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To-Do List

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

Chapter 1: Character Creation


1. Adeptus Astartes - Mechanically Drafted
Write ups:
Creating Your Space Marine
Preface
Stages 1-through-5
Notes on SM Organs, Implants, Etc. - See below...
Notes on the starting skills, talents, and traits.
Roleplaying as a Space Marine

2. Choose Chapter - Mechanically Drafted


Write ups:
Choose Your Chapter
Chapter descriptions / summaries / histories / abilities
Blood Angels
Dark Angels
Imperial FIsts
Iron Hands
Raven Guard
Salamanders
Space Wolves
Ultramarines
White Scars

3. Choose Specialty - Mechanically Drafted


Write ups:
Choose Your Specialty
Specialty descriptions / abilities
Tactical
Assault
Devastator
Tech-Marine
Librarian
Apothecary
Scout

4. Choose Role - Mechanically Drafted


Write ups:
Choose Your Role
Role descriptions / abilities
Hunter
Chirurgeon
Ranger
Hierophant
Watcher
Sage
Seeker
Warrior
Fanatic
Penitent
Operator
Crusader

5. Spend XP, Equip Marine


Write ups:
Experience Points, Equip Astartes
Starting Experience
Aptitudes
Advances
Equip Astartes
Astartes using human armouries alongside their own
Mechanical:
Discuss and finalize equipment choice capacity
Discuss and finalize XP available to spend

6. The Life of a Space Marine


Write ups:
Give the Character Life
Gender, Appearance, and Personal Details
Past Events
Twist of Destiny
Establing the Squad / Kill-Team / Etc.
Mechanical:
Overhaul divinations
Complete Nature
Complete Appearance
Expand Past Events

Chapter 2: Elite Advances


Write ups:
Elite Advances
Using Elite Advances
Narrative, etc.
Note: We will have to discuss the limitations on chapters in r
Ideas: Deathwatch
Watch Captain
Kill-Marine
Dreadnought / Furioso Dreadnought (Blood Ange
1st Company Veteran (Except DA) / Deathwing (Dark Angels non-Tech
10th Company Initiate (Except SW) / Wolf Scout (Space Wolves)
Ravenwing (Only DA)
Chaplain (Except IH and SW) / Iron Father (Iron Hands Tech-Mar
Standard Bearer
Epistolary (Only Librarians)
Forge Master (Only Tech-Marine)
Black Shield
Champion
Keeper
Sanguinary Priest (Only BA Apothecaries)
Wolf Priest (Only SW Apothecaries)
Tyrannic War Veteran
Honour Guard
side their own
s the limitations on chapters in relation to Specialties and perhaps Elite Advances too.

rioso Dreadnought (Blood Angels Librarian)


athwing (Dark Angels non-Tech-Marine)
lf Scout (Space Wolves)

n Father (Iron Hands Tech-Marine)


Starting Skills Starting Talents
Acrobatics Ambidextrous
Athletics Bulging Biceps
Awarness Black Carapace
Common Lore (Adeptus Astartes) Die Hard
Common Lore (War) Hardy
Scholastic Lore (Adeptus Astartes) Hip Shooting
Scholastic Lore (War) Iron Jaw
Forbidden Lore (Adeptus Astartes) Iron Resolve
Dodge Jaded
Intimidate Keen Intuition
Linguistics (Chapter Runes) Peer (Adeptus Astartes)
Linguistics (High Gothic) Quick Draw
Linguistics (Low Gothic) Rapid Reload
Medicae Resistance (Cold, Heat, Poison, Disease, Fear, Psychic Powers, Radiation
Navigate (Surface) True Grit
Operate (Surface) Unarmed Specialist
Parry Two-Weapon Wielder (Melee, Ranged)
Weapon Training (Bolt, Low-Tech, Thrown, Chain, Heavy, Plasma, Flame,
Starting Traits
Amphibious Starting Equipment
Unnatural Strength (4) Astartes Power Armour, Astartes Bolt Pistol, 3 Astartes Frag Grenades,
Unnatural Toughness (4) 3 Astartes Krak Grenades, Astartes Combat Knife, Repair Cement
Size (5)
Astartes Implants
ase, Fear, Psychic Powers, Radiation)

rown, Chain, Heavy, Plasma, Flame, Melta)

stol, 3 Astartes Frag Grenades,


bat Knife, Repair Cement
Chapter Positive Modifiers Negative Aptitude
Blood Angels Weapon Skill Willpower Perception Weapon Skill
Dark Angels Ballistic skill Perception Renown Perception
Imperial Fists Balistic Skill Toughness Strength Ballistic Skill
Iron Hands Toughness Intelligence Fellowship Toughness
Raven Guard Agility Perception Toughness Intelligence
Salamanders Intelligence Fellowship Agility Willpower
Space Wolves Weapon Skill Strength Willpower Strength
Ultramarines Fellowship Renown Intelligence Fellowship
White Scars Agility Strength Ballistic Skill Agility

Home World Chapter Bonus


Blood Angels Blood Frenzy Once per encounter, you may enter a Bloody Frenzy for a num

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.

Salamanders Fire-Born When your character crafts an item succesfully, it is created o

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

l any failed Stealth tests.

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).

the Assassin Strike talent.


Home World Starting Wounds Roll Die Result Chptr.
Blood Angels 19+1d5 1 Blood Angels BA
Dark Angels 18+1d5 2 Dark Angels DA
Imperial Fists 20+1d5 3 Imperial Fists IF
Iron Hands 21+1d5 4 Iron Hands IH
Raven Guard 17+1d5 5 Raven Guard RG
Salamanders 19+1d5 6 Salamanders Sal
Space Wolves 20+1d5 7 Space Woves SW
Ultramarines 18+1d5 8-9 Ultramarines UM
White Scars 17+1d5 10 White Scars WS

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

Specialties Starting Talents


Tactical Double Team, Hard Target
Assault Frenzy, Disarm
Devastator Keen Intuition, Nowhere to Hide
Tech-Marine Technical Knock, Mech. Use (Utility or Manipulator)
Librarian Warp Sense, Deny the Witch
Apothecary Leap Up, Field Vivisection
Scout Blind Fighting, Catfall
Chaplain Hatred (any one), Purity of Hatred
Standard Bearer Adamantium Faith

Specialties Specialty Bonuses


Tactical Tactical Expertise Once per encounter, you may make a Hard
Bolter Mastery Your character gains a +10 bonus to all Ba
Assault Wings of Angels When making a Charge, you may add an a
Wrathful Decent Once per encounter, you may make a Hard
Devastator Immovable Warrior When your character is wielding a Heavy
Unrelenting Devastation When your character is firing a Heavy We
Tech-Marine Improve Cover You may add a number of Armour Points e
Blessed by the Omnissiah You begin the game with the Mechanicus I
Librarian A Beacon in the Warp You begin the game with the Psyker elite a
Battle-Psyker You may begin the game with three Psychi
Apothecary Enhanced Healing You may restore 1d5 additional wounds w
Guardian of Purity As long as your character has access to yo
Scout Eyes of the Aquilla Once per game session, you may make a Ve
Master of Infiltration Your character scores on additional Degre
Chaplain Fearsome Presence Once per game session, you may make a H
Liturgies of Battle Once per game session, you may make a H
Standard Bearer Resolve of The Ancient As a Reaction, your character can try to co
Symbol of the Chapter All allied characters within a number of m
Specialties Starting Skills
Tactical Command, Common Lore (Imperial Guard), Scholastic Lore (Tactica Imperialis), Scholastic
Assault Survival, Tech-Use, Operate (Aeronautica), Scholastic Lore (Beasts) or Scholastic Lore (Leg
Devastator Scrutiny, Logic, Intimidate, Common lore (Tech), Trade (Technomat) or Trade (Armourer)
Tech-Marine Tech Use, Common Lore (Adeptus Mechanicus), Common Lore (Tech), Scholastic Lore (Nu
Librarian Psyniscience, Deceive or Interrogation, Common Lore (Adeptus Astra Telepathica), Scholas
Apothecary Charm or Inquiry, Survival, Scholastic Lore (Chymistry), Forbidden Lore (Humans) or Forb
Scout Stealth, Scrutiny, Scholastic Lore (Legend), Scholastic Lore (Astromancy) or Trade (Crypto
Chaplain Intimidate, Interrogation, Common Lore (Imperial Creed), Forbidden Lore (Heresy), Trade
Standard Bearer Scrutiny, Inquiry, Scholastic Lore (Heraldry), Forbidden Lore (Chapter History), Trade (Scr

Specialties Starting Equipment


Tactical Astartes Boltgun with Fire Selector, one clip of Special ammunition
Assault Astartes Chainsword, Jump Pack
Devastator Astartes Heavy Bolter with Backpack Ammo Supply
Tech-Marine Astartes Boltgun with Fire Selector, Astartes Servo-Arm, one common craftsmanship Cyber
Librarian Astartes Boltgun with Fire Selector, Force Staff
Apothecary Astartes Bolter with Fire Selector, Narthecium
Scout Astartes Stalker Bolter, Astartes Scout Armor, Micro-bead, Camocloak
Chaplain Crozius Arcanum, Rosarius
Standard Bearer Astartes Boltgun with Fire Selector, Chapter Standard

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)

Specialties Recommended Roles


Tactical Hunter, Ranger, Hierophant, Warrior
Assault Hunter, Warrior, Fanatic, Crusader
Devastator Hunter, Ranger, Warrior, Crusader
, one common craftsmanship Cybernetic. Tech-Marine Chirurgeon, Sage, Seeker, Operator
Librarian Chirurgeon, Watcher, Sage, Seeker
Apothecary Chirurgeon, Watcher, Seeker, Penitent
ad, Camocloak Scout Hunter, Ranger, Penitent, Operator
Chaplain Hierophant, Seeker, Fanatic, Crusader
Standard Bearer Hierophant, Sage, Fanatic, Crusader

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

endrite Use (Servo-Arm) Talents.

alefic Daemonology Psychic Discpline). (Note: You must still possess the prerequisite power from the Psychic Discpline's tree, as per the st

hat your party suffers by 2 (to a minimum of 1).


k a number of questions equal to your Degrees of Success to the GM about the current scenario, to which he must answer.
en making an attack against a Suprised target, your weapons gain an additional amount of damage equal to your Perception Bonus.
you gain the Fear (1) trait against all foes for the duration of the encounter, leaving allies and fellow Imperial Forces unaffected.
he effects of the Purity of Hatred talent extend to all allies within range of a distance equal to your character's Fellowship Bonus.
should they fail their own test against it. Your character makes a Command test with the same modifiers as the affected target. If it is suc
he effects of the Adamantium Faith talent.
e-Psyker, and Guardian of Purity bonuses) for the duration of the encounter.

ating movement rates.


10 for each Degree of Success after the first (to a maximum or 2d10).

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.)

ich he must answer.


equal to your Perception Bonus.
Imperial Forces unaffected.
haracter's Fellowship Bonus.
iers as the affected target. If it is successful, your ally ignores the effects of being Stunned.
Role Role Aptitudes
Hunter Agility Ballistic Skill or Fieldcraft Finesse
Weapon Skill
Chirurgeon Fieldcraft Intelligence Knowledge Strength
Ranger Agility Ballistic Skill Defence Fellowship
Hierophant Fellowship Offence Social Toughness
Watcher Defence Intelligence Knowledge Perception
Sage Intelligence Knowledge Perception Tech
Seeker Fellowship Intelligence Perception Social
Warrior Ballistic Skill Defence Offence Strength
Fanatic Leadership Offence Toughness Weapon Skill
Penitent Agility Fieldcraft Intelligence Offence
Operator Agility Finesse Perception Tech
Crusader Knowledge Offence Strength Toughness

Role Role Bonus Bonus Descrpition


Hunter Sure Kill When you succesfully hit with an attack, you may spend a Fate
Chirurgeon Dedicated Healer When you fail First Aid test, you may spend a Fate point to aut
Ranger Move and Shoot Once per round, after performing a Move action, you may perf
Hierophant Sway the Masses You may spend a Fate point to automatically succeed at a Char
Watcher Gaze upon the Wicked You start the game with the psyniscience skill at Rank 1 (Know
Sage Quest for Knowledge You may spend a Fate point to automatically succeed at a Logic
Seeker Nothing Escapes My Sight You may spend a Fate point to automatically succeed at an Aw
Warrior Expert at Violence After making a successful attack test, but before determining h
Fanatic Death to All Who Oppose Me! You may spend a Fate point to gain the Hatred talent against y
Penitent Cleansing Pain Whenever you suffer 1 or more points of damage (after redu
Operator Right Stuff You may spnd a Fate point to automatically succeed at an O
Crusader Smite the Unholy You may spend a Fate point to automatically succeed at a F
Role Role Talents
Perception Hunter Leaping Dodge or One-on-One

Toughness Chirurgeon Hardened Soul or Takedown


Finesse Ranger Shield Wall or Grenadier
Willpower Hierophant Ambassador Imperialis or Hatred (Pick)
Willpower Watcher Daemonhunter or Strong Minded
Willpower Sage Archivator or Clues from the Crowds
Tech Seeker Lexographer or Xenosavant
Weapon Skill Warrior Bodyguard or Mounted Warrior
Willpower Fanatic Inspiring Aura or Flagellant
Toughness Penitent Constant Vigilance or Killing Strike
Willpower Operator Skilled Rider or Hotshot Pilot
Willpower Crusader Iron Faith or Witch Finder

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.

ual to your Intelligence bonus.


ess equal to your Perception bonus.
kill or Ballistic Skill bonus for the Degrees of Success scored on the test.
combat against a Hated foe in that encounter, however, you gain 1 Insanity.
e first test you make before the end of your next turn.
ds with a number of degrees of success equal to your Agility bonus.
Willpower bonus. Gain (X) damage and penetration equal to the Fear (X) trait.
Bacon:
The XP side of things I think is perfect as-per-DH2.
No considerations or concepts needed, really. It's pretty straight-forward.

Equipping the Space Marine, however?


Might be worth coming up with some ideas for that if people REALLY want to.
That being said, the default can also work fine and dandy, and no alternate concept is needed.

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

make a more fluffy distinction between this and a standard campaign?

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.

s what was designed for DH2


Names
1d10 Roll Blood Angels Dark Angels Imperial Fists Iron Hands Raven Guard
1 Zorael Naaman Dominicus Paullian Kerith
2 Cloten Zachariel Boreas Strake Rostrum
3 Astramael Astelan Efried Balhaan Accipiter
4 Bellerophon Cadmus Valen Avidan Irae
5 Metrean Bethor Phemeus Madeus Alis
6 Sepheran Magron Romuld Comech Gregem
7 Donatos Nemial Otreus Axagoras Avium
8 Rafen Elyas Uzziah Gebren Cornix
9 Arkido Makradon Kraegus Rumann Adivarius
10 Leonatos Calibos Storn Anatolus Nigri

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 character hate?

What is the character willing to sacrifice?

What is the character's homeworld like?

Why did the character become an Initiate?

What made the character unique among his fellow Initiates?

What does being a Space Marine mean to the character?

What does the Codex Astartes mean to the character?

What does the Imperium, and Humanity at large, mean to the character?

What does The Emperor mean to the character?

How does the character feel about Psykers?

Past Events Blood Angels


1d5 Roll Past Experiences
1 Scouring of Ultramar
2 Assault on Baal
3 A New Beginning
4 Golgotha Strike Force
5 Purged a Space Hulk

Past Events Dark Angels


1d5 Roll Past Experiences
1 Encountered The Fallen
2 Served Alongside the Ravenwing
3 Preserved the Chapter's Secrets
4 Thunderhawk Gunner
5 The Lion and The Wolf

Past Events Imperial Fists


1d5 Roll Past Experiences
1 A Siege Gone Wrong
2 Defended the Endeavour of Will
3 A Grueling Crusade
4 Old Enemies
5 Fortified Against Invasion

Past Events Iron Hands


1d5 Roll Past Experiences
1 Purged Contqual
2 Shielded Hypnoth
3 Predator Operator
4 Damocles Crusader
5 Necessary Exterminatus

Past Events Raven Guard


1d5 Roll Past Experiences
1 Veteran of the Sargassion Reach
2 The Death of Corvin Severax
3 Raiding the Tau
4 Infiltrator
5 Defense of Prefectia
Demeanours Opt. Rule: Triggering Demeans.
Salamanders Space Wolves Ultramarines White Scars 1d10 Roll Demeanours
Wrakax Logan Marcus Tomaz 1 Calculating
Marghull Magni Claudius Ignat 2 Gregarious
Fromorn Ivar Gannys Zoran 3 Hot-Blooded
Froqull Skif Varen Junchii 4 Studious
Grexan Skold Quintus Gantulga 5 Taciturn
Otirinn Yngvar CScipio Nergi 6 Pious
Wulkris Balmung Invictus Mnkhbat 7 Stoic
Tazbor Hreidar Lucian Batbayar 8 Scornful
Durlin Hakk Pasanius Tokukan 9 Ambitious
Faerdaar Erik Uriel Kilugen 10 Proud

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

Past Events Space Wolves


1d5 Roll Past Experiences
1 Bitter Vengeance
2 Fenris Hunter
3 Service in the Fleet
4 Wolf-Tamer
5 The Great Hunt

Past Events Ultramarines


1d5 Roll Past Experiences
1 Tyrannic War Veteran
2 Cleansed Thrax
3 Endured the Waaagh!
4 Survived the Damos Incident
5 Preserved the Company's Hono

Past Events White Scars


1d5 Roll Past Experiences
1 Reclaimed Rynn's World
2 Defended Armageddon
3 Scout Biker
4 Withdrawal at Mu'gulath Bay
5 Prefectia Camapign Veteran
Rule: Triggering Demeans. If fulfilling their demeanor for a test, the character gains one free Fate Point use for that test, once/session

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.

s each session, he gains that amount plus 1 instead.


s each session, he reduces that amount by 1 (to a minimum of 0) instead.

reasing the severity of an existing Disorder.

result and gain that Malignancy.


racteristic by 3.
ch session, he reduces that amount by 1 (to a minimum of 0) instead.
ach session, he gains that amount plus 1 instead.
ng Surprised.
h session, he gains a +20 bonus to the next test he makes before the end of his next turn.

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

ice in the Fleet

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

drawal at Mu'gulath Bay


ectia Camapign Veteran
se for that test, once/session.

ormal humans at ease.

cal damage.

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