taken by the target group or Keyword
At the GM’s discretion, more in depth goals may
of this Endeavour.
require
you
to
make
a
Multi-Stage
Discovery
Endeavour composed of different Skill Tests. In these
Discovery
circumstances, the GM can determine the appropriate
Between adventures, you may decide to research a
Skill Tests to attempt, typically each with a DN no lower
specific topic. Finding a discovery could be related
than 8. Researching a lost Exorcist-Class Grand Cruiser
to investigating an old crime scene, meticulously
belonging to a martyred Rogue Trader may begin with
researching in a decrepit Mechanicus data crypt,
a Cunning (Fel) Test to locate the sole survivor of the
finding an expert on hidden lore, or locating a
vessel, and then that survivor may need a Persuasion (Fel) Test to be convinced to part with the information, or the NPC may even send the Agents on a whole
DISCOVERY DN
138
Discovery
adventure before they’re willing to assist.
Hone Skill
While you have trained in a variety of different skills,
3
Learn about a notorious gang in an Imperium settlement.an Imperium settlement.
5
Uncover an intentional Administratum filing error that has been occurring for centuries by a departmento from a prominent Hive World.
for a mission related to the campaign, or as part of
7
Learn the identity of major members of an organization at the heart of a secretive sector-wide conspiracy.
reasoning, you should come up with a narrative on
9
Discover the name of the specific Aeldari farseer who has been meddling in your affairs since before you were even born.
sometimes you focus your downtime on practicing a certain expertise. This practice may be to prepare preparation for a personal goal (including potential avenues to eventual Ascension). Regardless of your how you practice the specific skill, which could vary wildly depending on the specific skill and what you’re training for.
There is no Simple or Skill Test to use this Endeavour. When you use the Hone Skill Endeavour, select a single
Maintain Equipment This
Endeavour
represents
you
spending
time
Skill that you have at least a Skill Rating of 1 or more
maintaining and upkeeping your equipment. You
in. For your next session, whenever you spend Glory
might perform expanded maintenance and disassembly,
to increase dice pool for that skill, you gain two Bonus
applying ritual cleansing and sacred unguents, or use
Dice instead of one. This cannot be used on Ballistic
the equipment as part of a holy rite to fortify it against
Skill or Weapon Skill.
heretical forces.
Irregular Acquisition
FACTIONS
Skill Test: You can typically use Ballistic Skill (A),
While it is possible to spend time during adventures
Weapon Skill (I), or Tech (Int) for this Endeavour,
making an Influence Test to try to acquire new
depending
Wargear,
Endeavour
maintaining and what would be most appropriate.
the
Irregular
Acquisition
on
the
type
of
equipment
you’re
represents you spending time between adventures
The DN of this check is equal to the Rarity modifier of
working to procure important items you would have
the selected Wargrear. On a success, you can ignore
difficulty normally accessing. You may be a Rogue
all Complications related to that piece of Wargear in a
Trader looking to acquire a specific xenos weapon and
scene of your choice.
engage with smugglers from the Reach, a follower of the Ministorum seeking to find a long-lost relic you wish to use to consecrate an important site against the
PATRONS CHARACTER OPTIONS ENDEAVOURS
Socialise
You spend your downtime working to gain favor
Empyrean, or an Inquisitor seeking the armor of a lost
and improve your reputation with a specific group
hero of Imperium to use as your bulwark against the
or Faction. Select a single target NPC, a group, or a
unclean masses of heretics arrayed against you.
BACKGROUNDS
Keyword to try to socialise and befriend. If you select a group or Keyword to target with this Endeavour, then
When you use the Irregular Acquisition Endeavour, select a single piece of Wargear that you want to
this becomes a Multi-Stage Endeavour.
acquire. Unlike the normal rules for Requisitioning
Simple Test
Wargear, you can select a piece of Wargear that you
On a Complication, your efforts backfire and the DN
don’t share at least one Keyword with. If the item has
of all (Fel) and (Wil) based Tests against the target
a rarity of Very Rare or Unique, then this becomes a
increase by 2. On a success, you gain +Rank bonus
Multi-Stage Endeavour.
dice to all (Fel) and (Wil) based Tests against the target
Skill Test
for your next adventure. On a Wrath Critical, you gain the benefits of a success and can also choose to make
You must attempt a Cunning (Fel) Test. On a success,
a single re-roll a (Fel) or (Wil) based Test in a scene of
you find an individual or organization willing to trade
your choice against the target in your next adventure.
for the desired Wargear. You then make an Influence Test as normal to acquire the item, following all the
Skill Test
normal rules for Requisitioning Wargear (see page
You can typically use Deception (Fel), Intimidation
205 of the Wrath & Glory Rulebook) and can spend
(Wil), Leadership (Wil) or Persuasion (Fel) for this
Wealth to earn additional Icons. However, if you roll
Endeavour. On a success, you gain +Rank bonus dice
a Complication on this test, you do not lose Wealth.
to all (Fel) and (Wil) based Tests against the target for
Instead, if you roll a Complication, your attempts to
your next adventure.
acquire your desired item have earned the ire of one or more organisations.
Multi-Stage
Multi-Stage
Endeavour, then the DN increases to 8 for a specific
For items with Very Rare or Unique rarity, the DN for
group and 15 for a specific Keyword. Once you
the Cunning (Fel) Test to discover a broker for the item
complete this Multi-Stage Endeavour, you can activate
increases to 16 for Very Rare or 20 for Unique items.
If you decide to target a group or Keyword with this
it at the start of any adventure. For the duration of the encounter, you gain +Rank Bonus Dice to all (Fel) and (Wil) based Tests against the target.
139
Toil
Skill Test
From the priests of the Ecclesiarchy that perform
The Skill Test for this Endeavour should match
rituals to the Emperor, to the data scrubbing of the
your specific method of toil. If you’re working on
Adetus Mechanicus, or even the regular reports
constructing a building for your Faction, the check
required by members of the Inquisition, every Faction
could be Athletics (S). Alternatively, if you’re vetting
has some form of routine duty to perform. Your Toil
new trainees, then you may end up making an Insight
may represent the normal duties of your Archetype,
(Fel) or Leadership (Wil) Test. Work with your GM to
such as a Sister Dialogus breaking the coded
decide on an appropriate Skill Test to make for your
communications of the enemies of the Imperium or an
specific form of toil. On a success, you gain 1 Influence.
Astartes Chaplain overseeing the spiritual ministration of Chapter Neophytes. Examples: Eulogia the Sister Dialogus and Kydomios the Astartes Chaplain have just completed a lengthy campaign leading a strike force on the frontlines of a
FACTION ENDEAVOURS
daemonic incursion on Gilead Primus. Both decide to
Faction Endeavours are locked to specific Factions and
pay their due to the Emperor during their downtime,
you can only perform them if you have the matching
and choose to Toil for their two Endeavours.
Keyword. Many of these Endeavours work best as part of your ongoing story, especially relating to plans you
As a Sister Dialogus of the Order of the Sanctified
may have for Ascension. Unless otherwise stated, all
Shield, Eulogia has duties to both the Inquisition
General Endeavours last until they are expended, or
and Ecclesiarchy. She spends her first Toil Endeavour
until the next time you can undertake an Endeavour.
working with the Inquisition, breaking the codes used in enemy communicae to ensure other Imperial warriors can purge vile xenos and heretics alike.
Astartes Meditation Faction: Adeptus Astartes
Her second Toil Endeavour is spent preaching to the masses, using her skilled oration to rouse their zeal to
The Emperor’s Angels deliver His justice to the enemies
ensure they serve the Emperor.
of Mankind. They rarely spend time outside of the strict requirements for battle. They perform intense battle
As a Chaplain, Kydomis has a duty to spiritually
preparation and meditation that fortifies their body and
ministrate the Astartes of his Chapter, and spends
soul for combating the numerous threats to the Imperium.
considerable time empowering the will of the Absolvers Chapter Neophytes gathered to replace the many lost
You do not need to make any Test to use this Endeavour.
in the daemonic war. For his second Toil Endeavour,
During your next adventure, you may spend Glory
Kydomis tends to the venerable relics ensconced on
after you roll to add +1 Icon to your result, per Glory.
the Vow of Absolution — this is not only his duty, but in his mind, an essential preparation for further engagements with the foul creatures of the Warp.
Craft Equipment Faction: Adeptus Mechanicus
Simple Test
Only the servants of sacred Mars know the secrets
On a Complication, you fail and nothing happens. On
of the Imperium’s technology in this Dark Millenium.
a success, you gain +1 Influence. On a Wrath Critical,
Your induction into the lore of Mars grants you
you gain +1 Influence and begin the next adventure
knowledge on not only maintaining equipment, but the
with an additional point of Glory.
fundamentals necessary to craft new equipment when necessary. Others may rely on your skills at crafting, or you may be driven by the need to craft yourself a masterpiece of equipment to show your superiors as part of your Ascension plan. This Endeavour is always a Multi-Stage Endeavour.
140
Multi-Stage Using the Construct Equipment Endeavour requires
Family Matters
Faction: Rogue Trader Dynasties
you to decide on a piece of Wargear to create and possess a workplace and tools in which to work. If
The lineages of Rogue Trader families are spiderweb
you do not have a permanent location to perform your
constructs built upon constantly shifting agreements
crafting in, you must first succeed a DN 8 Cunning
and allegiances. Perhaps more than any other Faction,
(F) check to requisition such a location, as well as
members of Rogue Trader Dynasties have to tend to
the necessary tools. You must then select a piece of
their familial matters or suffer massive consequences.
Wargear to construct that must have the Imperium
Unlike
and/or Adeptus Mechanicus Keyword and cannot be
Endeavour can represent a whole host of different
other
Endeavours,
the
Family
Matters
Unique in Rarity. You must then succeed at a Tech (Int)
circumstances that occur during a Rogue Trader’s
Test equal to the item’s Rarity modifier x5 + 5.
career. When performing this Endeavour, you must
Incomplete work can be continued on subsequent
event ties into the ongoing affairs of your dynasty.
first roll an Event. The GM then decides on how this Endeavours, assuming the conditions allow for it. For smaller and less intricate items, such as ammo and
Skill Test
grenades, your GM may determine that a partially
The GM determines what Skill is most appropriate to
completed Endeavour results in immediately gaining
the challenge presented to you. As long as you succeed,
less than the 3 assumed units than would be generated.
you gain Wealth equal to your Tier.
Devotional Worship
Puritanical Conditioning
Faction: Adepta Sororitas
BACKGROUNDS FACTIONS PATRONS CHARACTER OPTIONS ENDEAVOURS
Faction: Adeptus Astra Telepathica
Only through devout prayer can you prepare for the battles to come. You may decide that reciting ancient
The howls of the Empyrean constantly assail your
hymns to the Emperor while fasting for days on
mind, and anytime you channel the raw power of
end is enough, or you may choose the route of self-
the Warp you risk breaking the veil between realities.
flagellation in His name to prove your loyalty to the
While others may relax in their downtime, you must
Golden Throne. Regardless of your specific choice, you
steel yourself against the horrors of the beyond in
steel yourself through sheer devotion.
hopes of better controlling your abilities. Whether with rote mantras or painful self-excruciation rituals,
Simple Test
you perform meditative rites meant to better protect
On a Complication, the Emperor fails to hear your
yourself and others when you use our psychic abilities.
prayers and this Endeavour has no effect. On a success, you can select one of the two Abilities listed below to
Simple Test
use for the next adventure. On a Wrath Critical, you
On a Complication, your control of your psychic
can use each of the Abilities listed below once in the
powers falters. The next time you use your psychic
next adventure.
powers, you must use the Unbound Power Level and continue to use that Power Level for the remainder
u Unquenchable Faith: Spend 1 Glory as a
of the encounter. On a success, anytime during your
Free Action to become Immune to Fear and
next session that you roll a Perils of the Warp, you
Terror for a number of Rounds equal to your
can spend 1 Glory to modify the result of the Perils of
Willpower Attribute.
the Warp by selecting any of the Results adjacent to the Result rolled. For example, if you roll the Miasma
u Emperor’s Wrath: Spend 1 Glory as part of an attack roll against a target with the Chaos, Daemon,
of Decay result, you can change it to The Watching or Banshee Scream.
or Heretic Keyword to deal additional damage equal to your Willpower Attribute.
On a Wrath Critical, you can use the previous option once without expending Glory (though you can spend Glory to adjust subsequent Perils of the Warp rolls for the adventure).
141
Skill Test You can use Psychic Mastery (Wil) for this Endeavour.
Preach
Factions: Adepta Sororitas, Adeptus Ministorum
On a success, you gain the success result listed in the Simple Test.
Training Regime Faction: Astra Militarum
The most devoted servants of the God Emperor not only dedicate their lives to service in His name, but also strive to ensure that others can channel their faith through communal worship. Whether a pious Sister of Battle who finds herself on a world bereft of the Emperor’s
As a member of the Emperor’s Finest, the Astra
teachings or a fanatical preacher who believes only a
Militarum, you’ve received some varying degree
new edifice of faith can quell the heretical seeds found
of military training to keep you alive in the face of
on a Hive World, you dedicate your time to spreading the
the galaxy’s many threats. Between missions, you
faith of the God Emperor of Mankind. This Endeavour
may find yourself referencing your trusty Imperial
can represent different actions, and it is best decided on
Infantryman’s Uplifting Primer or performing regular
in conjunction with your GM. You may decide that this
drill with colleagues or just with your trusty weapon.
represents your time preaching among the masses of a
Every Regiment has different practices, and you may
Hive World, or that it could be you founding a church in
find yourself forced to improvise on your specific
the lower levels of a Rogue Trader’s voidship.
training activities depending on our environment and current situation.
Skill Test The Skill Test operates like the Toil Endeavour,
There is no Simple or Skill Test to use this Endeavour.
though Preaching means works best with Skills like
When you use the Training Regime Endeavour, select
Leadership (Wil) or Persuasion (F). On a success, you
either Ballistic Skill or Weapon Skill. For your next
gain +1 Influence. Additionally, you gain a +2 Bonus
session, whenever you spend Glory to increase dice
Dice on all Corruption Tests made for the following
pool for that Skill, you gain two Bonus Dice instead
adventure, as your faithful service steels you to the
of one.
depredations of Chaos.
Proscribed Studies
Survival Supplies
From the lowliest acolyte to the most unchecked lord,
Others may spend their time dawdling or working
Faction: The Inquisition
the members of the Emperor’s Holy Inquisition are
towards great goals, but you focus on the most
known for their diligence in pursuing Humanity’s
important thing: survival. You may spend time avoiding
many foes. You spend your time between missions
fights in the lower decks of a voidship or avoiding the
homing in on those enemies, diligently researching
strange creatures that live in the depths of a hive sump.
the threats arrayed against you and your companions.
Alternatively, you might spend time meticulously
Though your research may be targeted at a specific foe,
studying your teammates and cataloguing their
the benefits of it can apply to those around you, as you
respective weaknesses—though they may not approve
can provide guidance in the heat of battle.
of your actions (and constant berating) they will come
Skill Test
spend your time scrounging materials to keep yourself
Choose Daemon, Heretic, or Xenos and then make a
and your allies safe from harm.
Scholar (Int) Test. If you succeed, you learn something
142
Faction: Scum
around when you save them in a critical moment! You
about your targeted foe, as though had succeeded
Skill Test
the Discovery Endeavour. Additionally, for your next
This Endeavour typically relies on Awareness (Int),
adventure, whenever you spend a Glory on a Test that
Cunning (Fel), Deception (Fel), Stealth (A) or Survival
targets your selected Keyword, you gain +Rank bonus
(Wil). On a success you can put together a small kit of
dice on the check in addition to the regular Bonus Dice.
pilfered medical supplies and technological items that
Allies within 10m of you can also gain this bonus when
can be used to keep you and your allies surviving for
spending Glory, as you provide them with important
another day. Once during the next session when you
information in the midst of combat.
or an ally within 3m is Dying, you can activate this kit and have you or your target regain 1d3 Wounds.
INDEX A
Dishonest Patrons ............... 65
Lexmechanic...................... 117
Rebels In The Knight............ 13
Abeyant............................. 128
Disturbing The Dead............ 22
Librarius Discipline ........... 129
Recruitment Drive ............. 133
Accrue Wealth.................... 137
Duties & Responsibilities .. 135
Lost And Damned................ 89
Refinery Reanimated............ 36
Adepta Sororitas................. 135
Duties & Strictures.. 41, 43, 45,
Luddite Strike ...................... 18
Returning Heroes .............. 133
Adeptus Astartes ............... 136
47, 51, 53, 55, 57, 61, 63
M
Ripper Gun......................... 122
Adeptus Astra Telepathica.. 135
Duty-Bound Endeavours..........
Macrostubber..................... 122
Rogue Trader Dynasties ..... 136
Adeptus Mechanicus.......... 136
135-136
Maintain Equipment........... 139
S
Adeptus Ministorum........... 136
Dux Mortalium .................... 78
Maintenance Undercrofts...... 25
Scum.................................. 136
Angels Of Death................... 79
E
Master Eshgar Quintus......... 70
Seraphim............................ 103
Antagonise......................... 137
Enhanced Ballistic
Mechavangelists................... 69
Shadow Warriors.................. 76
Archdeacon Merramar Clade.65
Mechadendrite.................... 128
Melee Weapons...........120-121
Shadows Of The Saint.......... 27
Archdomina Axekra Vakuul .67
Eradication Ray.................. 122
Melta Bombs...................... 124
Shock Grenade................... 124
Arguing Allies.................... 134
Excrutiator ........................ 126
Might Of Heroes ................ 129
Sicarian Battle Armour....... 124
Armour ................91, 124-125
F
Mindscrambler Grenade...... 124
Sicarian Infiltrator.............. 110
Astartes Apothecary........... 105
Faction Endeavours ........... 140
Multiple Mechadendrites.... 129
Sicarian Ruststalker........... 111
Astartes Chaplain............... 106
Fallen Guardians.................. 15
Multi-Session Adventures.. 132
Sieves In The Iron................ 37
Astartes Librarian.............. 107
Family Matters................... 141
Multi-Stage Endeavours .... 132
Simulacrum Imperialis........ 127
Astartes Meditation............ 140
Farseer Lanriel Taranlys....... 82
Mutated Meals...................... 19
Sister Dialogus................... 101
Astra Militarum.................. 136
Ferianwyr,
N
Sister Imagifier................... 102
Atmospheric Pressure ........ 133
Princess................................ 84
Narthecium......................... 127
Sister Repentia................... 100
Attribute Rating Maximums By
Flechette Blaster ................ 122
Nethreus.............................. 12
Skull Helm......................... 127
Species................................. 91
Frag Bomb.......................... 124
Nine Blasphemies................. 28
Slabshield........................... 125
Augmetics ......................... 128
Frameworks....................66-89
Novator Octavia Omincara.... 72
Slaves To Darkness.............. 89
Avachrus................................ 5
Fury Of The Ancients ........ 130
Null Rod............................. 127
Space Hulk......................... 134
B
G
Null Zone........................... 130
Species & Communication.... 90
Beatification Beacons........... 26
General Endeavours ......... 137
O
Species & Equipment............ 91
Beyond The Imperium........ 135
Ghost Hunters...................... 20
Ogryn Warrior ................... 115
Stubcarbine ....................... 122
Blessed............................... 120
Grapnel Launcher .............. 126
Ogryns............................92-93
Survival Supplies................ 142
Blessed Exemplars............... 67
Grenades............................ 124
P
T
Bolt Weapons..................... 122
Grenadier Gauntlet............. 122
Paper Punishers................... 71
Taser Goad......................... 120
Brazier Of Holy Fire............ 125
H
Pawns And Knights.............. 83
Tech Adept......................... 109
Brevet Captain Akahir ......... 77
Hammer And/Or Anvil......... 69
Performing Endeavours ..... 132
Tech-Priest Dominus.......... 112
Brute Shield....................... 125
Haunted Past ..................... 133
Phosphor Serpenta............. 122
The Circlet Council................ 65
Bullgryn............................. 116
Hearing Range................... 126
Pious Parade ..................... 134
The Elders............................ 85
Bullgryn Maul.................... 120
Heartworld Sovereigns......... 64
Power Maul........................ 120
Toil..................................... 140
Bullgryn Plate..................... 125
Hidden In The Harvest......... 20
Preach................................ 142
Transonic Blade.................. 120
C
Holy Warriors....................... 81
Primaris Reiver................... 108
Transonic Razor ................ 120
Canoness............................ 104
Hone Skill.......................... 138
Princeps Limb Rig ............. 129
W
Chaos Lord Maloquence ....... 88
I
Prophet Of The Stars............ 32
Weapons, Kroot.................... 91
Chordclaw.......................... 128
In Plain Sight........................ 73
Proscribed Studies.............. 142
Weapons, Ogryn................... 91
Complications..................... 137
Industry... 7, 13, 17, 23, 28, 35
Psychic Awakening ........... 134
Weapons, Ratling................. 91
Condemnor Boltgun ........... 122
Infiltrator Headpiece........... 128
Psychic Fortress ................ 130
Confessor........................... 113
Infravisor........................... 126
Psychic Hood...................... 127
Craft Equipment................. 140
Interrogator........................ 118
Psychic Scourge ................. 130
Crozius Arcanum................ 120
Is Possible ........................... 17
Psychic Species .................... 91
D
K
Puritanical Conditioning .... 141
Da ’Ard Boyz........................ 87
Kill-Team.............................. 76
Purity Seal.......................... 127
Da Inteli-Gitz........................ 87
Kroot ..............................96-98
Q
Damage...............121, 123-124
Kroot Mercenary ................ 119
Quarantine Extremis............ 29
Devotional Worship............ 141
L
R
Diagnostor Helmet.............. 126
Labors Lost ....................... 134
Rampant Illness ................. 134
Dialogus Staff..................... 120
Laud-Hailer........................ 126
Ranged Weapons.........122-123
Discovery........................... 138
Lay Servants........................ 81
Ratling......................... 94, 114
The
Emerald
143
144