Dark Heresy - Game Master's Kit
Dark Heresy - Game Master's Kit
Dark Heresy - Game Master's Kit
TM
™
®
® ™
1
Credits
CREDITS
DDesigned and GGamesW Workshop
LLicensing Manager
written by Black Industries
Owen Barnes, Alan Bligh,
John French & Mike Mason
Owen Rees
M Many thanks
Paul King & Dylan Owen
LLicensing & Acquired Rights Manager
Erik Mogensen
A
Paul Dainton, Wayne England, David Gallagher,
Karl Kopinski, Stefan Kopinski, Clint Langley, Additional Graphic Design
Adrian Smith & John Wigley Kevin Childress
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2
Adventure
Background
•
Adventure
Overview
•
Getting
Started
•
Emperor’s
Island
•
Olrankan,
The
Floating
City
3
MMagg ots
aggots
i n the
in the Me at
Meat
“In the darkness of the void, a billion hungry xenos silently slip between the stars: gnawing like so many rats
at the edges of our great Imperium.”
— Hortrian Tybirus, Captain of the Divine Crusade, Battlefleet Calixis.
M
M
aggots in the Meat is a scenario that pits the Acolytes against a terrible and insidious alien
threat. It is intended for Acolytes in their first or second Rank. However, with a few small
adjustments, it can be modified to accommodate groups of any experience.
Adve n tu r e
ADVENTURE For the last few years, however, the relative
stability of this realm, and in fact most of
Ba c kg r o u n d
BACKGROUND
Acreage, has been rent apart by a bloody civil
war. The High King died without naming
an heir, leaving his surviving children to
T
bicker and fight amongst themselves for
T
his adventure takes place entirely on the the title (see The War of the Rhozes), in
dark and dismal feudal world known which thousands have already perished.
as Acreage. An Imperial backwater, This has been a prosperous time for the
it lies in the sub-sector of Josian Reach, nobles, as each has taken the advantage of
connected only by a few tenuous shipping the mayhem of war to expand their domains
routes. However, it is firmly under Imperial or settle old scores. It has also drawn more
rule and provides its Imperial tithe in the form off-world interest to Acreage, in the form
of raw materials and manpower. Sending ores of mercenaries and traders, seeking to make
to build the Emperor’s battleships and men a profit through selling skills, training and
to fill His armies. For most of the citizens of advanced weapons.
Acreage, the Emperor and the Imperium are One such noble taking advantage of these
merely another set of masters. The inhabitants off-world visitors is Prince Orcan, lord of the
would seldom think to raise their heads from City of Olrakan. Also known as the Floating
their daily toil, whether it be in the gruel City, Olrakan, sprawls along a section of the
fields or the sky-mills, to contemplate what southern coast of Ascandia, where the foetid
lies far beyond the bounds of their world. Chitin Swamps meet the dark waters of the
The same, however, cannot be said for the Sea of Sorrows. The city is notable not only
dominating classes of nobles (who often claim for its construction, standing atop countless
such titles on little more than strength of rotting posts above the stinking waters of the
arms and poorly-forged documents). They are swamp, but also for its proximity to one of
constantly in conflict, both clandestinely and Acreage’s few spaceports—Emperor’s Island,
overtly, to rule the vast toiling masses. Power located several miles out to sea.
equals status on Acreage. The amount of land Prince Orcan has cultivated his position
and people a noble commands directly equates throughout the war by controlling much
to his standing with the High King, and it is of the traffic to and from Emperor’s Island;
the High King who carries the favour of the brokering deals with other nobles for access
Imperium, the greatest master of all. to precious off-world cargos and skilled
On Acreage, the High King’s realm, known soldiers. Inevitably this monopoly has created
as Ascandia, spans the majority of the northern a great deal of jealously amongst his nearest
landmass. Stretching for thousands of miles neighbours, and more than once, Olrankan
and encompassing hundreds of thousands of has been besieged by the cannon-barges and
people, cultures and scores of lesser princes, musketmen of a rival lord. However, the same
kings and queens. It is a land of rugged off-world weapons and soldiers that have
mountains, dark icy forests and endless lonely sparked such attacks have also ensured Orcan’s
plains, broken only by primitive villages and victory every time thus far. His rivals, however,
stinking greyish gruel fields or the precarious have not yet been deterred and continue to try
towering sky-mills. periodically to take the city by force.
4
While the prince’s attentions have been and sent a series of requests for clarification.
focused on the enemies outside his walls, a However, these seemed to fall on deaf ears and
far more dangerous group of individuals have no further responses were forthcoming. In fact,
infiltrated his domain—the Slaugth. Insidious the Administratum scrivener responsible for the
and disturbing aliens, the Slaugth are carrion initial mistaken missive was keeping the whole
eaters who use their vile cunning to foment thing quiet, no doubt for fear of getting a stern
war and strife so that they may feed off the talking to over the matter.
resulting carnage. Olrankan’s constant state of With silence from the Imperium, it didn’t
turmoil has proved the perfect nesting ground take long for Rhozena and Rhozeia to resort
and they have secretly set themselves up within to violence to ensure that they, and they alone,
the city to feed on its inhabitants. Not content would become the ruler of Ascandia. In a matter
to simply devour the war dead, the Slaugth of weeks each had amassed the support of
have also been harvesting corpses and spreading dozens of lesser nobles, each willing to swear
terror themselves. Every night they send out to the validity of their chosen queen’s claim to
their alien pets—xeno predators selected for the throne and prove it with the blood of their
their aggression and horrific natures—to hunt citizens. The resulting conflict has dragged on
the locals. These monsters kill indiscriminately with neither of the Rhozes gaining much in
and leave only tales of terror in their wake. So the way of an advantage, due in equal parts to
far, the prince has been too distracted by his the primitive nature for their weapons (cannon,
foes outside the city’s walls to worry about these sword, and musket for the most part) and the
wild rumours—after all, amidst the flames of treachery of their nobles (it is not uncommon for
war what is one more horror? a lord’s allegiance to change several times a day,
Whilst the prince has not heeded the signs, often in the midst of a battle).
others have. Word has reached the attentive ears Ironically, the state of strife on Acreage has
of the Inquisition. Enter the Acolytes. actually increased its level of Imperial tithe as
both Rhozes frantically try and outdo the other
The Wa rOF
THE WAR o f THE
t he in their service to the Imperium, no doubt
hopeful that they will finally receive support
Rhoz es
to oust the other. This state of affairs has also
RHOZES led directly to the Administratum department
responsible for the misunderstanding to own
The civil war on Acreage all started about five up to their involvement. Claiming it was all part
years ago and, like so many wars before, it could of a carefully devised plan, they have gone so
have easily been avoided. At the time, Gordanus far as to suggest that this kind of tithe boosting
was the High King of Ascandia In the eyes of the technique could be used on other worlds. In any
Imperium therefore, he was also the Planetary case, as the war poses no threat or disruption to
Governor of Acreage. He had had a long and the planet’s role within the Imperium, it has for
prosperous reign, under which the soul-crushing the most part been ignored.
toil of his subjects had been perhaps marginally Given all these factors, it seems unlikely
easier—or perhaps marginally harder—soul- that the situation on Acreage will resolve itself
crushing toil being much of a muchness to a anytime soon, and the bloodshed and chaos
peasant with a life expectancy of twenty-six. will continue.
Finally, like all good kings, he died peacefully
in his bed, or was possibly foully murdered—
the inhabitants of Acreage are not big on
autopsies or asking too many questions. This
left his twin daughters Rhozena and Rhozeia in
direct succession to the throne. Unfortunately,
Gordanus failed to name either one as his
successor before his death. So the girls turned
to their ultimate lord and master, the Emperor
of Mankind, to determine which of them was
to take both the throne and title of Planetary
Governor and rule over all of Acreage.
Tragically, an Administratum clerical error
omitted the last two letters of the successor’s
name from the reply, stating only that Rhoze was
now officially recognised as the ruler of Acreage.
Initially the girls were cordial with each other
5
the Adve n tu r e
ADVENTURE The final scene takes place in an old derelict
sky-mill filled with rotting, half-consumed
Ove rvi ew
AcreAge
OVERVIEW
corpses. This is where the Slaugth have made
their nest. The Acolytes must face the vile
BrieFing aliens and their pets and cleanse the city of
A
their filth or become the latest additions to
A
Decide how this nd so we come to the Player their growing larder.
briefing is deliv- Character’s reason for coming to
ered to the Aco- Acreage. The adventure opens with
Ge tti n g
GETTING
lytes, perhaps as a the Acolytes arriving at the wind- and sea-
coded message or swept spaceport of Emperor’s Island, just off
in person by one the southern coast of Ascandia. They have
STARTED
Sta rte d
of the Inquisitor’s been sent by their Inquisitor, tasked with
trusted agents. finding out who, or what, is responsible for
the attacks in Olrankan. They are armed only
T
“Greetings Acolytes, with rumours and speculation of death cults
T
You are to travel and unspeakable monsters. he first thing you need to do is give
to the feudal world Their first task is to gather what information the adventure a read-through at least
of Acreage to inves- they can from the locals on the island and then once before running it. You don’t need
tigate a series of un- gain passage to the nearby coastal city. This is to memorise it, but having a clear idea of how
natural attacks on the easier said than done as Emperor’s Island teems the scenario plays out will make it flow more
citizens of the city of with traders and mercenaries, all eager to get to smoothly. You will also need to generate a few
Olrankan. The back- the mainland and make some money from the aliens for the Slaugth to use as pets using the
ward locals are full hapless locals, and getting a place on a boat (or Alien Generator found in the Appendix.
of tales of monsters at least a good one) can be tricky. However, after The adventure starts with the Acolytes having
and daemons, but it is some scamming, lying or applied violence, the just gathered on Emperor’s Island fresh from
up to you to find the Acolytes are no doubt able to take the stomach- receiving their mission briefing. As the adventure
truth of this. Evidence churning voyage to the coast. does not deal with exactly how the characters
would suggest this When they approach the city they discover reached Acreage, it is entirely up to you to decide
is the work of some that it is under siege, something they may or how they have made their way here. Of course
manner of death cult. may not have learnt on Emperor’s Island. To if you just want to dive into the adventure, it
Now make haste get in, they need to either run the blockade is easy to say that the PCs have spent several
to Acreage, your way of cannon-barges or land down the coast and long weeks in the hold of a freighter or Imperial
there has been paved. sneak in through the swamps. Both ways have frigate, hitching a ride from one of the more
You will make plan- their own set of perils. However, presumably populous core systems.
etfall at the Imperial the bold servants of the Inquisition are up to You might also choose to have this as the first
outpost known as Em- the task and once they set foot in Olrankan time that the Acolytes have met each other, each
peror’s Island, a short they can begin their search for answers in summoned individually to heed their master’s
distance from the city earnest, albeit to the constant thump of bidding from various places around the sector.
of Olrankan. From cannon fire. This can be a fun way of getting the players to
here, tread lightly and Once in the city, they start their search for introduce themselves in-game as they size each
make no show of your answers. They face the stupidity of the locals, other up. Of course you want them to work
allegiance as I offer tales of horror and woe and even the chance of together, so don’t try this approach if you think
you no support in getting caught up in the fighting for the city. it might result in combat!
this task and it is un- With a bit of legwork and asking the right However you choose to have the player’s
known as to the extent questions, however, it is not too hard for them to characters arrive and meet on Acreage, you can
of your foes’ power. find a few clues about the nature of the attacks start by giving the players the briefing (see The
I await news of and discover the site of a recent attack. Acreage Briefing sidebar) and then describe
your success.” This is a blood-spattered section of the wall their arrival on Emperor’s Island.
where one of the Slaugth’s pets brought down
some local soldiers. Careful examination here
might clue the PCs into the fact that they face
aliens. Tracks can also lead them back to the lair
at the old sky-mill.
Alternatively, while searching the Fabricator’s
district, they might come across the corpse
farmers—a couple of humans that have fallen in
with the Slaugth. Information here can also lead
to the old sky-mill.
6
Emp e r or’s
EMPEROR’S There is not a great deal to do in the
landing zones unless you are either getting
Is la n d
ISLAND
onto or off a transport, and the authorities
discourage people hanging about. Also, apart
from the surly and grubby tech crews that
A
scurry about the place, there is also no one
A
vast floating spaceport, Emperor’s Island else to talk to. Some Acolytes might have
is akin to a mighty oil rig or man-made the clever idea that they should try and
island anchored just beyond sight of the secure an atmospheric craft to take them
mainland. It acts as a convenient staging point to the mainland. However, they are told in
for merchants and mercenaries wishing to do no uncertain terms that most of Acreage is
business on Acreage, but also ensures that the a no-fly zone, especially through areas of
Imperium can retain its control over traffic and active conflict. In any case, the only aircraft
goods on- and off-world. currently on the island are ancient and
Over the centuries the island has grown inoperative. Of course, if the Acolytes really
and expanded with the ebb and flow of want to pursue this path, see what kind of
commerce to the planet. When the Acolytes cunning plan they can come up with and
arrive, they find themselves stepping off their decide if it has a chance of success. It should
lander into a monolithic mess of mingled not be easy, so their plan will have to be
structures and twisted architecture. Upon spectacular….
first arriving you can read or paraphrase the
following to the players:
The
THEBi lg es
BILGES
As the lander door opens, you are greeted
by the salty smell of the sea, mingled with The Bilges are a random collection of
the scent of rust, oil and human decay. As gantries, cabins, corridors and decks that
you look around, you see that you stand exist in the perpetual shadow of the landing
atop a vast landing platform that appears platforms. Every inch of space here is
to be stabilised against the fickleness of the given over either to some kind of personal
ocean to remain perfectly level. However, abode or place of business. It is here that
beyond its edges stretches a heaving mass the bulk of the island’s several thousand
of structures not unlike a vast island of strong population rub shoulders. Finding
flotsam and jetsam. one’s way around can be tricky, as the
lighting is certainly sub-par and there is no
There is no real rhyme or reason to the layout such thing as street signs. Acolytes trying
of the island, but it does roughly comprise of to find anywhere in particular, or trying
four distinct areas. to get to another part of the island, must
make a successful Challenging Navigation
The
THE La nding
LANDING
Test. Failure indicates an hour of aimless
wandering has passed, after which time
Zo n es
ZONES
they may Test again. A successful Ordinary
(+10) Inquiry Test allows the Acolytes to
find a guide by the name of Tiplis who can
This large central area comprises several be hired for 2 thrones an hour. As he leads
large heat-blasted landing platforms for them, Tiplis chatters endlessly about the
orbital craft and dozens of smaller ones restorative properties of salt water and how
for atmospheric vehicles. Each platform is it can be used for everything from cleaning
suspended on a bed of constantly revolving valuable equipment to making babies grow
stabilisers that counteract the rolling of the up strong and mutation free (just a few
island. For those not used to the effect, it spoonfuls a day!).
can be quite disorientating as the horizon Acolytes can find most things for sale in
rolls and pitches while their footing remains the Bilges’ darkened nooks and crannies,
level. Have the Acolytes make Easy (+30) as well as outlets for any number of vices.
Agility Tests the first time they experience Feel free to make up your own locations and
the sensation. Failure indicates they have characters if you wish, but here are some
embarrassingly fallen over and may only of the most notable locations that the PCs
move at half their normal rate until they might come across.
leave the platforms as they cautiously
stagger around.
7
veto’S emporium oF
ephemerAl delightS the greASe pitS
Probably the largest drinking and gambling den With little else to do on the island, many
in the Bilges, Veto’s is a certified scumhole. Its locals and passers-through indulge in either
smoky interior sprawls haphazardly across several gambling or fighting, or both at once. This is
linked gantry-ways with dozens of hanging what the Grease Pits are for. A section of deck
private booths for the more discerning customers. below one of the main landing platforms has
By the harsh red glow of hazard lights, Acolytes been cleared and walled off. Here combatants
can tank themselves up on the local wyrm-brew can slug each other senseless to the constant
(made from only finest kelp-serpent secretions, whirl of the stabilisers overhead. Fights are
with a decidedly salty aftertaste) only 1 throne always unarmed and usually last until one
a bucket. Harder drugs are also available from a fighter is unconscious or gives up. Getting
badly-scarred woman by the name of Salacious into a fight is easy: the fight organiser—a
who is a regular at Veto’s. She only deals with bald sneering fellow by the name of
those she trusts and a successful Charm or Remarus—happily signs newcomers up for
Deceive Skill Test is required to open a dialogue. a paltry fee of 10 thrones. A loss nets you
She sells any drugs listed on pages 148 to 149 nothing (besides the beating you took),
of Dark Heresy at twice the listed price. Finally while a win doubles your cash. Fighters are
there is Veto himself, a withered old man of welcome to bet on themselves but cannot bet
questionable sanity who sometimes is given over against themselves (any kind of dive-taking
to talking in riddles, but is nevertheless a good normally ends with the fighter getting tossed
source of information. Acolytes who talk to him into the sea). Should Acolytes wish to try
long enough can learn all the rumours on the their luck, use the stats for a Heavy (without
Emperor’s Island Rumour Mill table. equipment) on page 341 of Dark Heresy.
8
SeA SAlvAge And StellA The docks are a dangerous place, where people
pack the swinging gantries awaiting a chance
FlotSAm to board a ship and where captains and agents
Throughout the Bilges, there are dozens of push through the crowds looking for the best
people that make their way selling whatever fares. If the PCs haven’t had the Scum of the
junk and rubbish they can lay their hands Imperium encounter, perhaps because they
on. Some even have “shops” where they didn’t go to the Bilges, you can insert it here if
invite customers to come in and peruse their you like. However, the hazardous nature of the
wares. Most of the items on offer are indeed swinging gantries means that anyone involved in
complete rubbish as anyone with eyes is able a combat here must make an Easy (+30) Agility
to ascertain quite quickly. If an Acolyte wants Test each Round or fall down. If you are feeling
to try and find something in particular, you particularly nasty, you could have anyone that
can use the guidelines presented on pages fails by more 3 or more degrees slip over the
125 to 126 of Dark Heresy (for the purposes side and plummet into the sea below. Of course,
of which Emperor’s Island has a population without some quick thinking, this is likely a
of 5,000). As a general rule, only items of death sentence…
Average Availability or below are available. Presumably, the Acolytes have come here to
Items with the Primitive special quality are get a boat, in which case see Rough Seas. If
one step easier to find. the PCs want to come straight to the docks
The Bilges is also the most likely spot for to get a boat and head off to the mainland,
the Acolytes to encounter trouble. At any feel free to make them wait, forcing them to
point while the PCs wander around, you can explore more of the island while their boat is
have them run into some malcontents. When being prepared. Alternatively, you could make
you want this to occur, run the Scum of the them travel past the Port Authority or through
Imperium encounter. the Bilges and describe some of the sights
along the way to get their interest.
The
THEImp IMPERIAL e ri a l
Exp lori ngTHE
EXPLORING the
Port Au
PORT AUTHORITY thority
Located in the centre of the island, the
IsISLAND
la n d
Imperial Port Authority is an enormous tower The Acolytes can spend as much or as little time
that reaches up hundreds of metres into the as they like exploring the island. This can be
sky. Covered with vox-arrays and vista ports, an ideal chance for them to get to know each
it is from here that the Imperium keeps a keen other and you shouldn’t feel that you need to
eye on Emperor’s Island and all its comings hurry them to the docks and get them on their
and goings. It is also the most secure place way to the mainland. Players could also use
on the whole island, protected at all times this time to try and purchase extra equipment
by the local Port Wardens (use the Enforcer or indulge in some gambling or carousing. It
stats on page 339 of Dark Heresy). The is also a good chance to try out the characters’
Acolytes should have no reason to enter the social (and possibly combat) skills. The only
Port Authority tower, so its role during their set encounter on the island is Scum of the
stay on the island should be a minimum one. Imperium, but should you want, you can create
You should, however, remind the PCs of its any number of NPCs for the characters to
presence wherever they go, for they can catch meet and interact with. These could be hard-
glimpses of the building through gaps in the bitten mercenaries, greedy merchants or even
landing platforms or through layers of gantries, impoverished bilge workers, all either passing
and it always seems to be watching them. through or trying to eek out a living on this
floating eyesore. At the very least, the island
The
THEDo c ks
DOCKS
is a good source of gossip and rumours, and
characters that want to ask around can learn a
lot about the world and its locals.
The docks are located in the underbelly of the Any Acolyte asking questions about Acreage
island, were the sea crashes and surges against learns that it is currently in the grips of a
its great supports. Just above the churning civil war without the need to make any Tests
ocean, the Acolytes see dozens of boats of all (this is, after all, why most people are passing
sizes and makes hanging in launch cradles, through the island). They can also find out
waiting to be lowered into the churning water. the majority of the common knowledge about
9
the world, such as the fact that Ascandia is the Scum oF the imperium
principle realm. If they ask how to get to the
mainland, they are directed to the docks. If a Emperor’s Island is by no means a safe
PC wishes to learn about the attacks, he needs place. The current situation is one of barely
to succeed on a Routine (+20) Inquiry Test contained violence as gangs of thugs and
and then roll on the Emperor’s Island Rumour mercenaries rub shoulders awaiting transport
Mill table if he passes. to the mainland. In this atmosphere, fights are
common and the Imperial Port Authority has
neither the manpower nor the inclination to
Table 1-1: Emperor’s Island stop them, so long as they pose no threat to
Rumour Mill the island itself.
This encounter can be run at anytime
Roll Rumour during the Acolytes’ time on the island, but
1–2 “Well you know Prince Orcan, he’s mostly likely occurs when they are in the
the ruler of Olrankan you see, he is Bilges or at the docks. At the start of the
under siege by the Baroness Falatrish. encounter, read or paraphrase the following
to the players:
She is a bad sort, and I heard the
attacks are just her own men sneaking
As you force your way through the press of
into the city at night, killing folk and bodies you stumble into a group of ragged
taking the bodies to scare the prince looking toughs. All at once the crowd
into giving up.” seems to part around you, leaving a ring
3–4 “You hear all sorts of crazy stories of expectant spectators circling your group
about swamp monsters and the like but and these burly men.
I reckon it is the Horloc. A local swamp
god, in case you were wondering. Used
to be an ancient tribe hereabouts that Krass and his Cronies
worshipped it, and they say it swore Krass and his companions have been stuck on
one day it would rise again to reclaim the island for a long time. Having wasted most
its ancestral home.” of their thrones upon arrival, and of dubious
quality as mercenaries, they have neither been
5–6 “’Bout a hundred years back, there
able to buy passage back into orbit or to the
was a strange cult that used to call
mainland. Understandably they are bored
Olrankan home. Never got as far as
and spoiling for a fight. If you want, let the
the island but I reckon they had plans. Acolytes try to talk their way out of this one,
Anyway turned out they were in though they need to pass a Test, using any
league with this bunch of seditionists Interaction skill, by at least two degrees of
and void worshippers. The Imperium success to even get Krass talking. Otherwise,
came in and burned ’em all. Don’t the mercs waste little time in throwing the
reckon they got ’em all…” first punch.
7–8 “I heard that the killings lay at the
prince’s feet. At night he changes rough SeAS
shape and he and his other nobles
they go ’round killing and eating the Finding passage to the mainland is easier
remains, that’s why there have never said than done. Once the Acolytes reach the
docks, there are a few ways they can try and
been any bodies found, see?”
get onto a boat.
9–0 “You know there is something in the
swamp gas that gets in the blood and The Inquisition needs your boat!
changes people. I heard from some If the PCs want to, they can simply requisition
folk in the city the reason none of the a boat in the name of the Inquisition. They
bodies have been found is they have need to convince the Port Authority that
been getting up after they was dead, they are who they say they are (going
and walking off into the swamp.” though a process of code verification at the
Port Authority tower), which in turn lets the
Slaugth know that they are coming. This
When the players feel they have done enough eventually results in them gaining passage
here they can travel to the docks and try to on a sturdy ship, and on their way no further
secure passage to the mainland. questions asked.
10
krASS And hiS cronieS
(Krass + 1 Crony per PC) Tactics
Krass and his buddies do not fight to the death (at least
Krass and his Cronies Profile intentionally). If it looks like any of them are about to die,
they make a run for it. If Krass runs, they all run. Likewise,
WS BS S T Ag Int Per WP Fel they only draw weapons if the Acolytes do so first (or look
like they are going to). If things are going badly for the
28 28 35 30 30 30 27 25 30 Acolytes or if any firearms, explosives or obvious Psychic
Powers are used, or, after about 10 Rounds of combat, a
Movement: 3/6/9/18 Wounds: 10 dozen port wardens arrive to break up the fight, arresting
Skills: Awareness (Per), Carouse (T), Common Lore anyone who can’t get away. Acolytes arrested by the
(Imperium) (Int), Deceive (Fel), Intimidate (S), Speak wardens can either pay a fine of 100 thrones (double if
Language (Low Gothic) (Int). they killed anyone) or play the Inquisition card (requiring
Talents: Basic Weapon Training (SP), Melee Weapon the verification of codes back at the Port Authority tower)
Training (Primitive), Pistol Training (Las, SP). and get away free of charge (though they have tipped their
Weapons: Knife (3m; 1d5+3 R; Primitive), stub automatic hand to the Slaugth as word gets back from their spies on
(30m; S/3/–; 1d10+3 I; Pen 0; Clip 9; Reload Full). the island).
Gear: Threadbare clothing, 2 stub automatic clips, 1d5
thrones.
The Voy ag e
THE VOYAGE
The journey takes about six hours, and in that
time, there is little to do except squat or stand on
the crowded decks or in the dingy holds amidst
dozens of other people. The seas are far from
calm and the ship pitches and rolls alarmingly
as it makes it voyage. Have each Acolyte make
a Routine (+20) Toughness Test, unless they
11
Olr a n ka n:
OLRANKAN : Presumably the Acolytes keep their nerve and glide
past the massive enemy ships bristling with cannons,
The
THE
close enough to see the toothless leers of grubby
sailors. As they enter Olrankan harbour proper, you
can read or paraphrase the following to the players:
Flo a ti n g
FLOATING Leaving behind the ring of bloated
cannon-barges, your vessel makes it way
City
CITY into Olrankan’s harbour. The city sprawls
out before you, a haphazard collection of
dark wooden buildings that sag and lean
T
drunkenly against each other, all held above
T
he city of Olrankan is currently the putrid waters of the swamp by a forest of
besieged by one of Prince Orcan’s tiers and posts. At various places throughout
many rivals, the Baroness Falatrish. this mass of structures, you can see crooked
This means that the swamps around its walls towers reaching up to the sky, their tops
are filled with enemy encampments and its ringed with sails and fans, turning slowly
harbour is choked with cannon-barges. As the in the wind. At the edge of the buildings, a
Acolyte’s vessel approaches the city’s harbour, ruined wall marks the barrier between city
it may look like they are in for some trouble and swamp. From the direction of this wall
as a number of the besieging ships seem to you can see the flash of cannon fire and hear
take an interest in them, ponderously turning the screams of men carried on the wind.
in the water to bring them into the firing arc
of their guns. The vessel unceremoniously wedges its way
You should draw out this moment for a in between the other boats crowding the docks,
while and see if the PCs do anything rash. In banging against the landing platform. Almost
truth, they are in no danger, as the captains immediately, the boat empties as the passengers
of the cannon-barges are less than fanatical disappear into the dank streets of the city. The
about their duties and have created a detailed Acolytes can now begin their search for the
toll system, accepting bribes from ships that source of the attacks. Olrankan, like Emperor’s
want to enter and leave the city. Of course, no Island, is in no way a planned or ordered place.
one on the Acolytes’ vessel tells them unless Its streets are little more than plank walkways
they ask. If they do start shooting or jump between stilt-supported structures. However, the
over the side and make a swim for the swamp city can be divided into a number of parts, each
refer to Running the Blockade. of which the Acolytes may wish to visit.
12
The Wha r f
THE WHARF looking rifles (use the Enforcer stats on page
339 of Dark Heresy, though change their stub
This area is not so much a wharf or a dock but automatics to hunting rifles).
rather the seaward edge of the city. It is packed If they like, the PCs can indulge in drinking or
with vessels, many of which are propped up on gambling here (the local brew is a grey marsh-
posts and used as makeshift dwellings. Most of milk fermented from the entrails of the Furbog, a
Olrankan’s trade also happens here, as vendors swamp predator). They can also buy equipment;
hawk their skills or wares to locals or travellers though the siege means that everything is twice
fresh from Emperor’s Island. Aside from travellers the normal price and Availability is two steps
and off-worlders, PCs get a good look at the worse. In addition, finding anything that is not
unwashed masses of Olrankan, dressed in dark Primitive is practically impossible.
cloaks and coats, loose stained shirts and tight- Asking about the attacks at the wharfs gains
fitting caps with gauze veils (designed to keep suspicious glares from most of the locals. The
the swamp’s biting insects from eyes and ears). Acolytes easily detect the heavy atmosphere of
They can also check out the local enforcers, fear hanging over the people here. An Inquiry
known as the Plumes, due to their extravagant Test gleans some useful information: it seems
plumed hats. The Plumes are very well equipped that most of the attacks have taken place near
and wear long flak cloaks and carry very modern the walls and they always happen at night.
13
Table 1-2: Battle for Olrankan
Roll Event
1–3 Incoming! A faint whistling noise suddenly grows louder. Randomly pick an Acolyte and have them make an
Awareness Test. On a success, he or she is quick enough to leap out of the way as a cannon ball smashes through
the walkway where they were standing. If theAcolyte fails he takes 1d10 (I) damage to a random part of his body
and is thrown to the ground as the shot grazes him.
4–7 Infiltrators. The Acolytes turn a corner only to bump into a group of enemy soldier’s that have snuck into the
city. The soldiers waste no time in attacking. There will be one soldier for each Acolyte present. Use the stats for
Baroness Falatrish’s Musketmen.
8–10 Conscripted. The Acolytes have strayed too close to the wall and run into a full-blown battle! Seeing their dress and
weapons, a Plume officer rushes over and urges them to aid the city. If they accept, they can take to walls. Use the
stats for Musketmen to represent the enemy soldiers. Don’t let this fight go on for too long, however, and have the
enemy retreat if it is going badly for the Acolytes; after all, this is only meant to be a minor encounter!
The
THEHove ls
HOVELS if they can prove to the Plumes that they have
some kind of reason to be investigating (or
This is by far the largest part of the city, comprising they make a successful Charm, Deceive or
of the bulk of its population. It is a depressing place Intimidate Test) they are directed to the site of
where the Acolytes receive sullen stares from the a recent attack, see Blood on the Wall.
locals and little else. If you want, this is an ideal place
for the PCs to run into trouble. It could either be in
the form of some local toughs looking for a fight
Blood on the wAll
(though even the inbred inhabitants of Olrankan This is a section of wall that looks like it has seen
will think twice about attacking heavily armed its fair share of battle. At the base of the wall is
Acolytes), some enterprising parents looking for a large bloodstain that looks only hours old. In
someone of good breeding to marry their “comely” the blood, the outline of several bodies and weird
son or daughter, or perhaps if there is a psyker in the prints are visible. Acolytes can make Search Tests to
group he might get approached by a blind old man examine the area. Any success reveals that bodies
pointing and crying “Witch!” attracting the attention were dragged off after they were killed. In addition,
of small and unfriendly mob. there are spent casings from hunting rifles (like the
Asking about the attacks here, assuming that ones the Plumes use) but only a few, and from their
the PCs can find a talkative local (probably positions it looks like they were from wildfire. The
requiring a Charm Test) gains some of the footprints in the blood are not human.
following information. Most of the attacks have PCs with any kind of Xeno Lore skill can
been near the walls, they are always at night make a test to identify the footprints as definitely
and none of the bodies are ever found. If the those of a xenos.
Acolytes spend a bit of time here, they may also In addition, anyone passing a Search Test also
hear stories of other bodies going missing, taken detects xenos prints leading off into the city.
from homes or dug up from graves. Following the prints takes a good couple of
hours and two successful Difficult (–10) Tracking
The
THEWa ll
WALL
Tests. If they only pass one Test, they lose the
trail in the Fabricator’s district. Otherwise the
tracks lead them to the Old Sky-Mill.
The wall refers to any section of the city within a
The
THEHi ll
block or two of its edge. Most people have moved
out of these areas due to the fighting. There is little HILL
for the Acolytes to find here, though they may get
to experience the war first hand. If so, have them Located in the centre of the city, this area is not
roll on the Battle for Olrankan table to see what really a hill but just a place where the buildings are
happens. For every hour or two they spend here, taller and stand on higher posts. It is also where
roll again. Optionally, you can use this table to the prince and anyone who is either important or
generate an encounter anywhere in the city to add rich reside. The hill is ringed by its own wooden
some action to the PCs investigation. palisade, mostly for keeping out the riff-raff, but
Generally, the PCs are kept away from also as an added line of defence against attack. This
the walls by harried-looking Plumes. If they barrier is guarded at all times by the most well-
ask about the attacks, they learn the same trained and competent Plumes. Unless they have a
information as in the other areas. In addition, very good reason, Acolytes are not allowed inside.
14
The
THEFa b ri c a to rs
FABRICATORS room filled with stinking wrapped bundles
(corpses rolled up in dried swamp weed) with a
Distri ct
DISTRICT small raised office at one end.
The corpse farmers, Smeed and Smoot, are two
This area is a vast collection of warehouses locals who have discovered that there is a living to
and factories, mostly specialising in harvesting be had gathering up the dead of city and selling
the various species of swamp weeds and edible them. The Slaugth, with an insatiable appetite for
insects, rendering them down into clothing or the dead, struck up a kind of deal with Smeed and
food products. In fact, it looks little different from Smoot after they ran into them dumping bodies
the rest of the city, except perhaps the buildings near the old mill. In exchange for the bodies, the
are a bit bigger and a little less ordered (if such a Slaugth leave the corpse farmers any possessions
thing is possible). The most distinctive feature of taken from the corpses. This happy partnership
this place is the smell, which makes the rest of has continued for several weeks so far.
the city seem fragrant by comparison. The first Smeed and Smoot are not the bravest of souls,
time the Acolytes enter this area have them make but if they are Surprised they probably fight, at
a Routine (+20) Toughness Test (with bonuses least until wounded or if it is obvious that they
for wearing filter plugs or similar equipment). A are outnumbered.
PC who fails suffers a –5 penalty on any Weapon
Skill or Ballistic Skill Test until they leave as they Development
struggle with bouts of nausea. Assuming that at least one of the corpse farmers is
Asking about the attacks here provides the taken alive, the Acolytes can interrogate him and
same information as in the other areas. However, learn about his body-farming business. Neither
the Acolytes notice that the residents seem more man can tell the Acolyte’s anything beyond that
resistant to questioning than those from other they take bodies to the old sky-mill and then
areas and constantly mutter about the trials of leave them to be collected. When they return,
war and too much work to do. However, if the the bodies are gone and clothing, weapons and
PCs succeed on an Inquiry or Intimidation Test, money are left in their place.
or give a local a bribe of 10 thrones, they learn Unknown to Smoot and Smeed, however, the
about a couple of people who have been seen Slaugth have been keeping an eye on them and have
coming and going late at night carrying bulky two of their pets hiding in the warehouse. Initially
bundles. Their informant even goes so far as to the aliens do not take part in any fight, watching
point out their place of business. and waiting to see what will happen. However,
if either Smoot or Smeed are captured, the xenos
attack, intent on killing everyone. Use the Xenos
the corpSe FArmerS Generator starting on page 22 to create two xeno-
The corpse farmers’ warehouse is a pitiful affair predators that you think your PCs could handle.
squashed between two larger buildings. It hangs A search of the warehouse uncovers half a
dangerously close to the swamp and looks as if dozen hunting rifles, 30 bullets, two serviceable
it might collapse into the water at any time. Its flak cloaks and a pile of bloodstained clothing
interior is little more than a single large dank and personal items. There are also 137 thrones.
15
The
THEOld
OLDSky-Mill
SKY-MILL Amidst the carnage of slippery and rotting flesh,
slimy wooden gears grind and squelch, attached
Eventually, all signs point the Acolytes firmly to sails high above. This sight immediately
in the direction of the old Orcan sky-mill. This requires Acolytes to make a Fear Test.
ancient, imposing structure stands precariously As the Acolytes wade into the room, the
on the northern edge of the city where it catches Slaugth, if present, hides until a character draws
the foetid wind blowing in from the swamp. If near, at which point it tears itself free from the
you are feeling generous, or if the PCs are not bloated remains like a mound of living maggots.
in great shape after their various run-ins with This is enough to trigger another Fear Test
the locals, you can let them make their way to (–20). The Slaugth strikes. If overwhelmed, it
the mill with little hassle, keeping a low-profile retreats up the stairs to the sail deck. It also calls
and quickly threading their way across the city two of its pets to cover its retreat. They arrive
through the crowded streets. Alternatively, if you 1d5 Rounds after the fight begins. You can use
want to string things out a bit, or feel that the the same xenos you created earlier or generate
Acolytes are just having too easy a time of it, two new ones as you like.
throw in some of the random encounters from
the Battle for Olrankan table to slow them down
and generally cause them grief.
the SAil deck
In either case, the Acolytes eventually arrive A rotten set of stairs climbs up along the inside
at the huge sky-mill. As they take in their of the tower wall. This sagging approach leads
surroundings you can read or paraphrase the up to the sail deck at the top of the mill. The
following to them: climb is alarming as each step sags under the
Acoloytes’ weight and the boards are riddled
Surrounded by dilapidated and decaying with holes. Truly, though, the stairs are quite
hovels, most of which look abandoned, the safe—at least as safe as the feudal architecture
mill towers nearly two hundred metres in the of Acreage can be.
air, casting a long shadow across this part After a bit of testing, the PCs should be able
of the city. It is an impressive engineering to ascertain this fact. However, this won’t stop
feat for such a backward world, or at least it the stairs from groaning and creaking under
would be if it didn’t look like it was going their weight. Because the stairs are far from
to fall down at any moment. High above level, characters wishing to charge or run on
your heads, slowly rotating sails crown the them must succeed on an Agility Test or fall
top of the structure, audible even at this down (if they fail by 3 or more degrees, you
distance with their wet creaking. could have them topple back into the heaps of
swollen, and green flesh at the bottom. While
Looking around for a way in, the PCs spy this is enough to break the fall, the bodies, filled
numerous crumbling holes in the base of the with gas, burst, forcing the character to pass
structure, as well as several large doors and a Toughness Test or take a –10 penalty to all
windows which were no doubt once used for Weapon Skill and Ballistic Skill Tests for the rest
loading and unloading goods. of this encounter, from the stench.
As they approach any of the entrances, they The stairs ascend almost one-hundred and
smell the unmistakable odour of decaying fifty metres, with a small landing (about two
flesh—decaying flesh in abundance it would metres square) every thirty metres up. The walls
seem. If the Slaugth know that the Acolytes are also lined with hoists and winches, though
are coming, they retreat to the sail deck to none look very serviceable or safe. In the centre
lay an ambush. Thus, this area contains only of the chamber are several huge rotating pillars
bodies. Otherwise, the PCs hear a loud, wet (the crank shafts attached to the various sails)
chewing noise, as if meat were being fed into a just out of reach of the stairs. High above in the
grinder. This is a single Slaugth Infiltrator (see gloom, the slanted wooden floor of the sail deck
Appendix) that’s enjoying its grisly feast. Since can be seen.
it has buried itself in the mound of bodies, it is
not immediately visible. The two other Slaugth
are on the sail desk.
the worm turnS
Stepping through an entrance, the Acolytes If the Slaugth are ready for the Acolytes,
find a truly grisly sight as their eyes adjust to things get really nasty. There are three Slaugth
the gloom. A single room roughly sixty metres Infiltrators currently on the sail deck and at
in diameter—the base of the sky-mill—is filled least a dozen of their xenos pets. If aware of the
knee-deep with rotting bodies, many of which Acolytes, they wait for them to ascend the stairs,
have been dismembered and partially consumed. watching their progress through knot-holes in
16
THE OLD SKY-MILL
9 4 10 9
1
2
4
8 8
1
9
3
6 7
5
8
Ground level
The Old
the floor, and looking for just the right time to slowly turning shafts and vast cogs connected Sky-Mill Key
strike. When the Acolytes are approaching the to broad wind sails attached to the outside of
sail deck, having ascended about a hundred the structure. Small windows also ring the 1. Cogs & winches
2. Stairs
metres or so, the Slaugth send a few xenos chamber looking out over the city, the sea and
3. Support pillars
creatures down the stairs to attack, while the the swamp. Like the room below, this chamber
4. Corpses
Slaugth give covering fire from holes in the sail is filled with bodies, closely packed and sorted
5. Crates
deck floor, about fifty metres above the Acolytes’ into piles (this is where the Slaugth bring their
6. Loading stage
heads. favourite morsels). Acolytes do not need to make 7. Front entrance
Again, you might use aliens you’ve already a Fear Test upon entering this chamber; it is not 8. Broken wall
created or roll-up a few more. Remember, the so horrifying the second time. The presence of sections
point here is not to butcher the PCs, but rather bodies restricts movement and vision in this 9. Main mill pillar
to give them a memorable challenge. Keep this chamber considerably, so it is difficult for more 10. Ropes
in mind when generating these new aliens. than two people to attack an opponent at once,
If the PCs make it to the sail deck, they discover and there is always an abundance of cover, even 1 square = 1 metre
a huge domed room that houses half a dozen if it is “ripe” cover.
17
If there are any Slaugth alive after a few
Co n c lusio n
CONCLUSION
vicious rounds of fighting, they flee out of one
of the room’s windows and climb down the side As the dust settles, most of the inhabitants of
of the sky-mill or lower themselves down with Olrankan are probably none the wiser. The
the winch, possibly leading to a dramatic combat Slaugth have lost their stake on Acreage and,
on the outside of the building, with Acolytes hopefully, any stray xenos have been taken
ducking sails whilst trying to keep their footing. care of. Once the sky-mill is safe, the Acolytes
In any case, none of the Slaugth let themselves can have a good search of the sail deck and
be taken alive, jumping to their deaths if need be. the bodies. What they find is both informative
Once all the Slaugth are all killed, the remaining and alarming.
xenos flee into the city, no doubt to cause more Firstly, not all the bodies are from Olrankan;
havoc later. The Acolytes can give chase, which some are from much further afield and it looks
may develop as you see fit. like the Slaugth have travelled a long way to
get here. There is also evidence in the form of
A GoodOLD
OldMESS
Mess
maps and warp routes that seem to indicate
that Acreage is but a small part of a much
A GOOD larger Slaugth incursion in this part of the
Calixis Sector, with dozens of other worlds
It is quite possible that one or more of the Slaugth marked as targets.
or some of their pets may manage to escape the When the Acolytes turn this information over
old sky-mill and set off into the city. It is up to their Inquisitor, they get a pat on the back
to you how much trouble this causes but even and a ticket off Acreage for some down time.
a couple of stray aliens rampaging through the This concludes Maggots in the Meat. You
city could cause unbelievable havoc. Combined can use the Slaugth again, or even set a
with the ongoing siege it may even, in a worst- series of adventures around them based on
case scenario, lead to the fall and sacking of the the information that the Acolytes have just
city as the garrison panics. At the very least, the acquired. Or perhaps they won’t reappear
Acolytes might find themselves hunting down until the PCs have completely forgotten
several aliens in the sky-mill, even after they about them….
have dispatched the Slaugth. For their part in the adventure, each Acolyte
If you want, however, you can wrap-up the should receive 200 xp. However, you should feel
adventure here, and handle the hunting down of free to award up to an extra 100 xp for good
the rogue aliens as part of the conclusion, whether roleplaying, or particularly heroic or cunning
the PCs have anything to do with it or not. actions by PCs.
18
The
Slaugth
•
Xenos
Generator
•
Posions
&
Toxins
App e n d ix
Appendix some unknown and blasphemous skill they are said to be
able to consume some residue of the stored memories and
even emotional experiences of their victims along with their
T
putrefying flesh, an act of defilement to which they seem to
T
hese appendices detail the vile Slaugth, as well as, suffer a terrible addiction.
presenting a complete Alien Generator and rules for The manifest horrors of this species’ bodies and desires
Poisons and Toxins in your Dark Heresy games. are only compounded by an implacable and utterly alien
intelligence, and an ability to exploit human corruption
and terror to meet their own needs. Mercifully few in
The
THESla ug th
SLAUGTH
number, it seems that they are not given to open warfare
and show no interest in acquiring territory. Instead they
favour stealth and secrecy to attain their goals, while
P
their seeming physical near-immortality and powerful
P
erhaps one of the vilest xenos races known to technology makes them dreadfully powerful opponents
exist, the Slaugth are terrible and monstrous beings when encountered. From the depths of the void their
steeped in evil with whom only the most depraved or tenebrous ships slip unseen into Imperial space to work
utterly desperate have dealings. Considered largely mythical their evil, infiltrating isolated outposts and stations to
by most that have heard of them, they are named in a few glut their hunger before disappearing, or trading artefacts
scattered tales as the Maggot Men, Dream Eaters or Carrion of their baleful arts to human renegades in exchange for
Masters, but aside from a few wary Rogue Traders and slave stock to fill their grisly larders. Some evidence even
superstitious starfarers, few take the nightmarish legends exists that they have slowly destabilised several frontier
seriously. The Inquisition, however, knows better. The Ordo colonies in order to kill and devour, unseen in the shadow
Xenos has numerous documented cases of encounters with of anarchy and civil war.
these mysterious horrors down the millennia, and many After almost a century of research that took him from the
atrocities can be laid at their door. edge of the Halo Stars to the depths of the pre-Imperial
In appearance, the Slaugth are truly horrific to look upon. archives on Holy Terra itself, the Slaugth Maggot Men were
They take the form of quasi-humanoid shapes composed codified and declared Xenos Horrificus Maxima by Lord
of seemingly hundreds of writhing, half-melded maggot- Inquisitor Quater’maz Knael in M.37. His standing orders
like worms covered in viscous, necrotic mucus. Capable were that the Slaugth and any that had contact with them
of stretching and reforming their body-mass at will, they were to be exterminated without mercy wherever encountered,
move with an obscene, boneless fluidity and are capable of with any information pertaining to this xenos race be brutally
regenerating injury with starting speed. Their minds, as alien suppressed. Despite these measures, the last several centuries
as any encountered by mankind, are coldly savage, psychic have suffered a slow but steady increase in contacts with these
voids filled with a monstrous hunger for the dead. The foul beings across the Calixis Sector, a development causing
Maggot Men are carrion eaters, and in particular prefer to alarm at the highest levels of the Inquisition.
devour the rotting corpses of formerly intelligent life—by
20
SlAugth inFiltrAtor should the victim survive. Additionally, anyone inflicting
Critical Damage on a Slaugth in close combat has a 25%
chance of being splashed with the creature’s necrotic
fluids, inflicting 1d10 R Toxic Damage. This splash may
be Dodged but not Parried.
Armour: Shroud cloak (Head 3, Arms 3, Body 3, Legs
3).
Weapons: Necrotic grasp (1d10+5 R; Tearing, Toxic),
ripper ray (Pistol, 20m; S/–/–; 1d10+6 X; AP 4; Shots
15; Reload Full; Reliable).
Gear: The Slaugth are masters of a strange and advanced
form of pseudo-organic technology, which draws its energy
directly from the wielder’s life force. They are prone to
trade examples of their vile science for slaves (often
the ultimate undoing of the buyer), and utilise horrific
biological constructs to supplement their numbers if need
be. The following are examples of equipment commonly
carried by a Slaugth Infiltrator.
Shroud Cloak: In order to pass unseen and conceal their
horrific nature, these multi-layered robes and mantles
absorb light and seem to move and twitch of their own
accord. They provide 3 Armour Points on all locations, and
Slaugth Infiltrator Profile increase the Difficulty of detecting the wearer on scanners
by –30, and grants them a +10 bonus on Concealment
WS BS S T Ag Int Per WP Fel Tests. By constraining their bodies and commanding
the shrouds to conceal them, the Slaugth can pass for
38 32 48 58 53 50 40 62 21 misshapen humans.
Enunciator: Held in front of the creature’s many-tendrilled
Movement: 5/10/15/30 Wounds: 27 mouth, this jagged metal orb translates its gurgling rasps
Skills: Barter (Fel), Chem-Use (Int), Climb (Ag), into audible speech using sampled fragments of the voices
Concealment (Ag), Deceive (Fel), Dodge (Ag), Evaluate of its many victims, as well as using tailored sub-harmonics
(Int), Logic (Int), Intimidation (S+20), Medicae (Int), to work upon the emotion centres of the human brain.
Security (Ag), Shadowing (Ag) Silent Move (Ag), Tech- The device lets them speak any language at will, and adds
Use (All) (Int). +20 bonus on any test to influence, frighten or interrogate
Talents: Ambidextrous, Fearless, Leap Up, Rapid Reaction, humans.
Exotic Weapon Training. Parasite Eyes: Numerous glowing implants, studded into
Traits: Fear Rating 3 (Horrifying), Unnatural Toughness the writhing clump of worms that compose the creature’s
(x2), Unnatural Intelligence (x2), and Regeneration head, allow it to see with Dark Sight, as well as see into
(recovering 1d5 Wounds). the electromagnetic spectrum. These eyes give the Slaugth
Elasticity: The Slaugth can flatten their bodies down or a +40 bonus on tests made to resist blinding attacks.
stretch them out to over three times their normal length,
increasing their reach and providing a +20 bonus on
Grapple and Climb tests).
Undying: Slaugth cannot be Stunned and ignore penalties
for being injured—they are only stopped by Critical
effects that inflict “killing” results. They are immune to “We are at war with forces too terrible to
toxins and diseases. comprehend. We cannot afford mercy for
Psychic Null: They cannot be contacted, perceived, any of its victims too weak to take the correct
influenced or controlled telepathically, and all Psychic course. Mercy destroys us; it weakens us and
Powers and warp abilities targeted directly at them have saps our resolve. Put aside all such thoughts.
their Psychic Threshold increased by 10. They are not worthy of Inquisitors in the
service of Our Emperor. Praise his name for
Necrotic: At will, Slaugth are able to exude a necrotic
in our resolve we only reflect his purpose of
fluid from their body tissues. This bile is filled with flesh- will.”
eating bacteria and molecular acids that liquefy flesh and
even burn through metal. As a result their natural close
combat attacks inflict damage classed as both Tearing and
Toxic. Wounds so inflicted automatically become infected
21
Cr e a ti n gY
Creating Yo ur
our Xen os Gen
XENOS erator
GENERATOR
OwnXe
O wn Xenos n os
You can create a xenos creature by following these easy
steps:
Cr e a tu r es
Creatures
Step One: Choose Type
This process focuses on two basic types of creature: Xenos
U
Races (sentient creatures with their own civilisation and culture)
and Indigens (indigenous creatures—covering a range of alien
U
se the following guidelines to create aliens for fauna). Choose whichever is appropriate to your needs.
use in games. Obviously, there is no limit in the
variety or type of such creatures, and the options Step Two: Roll Characteristics
you can find on the following tables are by no means Roll characteristics for your creature using Table 2-1: Xenos
exhaustive. Instead, they are intended to provide you with Characteristics.
a springboard for the creation of your own xenos creatures
for use in your games, and both the universe of Dark Step Three: Choose Form and Size
Heresy and the wider world of fiction can offer you many Choose or roll randomly for which form your creature will
examples and ideas. take. The “default” option for a xenos race is bipedal and for
You will notice from even a casual inspection of this an indigen is bestial, although each can conceivably be of
generator that what you are likely to come up with will be any type. Regardless of their form, xenos races are assumed
hostile, monstrous or just plain strange at best. This is quite to have the capacity for delicate physical manipulation (for
intentional. In Dark Heresy, the universe does not love you, example: hands with opposable thumbs, pliant tentacles or
and alien creatures wish to kill, eat, lay their eggs in, subvert or some such) and communication with others of their own
enslave you—remember Acolytes: suffer not the alien to live! kind. It is always better to choose the xenos’s form, after all
it’s no good randomly rolling a raving giant beast that won’t
fit down the corridors of the base where your adventure is
going to be set! In terms of size, xenos races should be on the
whole no greater that one “step” away from Average for the
sake of usefulness and believability, whereas indigens can be
of any size appropriate to your setting. Depending on your
creature’s form and size, various modifiers will be applied
to the characteristics you have randomly rolled up. Also, if a
form other than humanoid is chosen, a number of Traits and
penalties may also be gained.
Avaricious
This race cares only for the acquisition of resources and
wealth. They trade (grudgingly) with those that they perceive
as strong, and raid and enslave those they see as weak. These
creatures increase Ballistic Skill and Intelligence by +1d10
each. They gain the Awareness, Barter, Evaluate and Deceive
skills. Most are likely to carry plentiful weapons and armour
as well as trade goods and illicit items, and frequently employ
more warlike species as mercenaries.
Carrion Eater
These creatures feast upon the dead and the dying. Natural
survivors, they are often very tough and resilient. They
increase their Weapon Skill and Toughness by 1d10 each,
gain the Resistance (Poison) talent, Dark Sight trait, and gain
a 20% chance of gaining the Toxic trait.
Covert
These creatures’ culture, or perhaps their biology, focuses on
deceit, secrecy and stealth. Increase the creature’s Intelligence
and Perception by +10. It gains the Awareness, Concealment,
Deceive and Silent Move skills.
Darkling
Darklings are xenos that are native to lightless worlds or
dwell in lightless environments. Increase their Strength and
Toughness each by +1d10. They gain the Climb, Awareness
and Silent Move skills. They also gain the Blind and Unnatural
Sense (30m) traits.
Exotic
These creatures are strange and bizarre beyond understanding,
with unknowable motivations and blasphemous “otherness”.
Increase any two Characteristics by +10. They gain the Fear
1 talent, and take a –20 penalty to Fellowship Tests made
to deal with humans. Finally, when rolling for Distinctive
Features, roll twice and pick the highest result.
26
a Psy Rating of 2 and have three Minor Psychic Powers and
two Powers from a single Psychic Discipline (most commonly
Telepathy). Finally, these creatures gain the Psyniscience skill.
Silicate
While much of the life in the known universe has evolved (or
sometimes engineered) from broadly the same basic building
blocks (carbon, iron, amino acids, etc.), occasionally life forms are
encountered with radically different structures. Silicate species
are one example of this, bizarre creatures seemingly evolved from
“living” crystal or minerals. Silicates reduce their Agility by 10
and cannot swim (or take the Swim skill). They gain Natural
Armour (1d5+1), Unnatural Strength and Unnatural Toughness.
They do not suffer Blood Loss, and all Impact and Explosive
Critical Damage they take always counts as 5 points higher.
Transient Being
Also known as fade-kind, these ghostly species exist at least
partly out of phase with reality, although this classification
may also be used to create a creature composed of coherent
energy. These creatures have the Incorporeal or Phase traits
(50% chance of either). At your discretion, their passage may
be blocked by certain materials or phenomena (such as lead,
energy fields etc.) and may have one or more conditions
placed on its use.
Herd Creature
Usually grazers, these creatures are often physically large Warlike
and have developed to suit a nomadic lifestyle. Their main This xenos race is highly aggressive, striving to conquer,
defence is often their physical bulk and strength in numbers, plunder and destroy. Increase the creature’s Weapon Skill,
and many stampede when threatened. Increase Toughness Ballistic Skill, Strength and Agility each by +1d10. It gains
by 1d10 and they gain an additional 1d10 Wounds. Herd the Awareness skill and has a 25% chance of gaining the
creatures also gain the Stampede trait, and have a 50% chance Swift Attack talent. Furthermore, it gains two combat-
of gaining Sturdy, 25% chance of gaining Natural Weapons oriented talents or the Natural Weapons Trait (1d10+SB I
(horns, 1d10+SB I or R), and a 20% chance of gaining or R). Warlike xenos races will be habitually well armed and
Natural Armour (1d5 points). protected.
Mechanistic Warped
Members of this race have given themselves over to the When living worlds are exposed to the raw power of the
pursuit of technology and integrated it into their forms. warp, either through being engulfed in a warp storm or by
Increase Intelligence by 10 and decrease their Fellowship by the intervention of the Ruinous Powers, the usual outcome is
10. These xenos always have at least one implant. They may, simply the annihilation of life. Sometimes, however, terrible
at your option, gain the Machine trait. obscenities that should not be able to live in a rational universe
are given form. Warped creatures gain 1d5 Mutations, increase
Predatory their Strength and Toughness by 2d10 each, and gain 1d10
That nature is “red in tooth and claw” is a universal truth, extra Wounds. Reduce their Intelligence by 2d10. They do
and savage and powerful predatory species abound on many not have Fellowship scores. These creatures gain the Frenzy
worlds. Increase these creatures’ Weapon Skill and Strength talent and the Fear (1d5) trait.
by 1d10+10, and add 1d10 to their Toughness, Agility and
Intelligence. These creatures gain the Silent Move and Tracking
skills, and have a 50% chance of gaining the Sprint talent. A note on threAt rAtingS
Predatory xenos also gain Dark Sight, Natural Weapons (claws Inevitably, this is going to be a judgement call on your
or fangs, 1d10+SB I or R), have a 25% chance of Natural part, although most creatures and races created from this
Armour (1d5), and a 20% chance of being Toxic. generator will come out as Xenos Minoris. Particularly
small and inoffensive beasts will be Xenos Minima, while
Psyker
creatures with one or more “unnatural” characteristics,
This entire race has evolved great powers of the mind at the
expense of their bodies. Modify these creatures’ Characteristics as numerous distinctive features or high technology xenos
follows: Reduce Weapon Skill and Strength by –10 and increase races will be likely be Xenos Majoris.
Willpower by +10. In addition, these xenos count as having
27
diStinctive FeAtureS
The last step is to generate distinctive features. Roll for or pick one of the features described on Table 2–5: Distinctive
Features.
Cr e a tu r e
CREATURE
(Bite), Toxic, Weedy.
Armour: None (Head 3, Body 3, Legs 3).
Weapons: Bite (1d10+2 R; Primitive, plus Test Toughness
or 1d10 Damage).
The
THEKale
KALFSa n d Devil
SAND DEVIL Threat Rating: Xenos Minima.
Po
P iso n s &&
for 1d10 minutes, however, if the Test is failed by 3 or more
OISONS degrees the victim falls unconscious for 1d5 hours.
Tox ins
TOXINS
Necrotic: these poisons cause localised damage to the body by
corroding or otherwise damaging tissue and cells. Many acids and
industrial pollutants cause damage this way, as do many natural
P
types of venom intended to liquefy and digest flesh. Victim’s
P
oisons and toxins are substances that attack the failing a Toughness Tests against this form of poison suffer a
body’s natural systems causing harm. There are variable amount of extra Damage to their Wounds (usually 1d10)
endless varieties of poisonous substances within with no reduction for armour or Toughness Bonus.
the Calixis Sector; from natural venoms to toxic pollutants
that can kill as quickly and surely as any blade. In game
terms, poisons and toxins are divided into three factors; eXAmple
XAmple
their speed, their strength and their effect.
Morphia-V (Instant/–20/Sedative). Morphia-V is a
quick-acting poison, its effect occurring as soon as it
Speed enters the victim’s system (Instant). The poison is strong,
designed to “over-power” its victims (–20 Toughness
Speed defines how quickly the poison will enter the victim’s
Test). Lastly, once within a victim’s system, the poison
system.
works to incapacitate; if the victim fails the Toughness
Instant: the poisons effects occur as soon as the victim is
Test they are Stunned for 1d10 minutes (Sedative).
exposed; venoms and poisoned-attacks operate at this speed
unless noted.
Swift: the effects of the poison will occur 1d5 hours after
exposure; includes subtle poisons such as those favoured by
assassins to taint food.
Slow: the effects of the poison will occur 1d5 days after
exposure; includes environmental poisons and taints.
Strength
In order for the poison to take effect, the victim must fail a
Toughness Test. The strength of the poison is the modifier to
this Test. Some relatively weak poisons will provide a bonus
rather than a penalty to the Test. Note that “–” denotes that
the poison has no Toughness Test modifier.
eFFect
Poisons are grouped into four types of effect; however,
numerous “more unique” effects are also possible.
The
THECa lix is SECTOR
Se ctor
eyes whitening over in the moments after their death.
CALIXIS
powdered mAidenSFoil
(Swift/–/Sedative)
Here are but a sample of some of the most infamous poisons
to be “found” in the Calixis Sector. Must be ingested in food or drink for it to take effect. Taken
from the pollen and ground-down petals of maidensfoil, a
common hedge plant found on the feudal world of Acreage,
BlAck JAniX venom the plant is exported by enterprising traders and has many
(Instant/+10/Lethal)
medicinal as well as nefarious uses.
This is derived from the venom of the Black Janix snake
found on the death world of Woe in the Josian Reach. Victims,
who survive, are traumatised by the horrific hallucinations
tyche’S kiSS
(Slow/-30/Paralytic)
this deadly venom brings (victims must also roll on the
Hallucinogen Effects Table on page 137 of Dark Heresy). This poison’s effects last for days rather than hours and victim
will appear dead unless examined medically. Ground from the
seed pods of a strange blood-red orchid reputedly to have
morphiA-v first been hybridised from the Ghostfire flowers of Iocanthos,
(Instant/–20/Sedative)
its ability to “fake” death has been used to cheat justice and
Widely utilised by Maflian nobles wishing to send their as a particularly sinister tool of murder; with victims coming
enemies a “warning”—the next time the poison is used it round to find themselves buried alive.
won’t incapacitate, it will kill!
ASh Slug Secretion
duSk lotuS A.k.A. “the wrAck” (Instant/+20/Paralytic and Necrotic (1d5))
(Swift/–10/Lethal; plus Toughness Damage is permanent)
A caustic slime that is secreted by the carrion-eating Ash
Another example of the foul and deadly flora and fauna Slugs found in the waste zones of many of the sector’s hive
of the feral world of Dusk in the Malfian sub. The toxin is worlds. This foul ichor is enough to make the slow-moving
extracted from the beautiful white flower of the Dusk Lotus, beasts a serious danger to the unwary. Some scav-gangers
a plant also known as the “death’s head bloom” by the and dregs harvest this toxic filth to coat their blades and set
natives of that troubled planet. Called “the wrack” because poisoned traps.
the victim is literally wracked with pain as the toxin courses
through the system.
Table 2-6: Calixian Poisons
toX-JAck Name Cost† Availability
(Instant/–10/Necrotic (1d10))
Black Janix Venom 800 Rare
This is the standard “load” for many of the needle pistols and Morphia-V 550 Scarce
rifles to be found in the Calixis Sector. The reason that tox-
jack is so prevalent is its ease of availability as it is derived Dusk Lotus 1,000 Rare
from the standard industrial coolant used in factorums and Tox-Jack 10 Abundant
hives across the sector.
Sump Vine Sap 50 Common
Ars Imperialis Mortua 5,000 Very Rare
Sump vine SAp
(Slow/–/Lethal) Powdered Maidensfoil 200 Average
Tyche’s Kiss 450 Rare
A straightforward naturally occurring poison, usually
consumed by drinking water contaminated with the sap of Ash Slug Secretion 55 Average
the Sump Vine (found on the agri-world of Dreath). There † Cost indicates one dose.
is a lucrative black market trade in exporting Sump Vine sap
off-world.
T
his lavish Game Master’s kit helps to keep all Inquisitorial
secrets safe! Behind the sturdy screen the GM can hide dice rolls
and keep players from reading his notes. Printed on the GM’s
side are numerous handy quick reference charts that make running the
game that much easier. Added to this is a 32-page booklet with a full
adventure, xenos generator, and new rules for poisons and toxins!
2
RPG Launcher Heavy 120m S/–/– * * 1 Full *
Inaccurate: No bonus gained from Aim Action. Challenging +0 A Standard Attack. than TB, fall unconscious for 10–TB minutes.
Shotgun Basic 30m S/–/– 1d10+4 I 0 2 2Full Scatter, Leg Leg Body Arm Head Body
Critical Tables
1
Difficult –10 Attacking whilst you are Knocked Down.
3
Reliable Overheats: Unmodified roll of 91 or more on to hit roll causes Overheat, see page 129. Each hour of complete rest removes 1 level of
Fatigued.
Sling Basic 15m S/–/– 1d10–2 I 0 1 Full Primitive Power Field: When Parrying an attack made with a weapon that lacks this quality, there is a 75% chance of destroying the attacker’s weapon. Fatigue; after 8 hours, Fatigue is reduced to 0.
Attacking or Dodging whilst in the mud or heavy rain.
Energy (page 202 to 203) Stub Revolver Pistol 30m S/–/– 1d10+3 I 0 6 2Full Reliable Primitive: AP doubled, unless armour also has Primitive quality. Shooting a target at Long range.
Impact (page 204 to 205) Stub Automatic Pistol 30m S/3/– 1d10+3 I 0 9 Full — Recharge: Can only fire every-other Round. Shooting a Scrawny target. Stunned Movement (metres/round)
Webber Basic 50m S/–/– — 0 1 Full Blast (5), Snare Reliable: If Jam, roll 1d10 and only on roll of 10 has it Jammed. Hard –20 A Called Shot to a specific location.
Explosive (page 206 to 207) Stunned characters cannot take Actions (including AB Half Move Full Move Charge Run
Web Pistol Pistol 30m S/–/– — 0 1 Full Snare Scatter: At Point Blank range, each 2 degrees of success scores another hit. AP doubled at Long and Extreme ranges. Shooting into melee combat.
0 1/2 1 2 3
4 5
Rending (page 208 to 209) **Damage, Armour Piercing and Special Qualities are determined by the ammunition (i.e. the grenade) fired. Shocking: If weapon causes Damage, Test Toughness or Stunned (+10 bonus per AP). Dodging whilst Prone. free ones), opponents receive +20 to hit.
Smoke: Creates smoke screen 3d10 metres in diameter, lasts 2d10 Rounds. Making an unarmed attack against an armed opponent.
Secondary hand attack.
1
2
1
2
2
4
3
6
6
12
Target
Snare: The target must make an Agility Test or be immobilised. An immobilised target can attempt no other Actions except to try to escape the bonds.
He can attempt to burst the bonds (a Strength Test) or wriggle free (an Agility Test) in his Turn. The target is considered helpless until he Attacking with a weapon in either hand. Lightly Wounded 3 3 6 9 18
Cover Types Weapon Craftsmanship escapes. Close combat attack in darkness. If Damage taken is equal or less than twice TB.
4 4 8 12 24
Adds extra AP to locations hidden by cover. Tearing: Roll two dice for Damage, take the best result. Shooting at a target in fog, mist or shadow.
5 5 10 15 30
Toxic: If weapon causes Damage, Test Toughness at –5 for every point of Damage taken, if failed take extra 1d10 Impact Damage (no reduction for Shooting a Puny target.
Heavily Wounded
Cover Type
Light Wood, Armour-glas, Light Metal
AP
4
Poor: –10 to hit. Jam on any failed to hit roll.
Good: +5 to hit.
armour or Toughness).
Unbalanced: –10 when used to Parry.
Very Hard –30
Using a weapon without the correct Talent
Attacking or Dodging in deep snow.
Shooting a Minuscule target.
If Damage taken is more than twice TB.
6
7
6
7
12
14
18
21
36
42 6-7 8 9-0
Heavy Wood, Flakboard, Sandbags, Ice 8 Unreliable: Jams on roll of 91–00. 8 8 16 24 48
Rockcrete, Thick Iron, Stone 16
Best: +10 to hit, +1 Damage. Unstable: On a successful hit, roll 1d10: 1: Inflicts half Damage, 2–9: Inflicts normal Damage, 10: Inflicts double Damage.
Shooting a target at Extreme range.
Shooting at a completely concealed target.
Blood Loss 9 9 18 27 54
Plasteel, Armaplas 32 Unwieldy: Cannot be used to Parry. Shooting at a target in darkness. 10% chance of death each Round unless treated. 10 10 20 30 60 Scatter Diagram
© Games Workshop Ltd. All rights reserved.
™
Hit Locations Ranged Weapons Combat Actions Melee Weapons Weapon Jams Semi-Automatic Weapons Armour
Name Class Range RoF Dam Pen Clip Rld Special Action Type Description Name Class Range Dam Pen Special An unmodified roll of 96–00 weapon Jams. Full +10 BS, for every 2 degrees of success gain another hit, as indicated on Multiple Armour Type Location(s) Covered AP
Roll Location
Autogun Basic 90m S/3/10 1d10+3 I 0 30 Full — Attack Actions Axe Melee — 1d10+1 R 0 Primitive, Unbalanced Action and BS Test to clear. Semi- and Full Auto Hits Table (page 190), or can be allocated to another target within 2m. Result Primitive Armour
01–10 Head All Out Attack Full +20 to WS, cannot Dodge or Parry. Fire Jams on a 94–00.
Autopistol Pistol 30m S/–/6 1d10+2 I 0 18 Full — Brass Knuckles Melee — 1d5–1 I 0 Primitive of 94–00 on BS test indicates weapon has Jammed. Gang Leathers Arms, Body, Legs 1
11–20 Right Arm Blind Grenade Thrown SB×3 — 0 Smoke Charge Full Must move 4 metres, +10 to WS.
Heavy Leathers Arms, Body, Legs 2
21–30 Left Arm Bolas Thrown 10m S/–/– — 0 1 — Primitive, Snare, Defensive Stance Full Enemies –20 WS, you cannot attack. Club Melee — 1d10 I 0 Primitive Two-Weapon Fighting Full Automatic Weapons
Feint Half Opposed WS Test, if you win, your next attack cannot be Dodged or Parried. Flail† Melee — 1d10+2 I 0 Flexible, Primitive Quilted Vest Body 2
Inaccurate Only one-handed weapons. Either make a single
31–70 Body Full Auto Burst Full +20 to BS, additional hit for every degree of success. Great Weapon† Melee — 2d10 R 2 Primitive, Unwieldy +20 BS, for every 2 degrees of success gain another hit, as indicated on Multiple Beast Furs Body 2
Boltgun Basic 90m S/2/– 1d10+5 X 4 24 Full — attack with either weapon (–20 for off-hand), or
71–85 Right Leg Bolt Pistol Pistol 30m S/2/– 1d10+5 X 4 8 Full —
Grapple Full Make a Grapple attack (see page 197). Hammer Melee — 1d10+1 I 0 Primitive, Unbalanced Hits Table (page 190), or can be allocated to another target within 2m. Result Grox Hides Body 3
if you have Two Weapon Wielder talent, spend
Guarded Attack Full –10 WS, +10 Parry and Dodges. of 94–00 on BS Test indicates weapon has Jammed. Chain Coat Arms, Body, Legs 3
86–00 Left Leg Bow Basic 30m S/–/– 1d10 R 0 1 Half Primitive, Improvised Melee — 1d10–2 I 0 Primitive, Unbalanced a Full Action to attack with both weapons, but
Knock-Down Half Try and knock an opponent to the ground (see page 190).
Reliable Knife Melee, Thrown 3m 1d5 R 0 Primitive at –20 to each (drops to –10 with Ambidextrous Feudal Plate All 5
Combat Shotgun Basic 30m S/3/– 1d10+4 I 0 18 Full Scatter
Multiple Attacks Full Use Swift Attack or Lightning Attack talents to make multiple attacks.
Throwing Star/Knife Thrown 5m 1d5 R 0 Primitive talent). If shooting with a gun in each hand, your Overwatch Xeno Hides Body 6
Overwatch Varies Shoot targets coming into a set kill zone, targets suffer –20 to Pinning Test (see page 190).
Crossbow Basic 30m S/–/– 1d10 R 0 1 2Full Primitive Semi-Auto Burst Full +10 to BS, additional hit for every two degrees of success. targets must be within 10m of each other. You take a Full Turn to establish a kill zone 45-degrees from your facing
Falling Damages Fire Bomb Grenade Thrown SB×3 1d10+3 E 6 Blast (3) Standard Attack Half Make one melee or ranged attack.
Shield Melee — 1d5 I 0 Defensive, Primitive
and up to half the Range of the weapon. You may spend subsequent Turns Flak Armour
Flamer Basic 20m S/–/– 1d10+4 E 3 3 2Full Flame Stun Full Try and Stun an opponent.
Spear† Melee, Thrown 10m 1d10 R 0 Primitive Using Weapons without waiting for targets to enter the zone. You may take the Full Auto Burst Flak Helmet Head 2
Distance Fallen Damage Flintlock Pistol Pistol 15m S/–/– 1d10+2 I 0 1 3Full Primitive, Unreliable Sword Melee — 1d10 R 0 Balanced, Primitive
Inaccurate
Suppressing Fire Full Force opponents to take cover, –20 to BS (see page 191).
Staff† Melee — 1d10 I 0 Balanced, Primitive Talent Action to shoot any targets entering the zone, targets must make a Hard Flak Gauntlets Arms 2
3 metres 1d10+3 (–20) Willpower Test or become Pinned. Overwatch may be maintained up Light Flak Coat Arms, Body, Legs 2
Frag Grenade Thrown SB×3 2d10 X 0 Blast (4) Move Actions Chainsword Melee — 1d10+2 R 2 Balanced, Tearing –20 penalty when using a weapon without
to your WP Bonus in hours, or until the Full Burst Action has been used. Flak Vest Body 3
6 metres 1d10+5 Grenade Launcher Basic 60m S/–/– * * 6 Full * Disengage Full Break off from melee and make Half move. the appropriate Talent. In the case of Flame
Chain Axe Melee — 1d10+4 R 2 Tearing Flak Jacket Arms, Body, Legs 3
Hallucinogen Grenade Thrown SB×3 Special 0 — Manoeuvre Half Opposed WS Test, if you win move enemy 1 metre.
9 metres 1d10+7
Hand Bow Pistol 15m S/–/– 1d10 R 0 1 Full Primitive Move Half/Full Move up to your movement as a Half Action or twice your Movement as a Full Action.
Power Blade Melee — 1d10+3 E 6 Power Field
weapons, targets receive +30 to Agility Test to
avoid being hit.
Suppressive Fire Flak Cloak Body 3
12 metres 1d10+9 Hand Cannon Pistol 35m S/–/– 1d10+4 I 2 5 2Full — Run Full Triple Movement, enemies –20 BS and +20 WS. Power Sword Melee — 1d10+5 E 6 Balanced, Power Field You can suppress an area 45-degrees from your facing and up to half the Guard Flak Armour All 4
15 metres 1d10+11 Hand Flamer Pistol 10m S/–/– 1d10+4 E 2 2 2Full Flame Stand/Mount Half Stand up or mount a riding animal. Shock Maul Melee — 1d10 I 0 Shocking Unarmed Combat Range of the weapon. Targets within this area must make a Hard (–20)
Heavy Bolter Heavy 120m –/–/10 2d10 X 5 60 2Full — Tactical Advance Full Move from cover to cover, gaining benefit of cover throughout. Electro-Flail† Melee — 1d10+2 I 0 Flexible, Shocking Willpower Test or become Pinned. Make a Hard (–20) Ballistic Skill Test to Mesh Armour
18 metres 1d10+13 WS to hit, inflicts 1d5–3 I+SB. Armour Points
Heavy Stubber Heavy 120m –/–/10 1d10+4 I 3 200 2Full — †
This weapon requires two hands to use. determine if anyone in area has been hit, GM assigns hit to random target. Mesh Cowl Head 3
Miscellaneous Actions count as double. In addition, successful hit also
21 metres 1d10+15 Hunting Rifle Basic 150m S/–/– 1d10+3 I 0 5 Full Accurate An extra hit is scored for every 2 degrees of success. Result of 94–00 on BS Mesh Gloves Arms 3
Aim Half/Full +10 bonus to hit as a Half Action or +20 to hit as a Full Action on your next attack. Note: Characters using melee weapons add their SB to the Damage they inflict. inflicts 1 level of Fatigue.
Inferno Pistol Pistol 10m S/–/– 2d10+4 E 12 3 Full — test indicates weapon has Jammed.
24 metres 1d10+17 Delay Half Before your next turn take any Half Action. Xeno Mesh Arms, Body, Legs 4
Krak Grenade Thrown SB×3 2d10+4 X 6 —
Dodge Reaction Test Dodge to negate a hit. Mesh Vest Body 4
25+ metres 1d10+20 Laspistol Pistol 30m S/–/– 1d10+2 E 0 30 Full Reliable
Focus Power Varies Use a Psychic Power. Pinning Mesh Combat Cloak Arms, Body 4
Las Carbine Basic 60m S/2/– 1d10+2 E 0 40 Full Reliable
Jump/Leap Full Leap or Jump (see page 214). Combat Difficulty Summary Damage
Lasgun Basic 100m S/3/– 1d10+3 E 0 60 Full Reliable Pinned targets have Half Action only and suffer –20 BS and must keep
Parry Reaction Test WS to negate a hit. Difficulty Skill Modifier Example When a character has sustained Damage equal Carapace Armour
cover between them and the shooter. Test Willpower to recover at the end
Test Difficulty Long Las
Meltagun
Basic
Basic
150m
20m
S/–/–
S/–/–
1d10+3 E
2d10+4 E
1
12
40
5
Full
2Full
Accurate, Reliable
—
Ready Half Ready a weapon or item. Easy +30 Attacking a Surprised opponent. to their Wounds, all further Damage is Critical of the Turn, +30 if not shot at. If engaged in melee, automatically escape. Carapace Helm Head 4
Reload Varies Reload a ranged weapon. Shooting a Massive target.
Difficulty Test Modifier MP Lascannon Heavy 300m S/–/– 5d10+10 E 10 5 2Full — Use Skill Varies You may use a Skill. Shooting a target at Point Blank range.
Damage. When Critical Damage is suffered, Carapace Vambraces Arms 5
Easy +30
Musket Basic 30m S/–/– 1d10+2 I 0 1 5Full Primitive, Unreliable
Inaccurate
Routine +20 Close combat with foe who is outnumbered three to consult the relevant Critical Table (pages 202– Multiple Hits From Carapace Greaves Legs 5
one or more. 209), determined by the type of Damage (Energy, Enforcer Light Carapace Arms, Body, Legs 5
Routine +20 Needle Pistol Pistol 30m S/–/– 1d10 R 0 6 Full Accurate, Toxic Weapon Special Qualities Attacking a Stunned opponent. Impact, Rending or Explosive) and the Hit
Semi and Full auto fire Carapace Chest Plate Body 6
Ordinary +10 Needle Rifle Basic 180m S/–/– 1d10 R 0 6 2Full Accurate, Toxic Shooting a target with Full Automatic fire.
Accurate: Additional +10 to hit when used with an Aim Action. Location of the attack, and apply the effect. All Each Storm Trooper Carapace All 6
Challenging +0
Photon Flash Grenade Thrown SB×3 Special 0 — Shooting an Enormous target. Location Second Third Fourth Fifth
Plasma Gun Basic 90m S/2/– 1d10+6 E 6 20 8Full Recharge, Balanced: +10 Parry. Ordinary +10 Close combat with a foe who is outnumbered two to one. Critical Damage is cumulative. Additional Hit
Difficult –10 Overheats Blast (X): All within the weapon’s blast radius in metres is hit. Roll Hit Location and Damage individually for each person affected. Attacking a Prone opponent. Power Armour
Head Head Arm Body Arm Body
Light Power Armour All 7
Hard –20 Plasma Pistol Pistol 30m S/–/– 1d10+6 E 6 10 4Full Recharge, Defensive:
Flame:
+15 to Parry, –10 to hit.
No BS Test. All creatures in a 30 degree arc make Agility Test or be struck by flame and take Damage. If Damage is taken, the target must
Attacking from higher ground.
Shooting a target with Semi-Automatic fire.
Fatigue Arm Arm Body Head Body Arm Power Armour All 8
Very Hard –30 Overheats Can suffer a number Fatigue equal to TB. Fatigued
Pump-Action Shotgun Basic 30m S/–/– 1d10+4 I 0 8 2Full Scatter succeed on second Agility Test or catch fire. Shooting a Hulking target.
Flexible: Cannot be Parried. Shooting a target at Short range. characters –10 all Tests. If you suffer more Fatigue Body Body Arm Head Arm Body
2
RPG Launcher Heavy 120m S/–/– * * 1 Full *
Inaccurate: No bonus gained from Aim Action. Challenging +0 A Standard Attack. than TB, fall unconscious for 10–TB minutes.
Shotgun Basic 30m S/–/– 1d10+4 I 0 2 2Full Scatter, Leg Leg Body Arm Head Body
Critical Tables
1
Difficult –10 Attacking whilst you are Knocked Down.
3
Reliable Overheats: Unmodified roll of 91 or more on to hit roll causes Overheat, see page 129. Each hour of complete rest removes 1 level of
Fatigued.
Sling Basic 15m S/–/– 1d10–2 I 0 1 Full Primitive Power Field: When Parrying an attack made with a weapon that lacks this quality, there is a 75% chance of destroying the attacker’s weapon. Fatigue; after 8 hours, Fatigue is reduced to 0.
Attacking or Dodging whilst in the mud or heavy rain.
Energy (page 202 to 203) Stub Revolver Pistol 30m S/–/– 1d10+3 I 0 6 2Full Reliable Primitive: AP doubled, unless armour also has Primitive quality. Shooting a target at Long range.
Impact (page 204 to 205) Stub Automatic Pistol 30m S/3/– 1d10+3 I 0 9 Full — Recharge: Can only fire every-other Round. Shooting a Scrawny target. Stunned Movement (metres/round)
Webber Basic 50m S/–/– — 0 1 Full Blast (5), Snare Reliable: If Jam, roll 1d10 and only on roll of 10 has it Jammed. Hard –20 A Called Shot to a specific location.
Explosive (page 206 to 207) Stunned characters cannot take Actions (including AB Half Move Full Move Charge Run
Web Pistol Pistol 30m S/–/– — 0 1 Full Snare Scatter: At Point Blank range, each 2 degrees of success scores another hit. AP doubled at Long and Extreme ranges. Shooting into melee combat.
0 1/2 1 2 3
4 5
Rending (page 208 to 209) **Damage, Armour Piercing and Special Qualities are determined by the ammunition (i.e. the grenade) fired. Shocking: If weapon causes Damage, Test Toughness or Stunned (+10 bonus per AP). Dodging whilst Prone. free ones), opponents receive +20 to hit.
Smoke: Creates smoke screen 3d10 metres in diameter, lasts 2d10 Rounds. Making an unarmed attack against an armed opponent.
Secondary hand attack.
1
2
1
2
2
4
3
6
6
12
Target
Snare: The target must make an Agility Test or be immobilised. An immobilised target can attempt no other Actions except to try to escape the bonds.
He can attempt to burst the bonds (a Strength Test) or wriggle free (an Agility Test) in his Turn. The target is considered helpless until he Attacking with a weapon in either hand. Lightly Wounded 3 3 6 9 18
Cover Types Weapon Craftsmanship escapes. Close combat attack in darkness. If Damage taken is equal or less than twice TB.
4 4 8 12 24
Adds extra AP to locations hidden by cover. Tearing: Roll two dice for Damage, take the best result. Shooting at a target in fog, mist or shadow.
5 5 10 15 30
Toxic: If weapon causes Damage, Test Toughness at –5 for every point of Damage taken, if failed take extra 1d10 Impact Damage (no reduction for Shooting a Puny target.
Heavily Wounded
Cover Type
Light Wood, Armour-glas, Light Metal
AP
4
Poor: –10 to hit. Jam on any failed to hit roll.
Good: +5 to hit.
armour or Toughness).
Unbalanced: –10 when used to Parry.
Very Hard –30
Using a weapon without the correct Talent
Attacking or Dodging in deep snow.
Shooting a Minuscule target.
If Damage taken is more than twice TB.
6
7
6
7
12
14
18
21
36
42 6-7 8 9-0
Heavy Wood, Flakboard, Sandbags, Ice 8 Unreliable: Jams on roll of 91–00. 8 8 16 24 48
Rockcrete, Thick Iron, Stone 16
Best: +10 to hit, +1 Damage. Unstable: On a successful hit, roll 1d10: 1: Inflicts half Damage, 2–9: Inflicts normal Damage, 10: Inflicts double Damage.
Shooting a target at Extreme range.
Shooting at a completely concealed target.
Blood Loss 9 9 18 27 54
Plasteel, Armaplas 32 Unwieldy: Cannot be used to Parry. Shooting at a target in darkness. 10% chance of death each Round unless treated. 10 10 20 30 60 Scatter Diagram
© Games Workshop Ltd. All rights reserved.
™
Hit Locations Ranged Weapons Combat Actions Melee Weapons Weapon Jams Semi-Automatic Weapons Armour
Name Class Range RoF Dam Pen Clip Rld Special Action Type Description Name Class Range Dam Pen Special An unmodified roll of 96–00 weapon Jams. Full +10 BS, for every 2 degrees of success gain another hit, as indicated on Multiple Armour Type Location(s) Covered AP
Roll Location
Autogun Basic 90m S/3/10 1d10+3 I 0 30 Full — Attack Actions Axe Melee — 1d10+1 R 0 Primitive, Unbalanced Action and BS Test to clear. Semi- and Full Auto Hits Table (page 190), or can be allocated to another target within 2m. Result Primitive Armour
01–10 Head All Out Attack Full +20 to WS, cannot Dodge or Parry. Fire Jams on a 94–00.
Autopistol Pistol 30m S/–/6 1d10+2 I 0 18 Full — Brass Knuckles Melee — 1d5–1 I 0 Primitive of 94–00 on BS test indicates weapon has Jammed. Gang Leathers Arms, Body, Legs 1
11–20 Right Arm Blind Grenade Thrown SB×3 — 0 Smoke Charge Full Must move 4 metres, +10 to WS.
Heavy Leathers Arms, Body, Legs 2
21–30 Left Arm Bolas Thrown 10m S/–/– — 0 1 — Primitive, Snare, Defensive Stance Full Enemies –20 WS, you cannot attack. Club Melee — 1d10 I 0 Primitive Two-Weapon Fighting Full Automatic Weapons
Feint Half Opposed WS Test, if you win, your next attack cannot be Dodged or Parried. Flail† Melee — 1d10+2 I 0 Flexible, Primitive Quilted Vest Body 2
Inaccurate Only one-handed weapons. Either make a single
31–70 Body Full Auto Burst Full +20 to BS, additional hit for every degree of success. Great Weapon† Melee — 2d10 R 2 Primitive, Unwieldy +20 BS, for every 2 degrees of success gain another hit, as indicated on Multiple Beast Furs Body 2
Boltgun Basic 90m S/2/– 1d10+5 X 4 24 Full — attack with either weapon (–20 for off-hand), or
71–85 Right Leg Bolt Pistol Pistol 30m S/2/– 1d10+5 X 4 8 Full —
Grapple Full Make a Grapple attack (see page 197). Hammer Melee — 1d10+1 I 0 Primitive, Unbalanced Hits Table (page 190), or can be allocated to another target within 2m. Result Grox Hides Body 3
if you have Two Weapon Wielder talent, spend
Guarded Attack Full –10 WS, +10 Parry and Dodges. of 94–00 on BS Test indicates weapon has Jammed. Chain Coat Arms, Body, Legs 3
86–00 Left Leg Bow Basic 30m S/–/– 1d10 R 0 1 Half Primitive, Improvised Melee — 1d10–2 I 0 Primitive, Unbalanced a Full Action to attack with both weapons, but
Knock-Down Half Try and knock an opponent to the ground (see page 190).
Reliable Knife Melee, Thrown 3m 1d5 R 0 Primitive at –20 to each (drops to –10 with Ambidextrous Feudal Plate All 5
Combat Shotgun Basic 30m S/3/– 1d10+4 I 0 18 Full Scatter
Multiple Attacks Full Use Swift Attack or Lightning Attack talents to make multiple attacks.
Throwing Star/Knife Thrown 5m 1d5 R 0 Primitive talent). If shooting with a gun in each hand, your Overwatch Xeno Hides Body 6
Overwatch Varies Shoot targets coming into a set kill zone, targets suffer –20 to Pinning Test (see page 190).
Crossbow Basic 30m S/–/– 1d10 R 0 1 2Full Primitive Semi-Auto Burst Full +10 to BS, additional hit for every two degrees of success. targets must be within 10m of each other. You take a Full Turn to establish a kill zone 45-degrees from your facing
Falling Damages Fire Bomb Grenade Thrown SB×3 1d10+3 E 6 Blast (3) Standard Attack Half Make one melee or ranged attack.
Shield Melee — 1d5 I 0 Defensive, Primitive
and up to half the Range of the weapon. You may spend subsequent Turns Flak Armour
Flamer Basic 20m S/–/– 1d10+4 E 3 3 2Full Flame Stun Full Try and Stun an opponent.
Spear† Melee, Thrown 10m 1d10 R 0 Primitive Using Weapons without waiting for targets to enter the zone. You may take the Full Auto Burst Flak Helmet Head 2
Distance Fallen Damage Flintlock Pistol Pistol 15m S/–/– 1d10+2 I 0 1 3Full Primitive, Unreliable Sword Melee — 1d10 R 0 Balanced, Primitive
Inaccurate
Suppressing Fire Full Force opponents to take cover, –20 to BS (see page 191).
Staff† Melee — 1d10 I 0 Balanced, Primitive Talent Action to shoot any targets entering the zone, targets must make a Hard Flak Gauntlets Arms 2
3 metres 1d10+3 (–20) Willpower Test or become Pinned. Overwatch may be maintained up Light Flak Coat Arms, Body, Legs 2
Frag Grenade Thrown SB×3 2d10 X 0 Blast (4) Move Actions Chainsword Melee — 1d10+2 R 2 Balanced, Tearing –20 penalty when using a weapon without
to your WP Bonus in hours, or until the Full Burst Action has been used. Flak Vest Body 3
6 metres 1d10+5 Grenade Launcher Basic 60m S/–/– * * 6 Full * Disengage Full Break off from melee and make Half move. the appropriate Talent. In the case of Flame
Chain Axe Melee — 1d10+4 R 2 Tearing Flak Jacket Arms, Body, Legs 3
Hallucinogen Grenade Thrown SB×3 Special 0 — Manoeuvre Half Opposed WS Test, if you win move enemy 1 metre.
9 metres 1d10+7
Hand Bow Pistol 15m S/–/– 1d10 R 0 1 Full Primitive Move Half/Full Move up to your movement as a Half Action or twice your Movement as a Full Action.
Power Blade Melee — 1d10+3 E 6 Power Field
weapons, targets receive +30 to Agility Test to
avoid being hit.
Suppressive Fire Flak Cloak Body 3
12 metres 1d10+9 Hand Cannon Pistol 35m S/–/– 1d10+4 I 2 5 2Full — Run Full Triple Movement, enemies –20 BS and +20 WS. Power Sword Melee — 1d10+5 E 6 Balanced, Power Field You can suppress an area 45-degrees from your facing and up to half the Guard Flak Armour All 4
15 metres 1d10+11 Hand Flamer Pistol 10m S/–/– 1d10+4 E 2 2 2Full Flame Stand/Mount Half Stand up or mount a riding animal. Shock Maul Melee — 1d10 I 0 Shocking Unarmed Combat Range of the weapon. Targets within this area must make a Hard (–20)
Heavy Bolter Heavy 120m –/–/10 2d10 X 5 60 2Full — Tactical Advance Full Move from cover to cover, gaining benefit of cover throughout. Electro-Flail† Melee — 1d10+2 I 0 Flexible, Shocking Willpower Test or become Pinned. Make a Hard (–20) Ballistic Skill Test to Mesh Armour
18 metres 1d10+13 WS to hit, inflicts 1d5–3 I+SB. Armour Points
Heavy Stubber Heavy 120m –/–/10 1d10+4 I 3 200 2Full — †
This weapon requires two hands to use. determine if anyone in area has been hit, GM assigns hit to random target. Mesh Cowl Head 3
Miscellaneous Actions count as double. In addition, successful hit also
21 metres 1d10+15 Hunting Rifle Basic 150m S/–/– 1d10+3 I 0 5 Full Accurate An extra hit is scored for every 2 degrees of success. Result of 94–00 on BS Mesh Gloves Arms 3
Aim Half/Full +10 bonus to hit as a Half Action or +20 to hit as a Full Action on your next attack. Note: Characters using melee weapons add their SB to the Damage they inflict. inflicts 1 level of Fatigue.
Inferno Pistol Pistol 10m S/–/– 2d10+4 E 12 3 Full — test indicates weapon has Jammed.
24 metres 1d10+17 Delay Half Before your next turn take any Half Action. Xeno Mesh Arms, Body, Legs 4
Krak Grenade Thrown SB×3 2d10+4 X 6 —
Dodge Reaction Test Dodge to negate a hit. Mesh Vest Body 4
25+ metres 1d10+20 Laspistol Pistol 30m S/–/– 1d10+2 E 0 30 Full Reliable
Focus Power Varies Use a Psychic Power. Pinning Mesh Combat Cloak Arms, Body 4
Las Carbine Basic 60m S/2/– 1d10+2 E 0 40 Full Reliable
Jump/Leap Full Leap or Jump (see page 214). Combat Difficulty Summary Damage
Lasgun Basic 100m S/3/– 1d10+3 E 0 60 Full Reliable Pinned targets have Half Action only and suffer –20 BS and must keep
Parry Reaction Test WS to negate a hit. Difficulty Skill Modifier Example When a character has sustained Damage equal Carapace Armour
cover between them and the shooter. Test Willpower to recover at the end
Test Difficulty Long Las
Meltagun
Basic
Basic
150m
20m
S/–/–
S/–/–
1d10+3 E
2d10+4 E
1
12
40
5
Full
2Full
Accurate, Reliable
—
Ready Half Ready a weapon or item. Easy +30 Attacking a Surprised opponent. to their Wounds, all further Damage is Critical of the Turn, +30 if not shot at. If engaged in melee, automatically escape. Carapace Helm Head 4
Reload Varies Reload a ranged weapon. Shooting a Massive target.
Difficulty Test Modifier MP Lascannon Heavy 300m S/–/– 5d10+10 E 10 5 2Full — Use Skill Varies You may use a Skill. Shooting a target at Point Blank range.
Damage. When Critical Damage is suffered, Carapace Vambraces Arms 5
Easy +30
Musket Basic 30m S/–/– 1d10+2 I 0 1 5Full Primitive, Unreliable
Inaccurate
Routine +20 Close combat with foe who is outnumbered three to consult the relevant Critical Table (pages 202– Multiple Hits From Carapace Greaves Legs 5
one or more. 209), determined by the type of Damage (Energy, Enforcer Light Carapace Arms, Body, Legs 5
Routine +20 Needle Pistol Pistol 30m S/–/– 1d10 R 0 6 Full Accurate, Toxic Weapon Special Qualities Attacking a Stunned opponent. Impact, Rending or Explosive) and the Hit
Semi and Full auto fire Carapace Chest Plate Body 6
Ordinary +10 Needle Rifle Basic 180m S/–/– 1d10 R 0 6 2Full Accurate, Toxic Shooting a target with Full Automatic fire.
Accurate: Additional +10 to hit when used with an Aim Action. Location of the attack, and apply the effect. All Each Storm Trooper Carapace All 6
Challenging +0
Photon Flash Grenade Thrown SB×3 Special 0 — Shooting an Enormous target. Location Second Third Fourth Fifth
Plasma Gun Basic 90m S/2/– 1d10+6 E 6 20 8Full Recharge, Balanced: +10 Parry. Ordinary +10 Close combat with a foe who is outnumbered two to one. Critical Damage is cumulative. Additional Hit
Difficult –10 Overheats Blast (X): All within the weapon’s blast radius in metres is hit. Roll Hit Location and Damage individually for each person affected. Attacking a Prone opponent. Power Armour
Head Head Arm Body Arm Body
Light Power Armour All 7
Hard –20 Plasma Pistol Pistol 30m S/–/– 1d10+6 E 6 10 4Full Recharge, Defensive:
Flame:
+15 to Parry, –10 to hit.
No BS Test. All creatures in a 30 degree arc make Agility Test or be struck by flame and take Damage. If Damage is taken, the target must
Attacking from higher ground.
Shooting a target with Semi-Automatic fire.
Fatigue Arm Arm Body Head Body Arm Power Armour All 8
Very Hard –30 Overheats Can suffer a number Fatigue equal to TB. Fatigued
Pump-Action Shotgun Basic 30m S/–/– 1d10+4 I 0 8 2Full Scatter succeed on second Agility Test or catch fire. Shooting a Hulking target.
Flexible: Cannot be Parried. Shooting a target at Short range. characters –10 all Tests. If you suffer more Fatigue Body Body Arm Head Arm Body
2
RPG Launcher Heavy 120m S/–/– * * 1 Full *
Inaccurate: No bonus gained from Aim Action. Challenging +0 A Standard Attack. than TB, fall unconscious for 10–TB minutes.
Shotgun Basic 30m S/–/– 1d10+4 I 0 2 2Full Scatter, Leg Leg Body Arm Head Body
Critical Tables
1
Difficult –10 Attacking whilst you are Knocked Down.
3
Reliable Overheats: Unmodified roll of 91 or more on to hit roll causes Overheat, see page 129. Each hour of complete rest removes 1 level of
Fatigued.
Sling Basic 15m S/–/– 1d10–2 I 0 1 Full Primitive Power Field: When Parrying an attack made with a weapon that lacks this quality, there is a 75% chance of destroying the attacker’s weapon. Fatigue; after 8 hours, Fatigue is reduced to 0.
Attacking or Dodging whilst in the mud or heavy rain.
Energy (page 202 to 203) Stub Revolver Pistol 30m S/–/– 1d10+3 I 0 6 2Full Reliable Primitive: AP doubled, unless armour also has Primitive quality. Shooting a target at Long range.
Impact (page 204 to 205) Stub Automatic Pistol 30m S/3/– 1d10+3 I 0 9 Full — Recharge: Can only fire every-other Round. Shooting a Scrawny target. Stunned Movement (metres/round)
Webber Basic 50m S/–/– — 0 1 Full Blast (5), Snare Reliable: If Jam, roll 1d10 and only on roll of 10 has it Jammed. Hard –20 A Called Shot to a specific location.
Explosive (page 206 to 207) Stunned characters cannot take Actions (including AB Half Move Full Move Charge Run
Web Pistol Pistol 30m S/–/– — 0 1 Full Snare Scatter: At Point Blank range, each 2 degrees of success scores another hit. AP doubled at Long and Extreme ranges. Shooting into melee combat.
0 1/2 1 2 3
4 5
Rending (page 208 to 209) **Damage, Armour Piercing and Special Qualities are determined by the ammunition (i.e. the grenade) fired. Shocking: If weapon causes Damage, Test Toughness or Stunned (+10 bonus per AP). Dodging whilst Prone. free ones), opponents receive +20 to hit.
Smoke: Creates smoke screen 3d10 metres in diameter, lasts 2d10 Rounds. Making an unarmed attack against an armed opponent.
Secondary hand attack.
1
2
1
2
2
4
3
6
6
12
Target
Snare: The target must make an Agility Test or be immobilised. An immobilised target can attempt no other Actions except to try to escape the bonds.
He can attempt to burst the bonds (a Strength Test) or wriggle free (an Agility Test) in his Turn. The target is considered helpless until he Attacking with a weapon in either hand. Lightly Wounded 3 3 6 9 18
Cover Types Weapon Craftsmanship escapes. Close combat attack in darkness. If Damage taken is equal or less than twice TB.
4 4 8 12 24
Adds extra AP to locations hidden by cover. Tearing: Roll two dice for Damage, take the best result. Shooting at a target in fog, mist or shadow.
5 5 10 15 30
Toxic: If weapon causes Damage, Test Toughness at –5 for every point of Damage taken, if failed take extra 1d10 Impact Damage (no reduction for Shooting a Puny target.
Heavily Wounded
Cover Type
Light Wood, Armour-glas, Light Metal
AP
4
Poor: –10 to hit. Jam on any failed to hit roll.
Good: +5 to hit.
armour or Toughness).
Unbalanced: –10 when used to Parry.
Very Hard –30
Using a weapon without the correct Talent
Attacking or Dodging in deep snow.
Shooting a Minuscule target.
If Damage taken is more than twice TB.
6
7
6
7
12
14
18
21
36
42 6-7 8 9-0
Heavy Wood, Flakboard, Sandbags, Ice 8 Unreliable: Jams on roll of 91–00. 8 8 16 24 48
Rockcrete, Thick Iron, Stone 16
Best: +10 to hit, +1 Damage. Unstable: On a successful hit, roll 1d10: 1: Inflicts half Damage, 2–9: Inflicts normal Damage, 10: Inflicts double Damage.
Shooting a target at Extreme range.
Shooting at a completely concealed target.
Blood Loss 9 9 18 27 54
Plasteel, Armaplas 32 Unwieldy: Cannot be used to Parry. Shooting at a target in darkness. 10% chance of death each Round unless treated. 10 10 20 30 60 Scatter Diagram
© Games Workshop Ltd. All rights reserved.
™
Hit Locations Ranged Weapons Combat Actions Melee Weapons Weapon Jams Semi-Automatic Weapons Armour
Name Class Range RoF Dam Pen Clip Rld Special Action Type Description Name Class Range Dam Pen Special An unmodified roll of 96–00 weapon Jams. Full +10 BS, for every 2 degrees of success gain another hit, as indicated on Multiple Armour Type Location(s) Covered AP
Roll Location
Autogun Basic 90m S/3/10 1d10+3 I 0 30 Full — Attack Actions Axe Melee — 1d10+1 R 0 Primitive, Unbalanced Action and BS Test to clear. Semi- and Full Auto Hits Table (page 190), or can be allocated to another target within 2m. Result Primitive Armour
01–10 Head All Out Attack Full +20 to WS, cannot Dodge or Parry. Fire Jams on a 94–00.
Autopistol Pistol 30m S/–/6 1d10+2 I 0 18 Full — Brass Knuckles Melee — 1d5–1 I 0 Primitive of 94–00 on BS test indicates weapon has Jammed. Gang Leathers Arms, Body, Legs 1
11–20 Right Arm Blind Grenade Thrown SB×3 — 0 Smoke Charge Full Must move 4 metres, +10 to WS.
Heavy Leathers Arms, Body, Legs 2
21–30 Left Arm Bolas Thrown 10m S/–/– — 0 1 — Primitive, Snare, Defensive Stance Full Enemies –20 WS, you cannot attack. Club Melee — 1d10 I 0 Primitive Two-Weapon Fighting Full Automatic Weapons
Feint Half Opposed WS Test, if you win, your next attack cannot be Dodged or Parried. Flail† Melee — 1d10+2 I 0 Flexible, Primitive Quilted Vest Body 2
Inaccurate Only one-handed weapons. Either make a single
31–70 Body Full Auto Burst Full +20 to BS, additional hit for every degree of success. Great Weapon† Melee — 2d10 R 2 Primitive, Unwieldy +20 BS, for every 2 degrees of success gain another hit, as indicated on Multiple Beast Furs Body 2
Boltgun Basic 90m S/2/– 1d10+5 X 4 24 Full — attack with either weapon (–20 for off-hand), or
71–85 Right Leg Bolt Pistol Pistol 30m S/2/– 1d10+5 X 4 8 Full —
Grapple Full Make a Grapple attack (see page 197). Hammer Melee — 1d10+1 I 0 Primitive, Unbalanced Hits Table (page 190), or can be allocated to another target within 2m. Result Grox Hides Body 3
if you have Two Weapon Wielder talent, spend
Guarded Attack Full –10 WS, +10 Parry and Dodges. of 94–00 on BS Test indicates weapon has Jammed. Chain Coat Arms, Body, Legs 3
86–00 Left Leg Bow Basic 30m S/–/– 1d10 R 0 1 Half Primitive, Improvised Melee — 1d10–2 I 0 Primitive, Unbalanced a Full Action to attack with both weapons, but
Knock-Down Half Try and knock an opponent to the ground (see page 190).
Reliable Knife Melee, Thrown 3m 1d5 R 0 Primitive at –20 to each (drops to –10 with Ambidextrous Feudal Plate All 5
Combat Shotgun Basic 30m S/3/– 1d10+4 I 0 18 Full Scatter
Multiple Attacks Full Use Swift Attack or Lightning Attack talents to make multiple attacks.
Throwing Star/Knife Thrown 5m 1d5 R 0 Primitive talent). If shooting with a gun in each hand, your Overwatch Xeno Hides Body 6
Overwatch Varies Shoot targets coming into a set kill zone, targets suffer –20 to Pinning Test (see page 190).
Crossbow Basic 30m S/–/– 1d10 R 0 1 2Full Primitive Semi-Auto Burst Full +10 to BS, additional hit for every two degrees of success. targets must be within 10m of each other. You take a Full Turn to establish a kill zone 45-degrees from your facing
Falling Damages Fire Bomb Grenade Thrown SB×3 1d10+3 E 6 Blast (3) Standard Attack Half Make one melee or ranged attack.
Shield Melee — 1d5 I 0 Defensive, Primitive
and up to half the Range of the weapon. You may spend subsequent Turns Flak Armour
Flamer Basic 20m S/–/– 1d10+4 E 3 3 2Full Flame Stun Full Try and Stun an opponent.
Spear† Melee, Thrown 10m 1d10 R 0 Primitive Using Weapons without waiting for targets to enter the zone. You may take the Full Auto Burst Flak Helmet Head 2
Distance Fallen Damage Flintlock Pistol Pistol 15m S/–/– 1d10+2 I 0 1 3Full Primitive, Unreliable Sword Melee — 1d10 R 0 Balanced, Primitive
Inaccurate
Suppressing Fire Full Force opponents to take cover, –20 to BS (see page 191).
Staff† Melee — 1d10 I 0 Balanced, Primitive Talent Action to shoot any targets entering the zone, targets must make a Hard Flak Gauntlets Arms 2
3 metres 1d10+3 (–20) Willpower Test or become Pinned. Overwatch may be maintained up Light Flak Coat Arms, Body, Legs 2
Frag Grenade Thrown SB×3 2d10 X 0 Blast (4) Move Actions Chainsword Melee — 1d10+2 R 2 Balanced, Tearing –20 penalty when using a weapon without
to your WP Bonus in hours, or until the Full Burst Action has been used. Flak Vest Body 3
6 metres 1d10+5 Grenade Launcher Basic 60m S/–/– * * 6 Full * Disengage Full Break off from melee and make Half move. the appropriate Talent. In the case of Flame
Chain Axe Melee — 1d10+4 R 2 Tearing Flak Jacket Arms, Body, Legs 3
Hallucinogen Grenade Thrown SB×3 Special 0 — Manoeuvre Half Opposed WS Test, if you win move enemy 1 metre.
9 metres 1d10+7
Hand Bow Pistol 15m S/–/– 1d10 R 0 1 Full Primitive Move Half/Full Move up to your movement as a Half Action or twice your Movement as a Full Action.
Power Blade Melee — 1d10+3 E 6 Power Field
weapons, targets receive +30 to Agility Test to
avoid being hit.
Suppressive Fire Flak Cloak Body 3
12 metres 1d10+9 Hand Cannon Pistol 35m S/–/– 1d10+4 I 2 5 2Full — Run Full Triple Movement, enemies –20 BS and +20 WS. Power Sword Melee — 1d10+5 E 6 Balanced, Power Field You can suppress an area 45-degrees from your facing and up to half the Guard Flak Armour All 4
15 metres 1d10+11 Hand Flamer Pistol 10m S/–/– 1d10+4 E 2 2 2Full Flame Stand/Mount Half Stand up or mount a riding animal. Shock Maul Melee — 1d10 I 0 Shocking Unarmed Combat Range of the weapon. Targets within this area must make a Hard (–20)
Heavy Bolter Heavy 120m –/–/10 2d10 X 5 60 2Full — Tactical Advance Full Move from cover to cover, gaining benefit of cover throughout. Electro-Flail† Melee — 1d10+2 I 0 Flexible, Shocking Willpower Test or become Pinned. Make a Hard (–20) Ballistic Skill Test to Mesh Armour
18 metres 1d10+13 WS to hit, inflicts 1d5–3 I+SB. Armour Points
Heavy Stubber Heavy 120m –/–/10 1d10+4 I 3 200 2Full — †
This weapon requires two hands to use. determine if anyone in area has been hit, GM assigns hit to random target. Mesh Cowl Head 3
Miscellaneous Actions count as double. In addition, successful hit also
21 metres 1d10+15 Hunting Rifle Basic 150m S/–/– 1d10+3 I 0 5 Full Accurate An extra hit is scored for every 2 degrees of success. Result of 94–00 on BS Mesh Gloves Arms 3
Aim Half/Full +10 bonus to hit as a Half Action or +20 to hit as a Full Action on your next attack. Note: Characters using melee weapons add their SB to the Damage they inflict. inflicts 1 level of Fatigue.
Inferno Pistol Pistol 10m S/–/– 2d10+4 E 12 3 Full — test indicates weapon has Jammed.
24 metres 1d10+17 Delay Half Before your next turn take any Half Action. Xeno Mesh Arms, Body, Legs 4
Krak Grenade Thrown SB×3 2d10+4 X 6 —
Dodge Reaction Test Dodge to negate a hit. Mesh Vest Body 4
25+ metres 1d10+20 Laspistol Pistol 30m S/–/– 1d10+2 E 0 30 Full Reliable
Focus Power Varies Use a Psychic Power. Pinning Mesh Combat Cloak Arms, Body 4
Las Carbine Basic 60m S/2/– 1d10+2 E 0 40 Full Reliable
Jump/Leap Full Leap or Jump (see page 214). Combat Difficulty Summary Damage
Lasgun Basic 100m S/3/– 1d10+3 E 0 60 Full Reliable Pinned targets have Half Action only and suffer –20 BS and must keep
Parry Reaction Test WS to negate a hit. Difficulty Skill Modifier Example When a character has sustained Damage equal Carapace Armour
cover between them and the shooter. Test Willpower to recover at the end
Test Difficulty Long Las
Meltagun
Basic
Basic
150m
20m
S/–/–
S/–/–
1d10+3 E
2d10+4 E
1
12
40
5
Full
2Full
Accurate, Reliable
—
Ready Half Ready a weapon or item. Easy +30 Attacking a Surprised opponent. to their Wounds, all further Damage is Critical of the Turn, +30 if not shot at. If engaged in melee, automatically escape. Carapace Helm Head 4
Reload Varies Reload a ranged weapon. Shooting a Massive target.
Difficulty Test Modifier MP Lascannon Heavy 300m S/–/– 5d10+10 E 10 5 2Full — Use Skill Varies You may use a Skill. Shooting a target at Point Blank range.
Damage. When Critical Damage is suffered, Carapace Vambraces Arms 5
Easy +30
Musket Basic 30m S/–/– 1d10+2 I 0 1 5Full Primitive, Unreliable
Inaccurate
Routine +20 Close combat with foe who is outnumbered three to consult the relevant Critical Table (pages 202– Multiple Hits From Carapace Greaves Legs 5
one or more. 209), determined by the type of Damage (Energy, Enforcer Light Carapace Arms, Body, Legs 5
Routine +20 Needle Pistol Pistol 30m S/–/– 1d10 R 0 6 Full Accurate, Toxic Weapon Special Qualities Attacking a Stunned opponent. Impact, Rending or Explosive) and the Hit
Semi and Full auto fire Carapace Chest Plate Body 6
Ordinary +10 Needle Rifle Basic 180m S/–/– 1d10 R 0 6 2Full Accurate, Toxic Shooting a target with Full Automatic fire.
Accurate: Additional +10 to hit when used with an Aim Action. Location of the attack, and apply the effect. All Each Storm Trooper Carapace All 6
Challenging +0
Photon Flash Grenade Thrown SB×3 Special 0 — Shooting an Enormous target. Location Second Third Fourth Fifth
Plasma Gun Basic 90m S/2/– 1d10+6 E 6 20 8Full Recharge, Balanced: +10 Parry. Ordinary +10 Close combat with a foe who is outnumbered two to one. Critical Damage is cumulative. Additional Hit
Difficult –10 Overheats Blast (X): All within the weapon’s blast radius in metres is hit. Roll Hit Location and Damage individually for each person affected. Attacking a Prone opponent. Power Armour
Head Head Arm Body Arm Body
Light Power Armour All 7
Hard –20 Plasma Pistol Pistol 30m S/–/– 1d10+6 E 6 10 4Full Recharge, Defensive:
Flame:
+15 to Parry, –10 to hit.
No BS Test. All creatures in a 30 degree arc make Agility Test or be struck by flame and take Damage. If Damage is taken, the target must
Attacking from higher ground.
Shooting a target with Semi-Automatic fire.
Fatigue Arm Arm Body Head Body Arm Power Armour All 8
Very Hard –30 Overheats Can suffer a number Fatigue equal to TB. Fatigued
Pump-Action Shotgun Basic 30m S/–/– 1d10+4 I 0 8 2Full Scatter succeed on second Agility Test or catch fire. Shooting a Hulking target.
Flexible: Cannot be Parried. Shooting a target at Short range. characters –10 all Tests. If you suffer more Fatigue Body Body Arm Head Arm Body
2
RPG Launcher Heavy 120m S/–/– * * 1 Full *
Inaccurate: No bonus gained from Aim Action. Challenging +0 A Standard Attack. than TB, fall unconscious for 10–TB minutes.
Shotgun Basic 30m S/–/– 1d10+4 I 0 2 2Full Scatter, Leg Leg Body Arm Head Body
Critical Tables
1
Difficult –10 Attacking whilst you are Knocked Down.
3
Reliable Overheats: Unmodified roll of 91 or more on to hit roll causes Overheat, see page 129. Each hour of complete rest removes 1 level of
Fatigued.
Sling Basic 15m S/–/– 1d10–2 I 0 1 Full Primitive Power Field: When Parrying an attack made with a weapon that lacks this quality, there is a 75% chance of destroying the attacker’s weapon. Fatigue; after 8 hours, Fatigue is reduced to 0.
Attacking or Dodging whilst in the mud or heavy rain.
Energy (page 202 to 203) Stub Revolver Pistol 30m S/–/– 1d10+3 I 0 6 2Full Reliable Primitive: AP doubled, unless armour also has Primitive quality. Shooting a target at Long range.
Impact (page 204 to 205) Stub Automatic Pistol 30m S/3/– 1d10+3 I 0 9 Full — Recharge: Can only fire every-other Round. Shooting a Scrawny target. Stunned Movement (metres/round)
Webber Basic 50m S/–/– — 0 1 Full Blast (5), Snare Reliable: If Jam, roll 1d10 and only on roll of 10 has it Jammed. Hard –20 A Called Shot to a specific location.
Explosive (page 206 to 207) Stunned characters cannot take Actions (including AB Half Move Full Move Charge Run
Web Pistol Pistol 30m S/–/– — 0 1 Full Snare Scatter: At Point Blank range, each 2 degrees of success scores another hit. AP doubled at Long and Extreme ranges. Shooting into melee combat.
0 1/2 1 2 3
4 5
Rending (page 208 to 209) **Damage, Armour Piercing and Special Qualities are determined by the ammunition (i.e. the grenade) fired. Shocking: If weapon causes Damage, Test Toughness or Stunned (+10 bonus per AP). Dodging whilst Prone. free ones), opponents receive +20 to hit.
Smoke: Creates smoke screen 3d10 metres in diameter, lasts 2d10 Rounds. Making an unarmed attack against an armed opponent.
Secondary hand attack.
1
2
1
2
2
4
3
6
6
12
Target
Snare: The target must make an Agility Test or be immobilised. An immobilised target can attempt no other Actions except to try to escape the bonds.
He can attempt to burst the bonds (a Strength Test) or wriggle free (an Agility Test) in his Turn. The target is considered helpless until he Attacking with a weapon in either hand. Lightly Wounded 3 3 6 9 18
Cover Types Weapon Craftsmanship escapes. Close combat attack in darkness. If Damage taken is equal or less than twice TB.
4 4 8 12 24
Adds extra AP to locations hidden by cover. Tearing: Roll two dice for Damage, take the best result. Shooting at a target in fog, mist or shadow.
5 5 10 15 30
Toxic: If weapon causes Damage, Test Toughness at –5 for every point of Damage taken, if failed take extra 1d10 Impact Damage (no reduction for Shooting a Puny target.
Heavily Wounded
Cover Type
Light Wood, Armour-glas, Light Metal
AP
4
Poor: –10 to hit. Jam on any failed to hit roll.
Good: +5 to hit.
armour or Toughness).
Unbalanced: –10 when used to Parry.
Very Hard –30
Using a weapon without the correct Talent
Attacking or Dodging in deep snow.
Shooting a Minuscule target.
If Damage taken is more than twice TB.
6
7
6
7
12
14
18
21
36
42 6-7 8 9-0
Heavy Wood, Flakboard, Sandbags, Ice 8 Unreliable: Jams on roll of 91–00. 8 8 16 24 48
Rockcrete, Thick Iron, Stone 16
Best: +10 to hit, +1 Damage. Unstable: On a successful hit, roll 1d10: 1: Inflicts half Damage, 2–9: Inflicts normal Damage, 10: Inflicts double Damage.
Shooting a target at Extreme range.
Shooting at a completely concealed target.
Blood Loss 9 9 18 27 54
Plasteel, Armaplas 32 Unwieldy: Cannot be used to Parry. Shooting at a target in darkness. 10% chance of death each Round unless treated. 10 10 20 30 60 Scatter Diagram
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