Professional Documents
Culture Documents
Foreword
Write ups:
Foreword
You Shall Know No Fear
What's in this book?
Chapter 1: Character Creation
Chapter 2: Elite Advances
Chapter 3: Armoury
Chapter 4: Lore
Dark Angels Righteous Defence The first time your character suffers Critical Damage each
Imperial Fists Siege Master While your character is firing at a target using cover, you igno
Iron Hands Suffer No Weakness Oncer per encounter, you may gain the Hatred talent against
Raven Guard Master of the Shadows Your character may re-roll any failed Stealth tests.
Space Wolves Wolf Senses While your character is not wearing a helmet, you gain a +20
Ultramarines Favoured Son Your character may re-roll any Fellowship tests when dealing
White Scars As Swift As The Wind Your character starts with the Assassin Strike talent.
Home World WS BS S T Ag Int Per WP Fel Ren Fate Threshold
Blood Angels X I X 3 (5+)
Dark Angels X X I 2 (5+)
Imperial Fists X I X 3 (4+)
Iron Hands X X I 3 (9+)
Raven Guard I X X 2 (3+)
Salamanders I X X 3 (6+)
Space Wolves X X I 2 (6+)
Ultramarines I X X 4 (10+)
White Scars I X X 3 (7+)
may enter a Bloody Frenzy for a number of rounds equal to your Willpower Bonus (rounded down), during this time you gain Vengeful (9)
cter suffers Critical Damage each session, after determining and resolving the Critical Effect, he gains back one spent Fate Po
ing at a target using cover, you ignore half of the additional Armour Points (rounded down).
may gain the Hatred talent against your current foe for the duration of the enoucnter, and gain a bonus to damage inflicted equal to half
ts an item succesfully, it is created of a craftsmanship one step higher than originally requisitioned. Additionally, a single piece of equipm
ot wearing a helmet, you gain a +20 bonus to all Awareness and Scrutiny tests.
l any Fellowship tests when dealing with Imperial Forces (including Adeptus Astartes and Adeptus Mechanicus).
wn), during this time you gain Vengeful (9) and may re-roll all damage rolls on all melee weapons.
ffect, he gains back one spent Fate Point (this cannot exceed his Fate Threshold).
n a bonus to damage inflicted equal to half of your Intelligence Bonus (rounded down).
ned. Additionally, a single piece of equipment at the start of play is one step higher in craftmanship.
tus Mechanicus).
Recommended Specialties
Assault, Librarian, Chaplain
Devastator, Librarian, Scout
Tactical, Devastator, Tech-Marine
Devastator, Tech-Marine, Apothecary
Assault, Tech-Marine, Scout
Tactical, Tech-Marine, Librarian
Tactical, Assault, Scout
Tactical, Chaplain, Standard Bearer
Assault, Librarian, Chaplain
elee weapons.
n craftmanship.
Specialties Aptitude Choice Roll
Tactical Defence Offence 1-2
Assault Fieldcraft Offence 3-4
Devastator Finesse Defense 5-6
Tech-Marine Knowledge Tech 7
Librarian Defence Knowledge 8
Apothecary Knowledge Fieldcraft 9
Scout Fieldcraft Finesse 10
Chaplain Leadership Social 9
Standard Bearer Leadership Defence 10
Once per encounter, you may make a Hard (-20) Command Test. If succesful, you gain the Specialty or Role Bonus of your choice (exce
Your character gains a +10 bonus to all Ballistic Skill Tests, as well as +2 to Damage, when firing a Bolt weapon.
When making a Charge, you may add an additional 1d5 damage to any melee attacks. Additionally, when using a Jump Pack, you cou
Once per encounter, you may make a Hard (-20) Operate (Aeronautica) Test as a Free Action. If successful, the first attack before the s
When your character is wielding a Heavy weapon and taking cover, you gain the Sturdy trait, and a +10 to all Ballistic Skill tests.
When your character is firing a Heavy Weapon, you gain an additional 1 extra point of damage for each Degree of Success after the fi
You may add a number of Armour Points equal to your Intelligence Bonus to any cover as a Full Action.
You begin the game with the Mechanicus Implants trait, as well as Electro-Graft Use and Mechadendrite Use (Servo-Arm) Talents.
You begin the game with the Psyker elite advance, and a Psy Rating of 3.
You may begin the game with three Psychic Powers from any Psychic Discipline (except for the Malefic Daemonology Psychic Discplin
You may restore 1d5 additional wounds with any successful Medicae Test for the First Aid special use.
As long as your character has access to your Narthecium, you may reduce all Corruption Points that your party suffers by 2 (to a min
Once per game session, you may make a Very Hard (-30) Awareness test. If successful, you may ask a number of questions equal to you
Your character scores on additional Degree of Success on successful Stealth tests. Additionally, when making an attack against a Supr
Once per game session, you may make a Hard (-20) Intimidate Test as a Full Action. If successful, you gain the Fear (1) trait against a
Once per game session, you may make a Hard (-20) Fellowship test as a Full Action. If successful, the effects of the Purity of Hatred tal
As a Reaction, your character can try to counter the effects of being Stunned in one of your allies, should they fail their own test again
All allied characters within a number of meters equal to your character's Fellowship Bonus gain the effects of the Adamantium Faith
Lore (Tactica Imperialis), Scholastic Lore (Philosophy) or Trade (Performancer)
ore (Beasts) or Scholastic Lore (Legend)
(Technomat) or Trade (Armourer)
on Lore (Tech), Scholastic Lore (Numerology) or Scholastic Lore (Cryptology), Forbidden Lore (Archaeotech)
Adeptus Astra Telepathica), Scholastic Lore (Occult) or Trade (Soothsayer), Forbidden Lore (The Warp)
Forbidden Lore (Humans) or Forbidden Lore (Mutants), Trade (Chymist)
ore (Astromancy) or Trade (Cryptography)
d), Forbidden Lore (Heresy), Trade (Loremancer) or Scholastic Lore (Judgement)
Lore (Chapter History), Trade (Scrimshawer) or Trade (Sculptor)
y or Role Bonus of your choice (except for the Blessed by the Omnissiah, A Beacon in The Warp, Battle-Psyker, and Guardian of Purity bo
a Bolt weapon.
ly, when using a Jump Pack, you count the Flyer straight as one step higher for the purposes of calculating movement rates.
uccessful, the first attack before the start of your next turn gains an additional 1d10 damage, plus 1d10 for each Degree of Success after t
d a +10 to all Ballistic Skill tests.
or each Degree of Success after the first. If using a weapon with the Blast Quality, you may increase the Blast Quality by a number of step
alefic Daemonology Psychic Discpline). (Note: You must still possess the prerequisite power from the Psychic Discpline's tree, as per the st
e Blast Quality by a number of steps equal to every two Degrees of Success after the first.
Psychic Discpline's tree, as per the standard rules for gaining Psychic Powers.)
hit with an attack, you may spend a Fate point to inflicted additional damage equal to your Degrees of Success on the on the attack r
d test, you may spend a Fate point to automaticall succeed instead, with Degress of Success equal to your Intelligence bonus.
performing a Move action, you may perform a single Standard Attack with a Pistol weapon he is currently wielding as a Free Action.
point to automatically succeed at a Charm, Command, or Intimidate skill test with a number of Degrees of Success equal to his Willp
th the psyniscience skill at Rank 1 (Known), if you are not a Psyker, or gain one additional rank otherwise.
point to automatically succeed at a Logic or any Lore skill test with a number of Degrees of Success equal to your Intelligence bonus
point to automatically succeed at an Awareness or Inquiry skill test with a number of Degrees of Success equal to your Perception bo
sful attack test, but before determining hits, you may spend a Fate point to substitude your Weapon Skill or Ballistic Skill bonus for t
point to gain the Hatred talent against your current foe for the duration of the encounter. If you leave combat against a Hated foe in t
1 or more points of damage (after reductions for Toughness and Armour), gain a +10 bonus to the first test you make before th
e point to automatically succeed at an Operate or Survival skill test involving vehicles or living steeds with a number of degrees
te point to automatically succeed at a Fear test with a number of Dgrees of Success equal to your Willpower bonus. Gain (X) da
Success on the on the attack roll on the first hit that the attack inflicts.
our Intelligence bonus.
ntly wielding as a Free Action.
es of Success equal to his Willpower bonus.
Might be worth just forgetting about this stage, as it doesn't really need to be a thing for this...
Lucky:
I don't believe aquistions of 3 at choice materials would be fluffy for a member of the Adeptus Astartes
I believe if anything, just keep the current concept but instead of being able to take items that are scare
Bacon:
So, the same system, but allow for Rare and below? Seems decent enough to me.
We could always rebrand Influence as Renown, purely name-wise, to make a more fluffy distinction
MILTON:
I think the same system allowing for Rare and below would be acceptable. I'm also all for rebranding In
Skill Costs 3,400 Characteristic Rolls
Talent Costs 3,600 30 + 2d10 Seven
Trait Costs 6,000 30 + 3d10kh2 Two
Stage 1 Costs 13,000 30 + 3d10kl2 One
Other Stage Costs 2,350 Stage 5 XP 500
e concept is needed. Base XP 15,350
be a thing for this... ^ I reckon we should list the Starting Base XP, already spent, as 15,000?
It won't be completely accurate, but it should help to balance out against specialized PCs, as well as sim
ember of the Adeptus Astartes as this form of instituition is much more formal and loss hodge podge as what was designed for DH2
ble to take items that are scarece down, maybe make it go up a level to show the renown of the space marines
e. I'm also all for rebranding Influence as appropriate. Like Renown for SM and Infamy for CSM and whatnot.
specialized PCs, as well as simplify things.
Divinations
1d100 Roll Prophecy Effect
1 Question all things, even the brotherhood 1d5 corruption
2-5 Trust in your fear Increase this characters Perception
6-9 Astartes must die so humanity might endure Increase Willpower by 2
10-13 The pain of a bullet is ecstasy compared to damnation Reduce this character's Agility char
14-17 Be a boon to your allies and a bane to your enemies This character gains the Hatred (ch
18-21 the wise learn from the death of others Increase this character's Agility or I
22-25 kill the alien before it can speak its lies Increase agility by 2
26-29 truth is subjective Increase this character's Perception
30-33 thought begets heresy Reduce this character's Intelligence
34-38 heresy begets retribution Increase this character's Fellowship
39-43 A mind without purpose wanders in dark places When gaining Mental Disorders (se
44-49 If its a job worth doing, its worth dying for Increase this character's Toughness
50-54 Dark Dreams Lie Upon The Heart Whenever this character would roll
55-59 Violence Solves Everything Increase this character's Weapon Sk
60-63 Ignorance is a wisodn of its own Reduce this character's Perception c
64-67 Only the insane have the stragnth to prosper Increase this character's Willpower
68-71 a suspicious mind is a healthy mind Increase this characters Perception
72-75 suffering is an unrelenting instructor Reduce this character's Toughness c
76-79 the only true fear is dying without your duty done increase his Toughness characterist
80-83 only in death does duty end The first time this character would
84-87 innocence is an illusion This character gains the Keen Intuit
88-91 to war is human Increase agility by 2
92-95 there is no substitute for zeal increase fellowship by 2
96-99 even one who has nothing can still offer his life When this character burns Fate thr
100 Do not ask why you serve, only ask how Increase this character's Fate thresh
Nature
What does the character desire?
What does the Imperium, and Humanity at large, mean to the character?
ase this characters Perception by 5, He also gains the Phobia Mental Disorder
ase Willpower by 2
ce this character's Agility characteristic by 3. The first time this character suffers Critical damage each session, roll 1d10. On a result of 1
character gains the Hatred (choose any one) talent. If he already possessed this talent, increase his Strength characteristic by 2 instead.
ase this character's Agility or Intelligence Characteristic by 3. Reduce his Weapon Skill or Ballistic Skill characteristic by 3.
ase agility by 2
ase this character's Perception characteristic by 3. The first time he would gain 1 or more Corruption points each session, he gains that a
ce this character's Intelligence characteristic by 3. The first time he would gain 1 or more Corruption points each session, he reduces tha
ase this character's Fellowship or Strength characteristic by 3. Reduce his Toughness or Willpower characteristic by 3.
n gaining Mental Disorders (see page 287), the character may choose to gain a new Disorder instead of increasing the severity of an exis
ase this character's Toughness or Willpower characteristic by 3. Reduce his Fellowship or Strength characteristic by 3.
never this character would roll on Table 815: Malignancies (see page 290), he may instead select any one result and gain that Malignan
ase this character's Weapon Skill or Ballistic Skill characteristic by 3. Reduce his Agility or Intelligence characteristic by 3.
ce this character's Perception characteristic by 3. The first time he would gain 1 or more Insanity points each session, he reduces that am
ase this character's Willpower characteristic by 3. The first time he would gain 1 or more Insanity points each session, he gains that amo
ase this characters Perception characteristic by 2. Additionally, he may re-roll Awareness tests to avoid being Surprised.
ce this character's Toughness characteristic by 3. The first time that this character suffers any damage each session, he gains a +20 bonu
ase his Toughness characteristic by 2 instead.
irst time this character would suffer Fatigue each session, he suffers that amount of Fatigue minus 1 (to a minimum of 0) instead.
character gains the Keen Intuition talent. If he already possesses this talent, increase his Intelligence characteristic by 2 instead.
ase agility by 2
ase fellowship by 2
n this character burns Fate threshold to survive a lethal injury, roll 1d10. On a result of 10, he survives whatever grievous wound would h
ase this character's Fate threshold by 1.
Appearance Blood Angels
1d5 Roll Skins
1 Vanilla
2 Sepia
3 Rosy
4
5
Imperial FIsts
1d5 Roll Skins
1 Chestnut
2 Tanned
3 Reddish Tone
4 Hazelnut
5
Raven Guard
1d5 Roll Skins
1 Pale
2 Pasty
3
4
5
Space Wolves
1d5 Roll Skins
1 Greyed
2 Dark
3 Hazelnut
4
5
White Scars
1d5 Roll Skins
1 Sallow
2 Light Peach
3 Light Brown
4 Paled Yellow
5 Bronze
Past Events Salamanders
1d5 Roll Past Experiences
1 Cleansed a Massive Rok
2 The Dragon Strife
3 Hunted an Artifact of Vulkan
4 Fought Alongside the Sororitas
5 Burned a World Too Far Lost
The character's mind is highly analytical, constantly aware of the pros and cons of any decision he faces.
The character is a charistmatic and talkative sort, one who puts his Battle-Brothers and even normal humans at ease.
The character is quick to temper and agressive in all things.
The character values lore and learning, preferring to think his way through a problem.
The character is a brooding individual, little given to conversation.
The character cherishes faith in his Primarch and the Emperor above all.
No test of endurance is too much for this character.
Pity has no place in this character's heart.
This character's gaze is ever-lifted towards his goal.
Dignity and honour are important to this character.
ion, roll 1d10. On a result of 10, he does not suffer any Critical Effects, though the damage still counts as Critical damage.
h characteristic by 2 instead.
racteristic by 3.
minimum of 0) instead.
cteristic by 2 instead.
ever grievous wound would have killed him but does not reduce his Fate threshold.
Dark Angels
Hair Eyes 1d5 Roll Skins Hair Eyes
1 Pale
2 Pasty
3
4
5 Bald
Iron Hands
Hair Eyes 1d5 Roll Skins Hair Eyes
1 Tanned
2 Alabaster
3 Metal?
4
Bald 5 Bald
Salamanders
Hair Eyes 1d5 Roll Skins Hair Eyes
Brown 1 Ebony-black Black Red
2 Obsidian White Crimson
3 Ash-grey Jet Orange
4 Onyx Gainsboro Burgundy
5 Slate Bald Ruby
Ultramarines
Hair Eyes 1d5 Roll Skins Hair Eyes
Red 1 Olive Brown Sapphire
Strawberry Blonde 2 Fair Blonde
Crimson 3 Bronze Golden
Golden 4 Honey
White 5 Bald
Hair Eyes
Greying
Blackened
Bald
Experiences
nsed a Massive Rok
Dragon Strife
ed an Artifact of Vulkan
ght Alongside the Sororitas
ed a World Too Far Lost
Experiences
r Vengeance
Experiences
nnic War Veteran
nsed Thrax
ured the Waaagh!
ived the Damos Incident
erved the Company's Honour
Experiences
aimed Rynn's World
nded Armageddon
cal damage.